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Revision: 1.126
Committed: Wed Nov 21 12:12:03 2012 UTC (11 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.125: +6 -45 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #include <sproto.h>
30 #include <sounds.h>
31
32 extern char *spell_mapping[];
33
34 /* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used.
37 */
38 object *
39 find_random_spell_in_ob (object *ob, shstr_cmp skill)
40 {
41 int k = 0, s;
42
43 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++;
46
47 /* No spells, no need to progess further */
48 if (!k)
49 return NULL;
50
51 s = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
62 }
63
64 /* Relatively simple function that gets used a lot.
65 * Basically, it sets up the skill pointer for the spell being
66 * cast. If op is really casting the spell, then the skill
67 * is whatever skill the spell requires.
68 * if instead caster (rod, horn, wand, etc) is casting the skill,
69 * then they get exp for the skill that you need to use for
70 * that object (use magic device).
71 */
72 void
73 set_spell_skill (object *op, object *caster, object *spob, object *dest)
74 {
75 if (caster == op && spob->skill)
76 dest->skill = spob->skill;
77 else
78 dest->skill = caster->skill;
79 }
80
81 /* pretty basic function - basically just takes
82 * an object, sets the x,y, and calls insert_ob_in_map
83 */
84 void
85 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86 {
87 if (spob->other_arch)
88 map->insert (spob->other_arch->instance (), x, y, originator);
89 }
90
91 static int
92 attuned_bonus (object *caster, object *spell, int level)
93 {
94 // compute the attuned/repelled bonus
95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
96 // repell has no such quarrels
97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
99 }
100
101 /* This function returns the effective level the spell
102 * is being cast at.
103 */
104 int
105 casting_level (object *caster, object *spell)
106 {
107 int level = caster->level;
108
109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
111 {
112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
113 int sk_level = skill ? skill->level : 1;
114
115 level = min (level, sk_level + level / 10 + 1);
116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
128
129 /* Always make this at least 1. If this is zero, we get divide by zero
130 * errors in various places.
131 */
132 return clamp (level, 1, settings.max_level);
133 }
134
135 /* The following function scales the spellpoint cost of
136 * a spell by it's increased effectiveness. Some of the
137 * lower level spells become incredibly vicious at high
138 * levels. Very cheap mass destruction. This function is
139 * intended to keep the sp cost related to the effectiveness.
140 * op is the player/monster
141 * caster is what is casting the spell, can be op.
142 * spell is the spell object.
143 * Note that it is now possible for a spell to cost both grace and
144 * mana. In that case, we return which ever value is higher.
145 */
146 sint16
147 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
148 {
149 int sp, grace, level = casting_level (caster, spell);
150
151 if (settings.spellpoint_level_depend == TRUE)
152 {
153 if (spell->stats.sp && spell->stats.maxsp)
154 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
155 else
156 sp = spell->stats.sp;
157
158 sp *= (int) PATH_SP_MULT (caster, spell);
159 if (!sp && spell->stats.sp)
160 sp = 1;
161
162 if (spell->stats.grace && spell->stats.maxgrace)
163 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
164 else
165 grace = spell->stats.grace;
166
167 grace *= PATH_SP_MULT (caster, spell);
168 if (spell->stats.grace && !grace)
169 grace = 1;
170 }
171 else
172 {
173 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
174 if (spell->stats.sp && !sp)
175 sp = 1;
176
177 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
178 if (spell->stats.grace && !grace)
179 grace = 1;
180 }
181
182 if (flags == SPELL_HIGHEST)
183 return max (sp, grace);
184 else if (flags == SPELL_GRACE)
185 return grace;
186 else if (flags == SPELL_MANA)
187 return sp;
188 else
189 {
190 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
191 return 0;
192 }
193 }
194
195 /*
196 * Return the effective casting level of the spell.
197 * To make spells independent of their starting level, this function
198 * scales the range spellstartlevel .. 100 into the range 1..100
199 */
200 static int
201 SP_casting_level (object *caster, object *spell)
202 {
203 return casting_level (caster, spell);
204 }
205
206 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
207 * spob is the spell we are adjusting.
208 */
209 int
210 SP_level_dam_adjust (object *caster, object *spob)
211 {
212 if (!spob->dam_modifier)
213 return 0;
214
215 return SP_casting_level (caster, spob) / spob->dam_modifier;
216 }
217
218 /* Adjust the strength of the spell based on level.
219 * This is basically the same as SP_level_dam_adjust above,
220 * but instead looks at the level_modifier value.
221 */
222 int
223 SP_level_duration_adjust (object *caster, object *spob)
224 {
225 if (!spob->duration_modifier)
226 return 0;
227
228 return SP_casting_level (caster, spob) / spob->duration_modifier;
229 }
230
231 /* Adjust the strength of the spell based on level.
232 * This is basically the same as SP_level_dam_adjust above,
233 * but instead looks at the level_modifier value.
234 */
235 int
236 SP_level_range_adjust (object *caster, object *spob)
237 {
238 if (!spob->range_modifier)
239 return 0;
240
241 return SP_casting_level (caster, spob) / spob->range_modifier;
242 }
243
244 /* Checks to see if player knows the spell. If the name is the same
245 * as an existing spell, we presume they know it.
246 * returns 1 if they know the spell, 0 if they don't.
247 */
248 object *
249 check_spell_known (object *op, shstr_cmp name)
250 {
251 object *spop;
252
253 for (spop = op->inv; spop; spop = spop->below)
254 if (spop->type == SPELL && spop->name == name)
255 return spop;
256
257 return 0;
258 }
259
260 /*
261 * Look at object 'op' and see if they know the spell
262 * spname. This is pretty close to check_spell_known
263 * above, but it uses a looser matching mechanism.
264 * returns the matching spell object, or NULL.
265 * If we match multiple spells but don't get an
266 * exact match, we also return NULL.
267 */
268 object *
269 object::find_spell (shstr_cmp name) const
270 {
271 for (object *spob = inv; spob; spob = spob->below)
272 if (spob->name == name && spob->type == SPELL)
273 return spob;
274
275 return 0;
276 }
277
278 /* reflwall - decides weither the (spell-)object sp_op will
279 * be reflected from the given mapsquare. Returns 1 if true.
280 * (Note that for living creatures there is a small chance that
281 * reflect_spell fails.)
282 * Caller should be sure it passes us valid map coordinates
283 * eg, updated for tiled maps.
284 */
285 int
286 reflwall (maptile *m, int x, int y, object *sp_op)
287 {
288 if (OUT_OF_REAL_MAP (m, x, y))
289 return 0;
290
291 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
292 if (op->flag [FLAG_REFL_SPELL]
293 && (!op->flag [FLAG_ALIVE]
294 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
295 return 1;
296
297 return 0;
298 }
299
300 /* cast_create_object: creates object new_op in direction dir
301 * or if that is blocked, beneath the player (op).
302 * we pass 'caster', but don't use it for anything.
303 * This is really just a simple wrapper function .
304 * returns true to indicate whether the operation was successful.
305 * destroys the object is unsuccessful.
306 */
307 bool
308 cast_create_obj (object *op, object *caster, object *new_op, int dir)
309 {
310 mapxy pos (op);
311 pos.move (dir);
312
313 if (!pos.normalise ()
314 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
315 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
316 )
317 {
318 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
319 new_op->destroy ();
320 return 0;
321 }
322
323 new_op->set_flag (FLAG_IDENTIFIED);
324
325 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
326
327 return 1;
328 }
329
330 static bool
331 mergable_owner (object *o1, object *o2)
332 {
333 if (o1 == o2)
334 return 1;
335
336 if (!o1 || !o2)
337 return 0;
338
339 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
340 return 0;
341
342 if (o1->is_player () || o2->is_player ())
343 return 0;
344
345 return 1;
346 }
347
348 /* Returns true if it is ok to put spell *op on the space/may provided.
349 * immune_stop is basically the attacktype of the spell (why
350 * passed as a different value, not sure of). If immune_stop
351 * has the AT_MAGIC bit set, and there is a counterwall
352 * on the space, the object doesn't get placed. if immune stop
353 * does not have AT_MAGIC, then counterwalls do not effect the spell.
354 */
355 int
356 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
357 {
358 if (!xy_normalise (m, x, y))
359 return 0;
360
361 mapspace &ms = m->at (x, y);
362 ms.update ();
363
364 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
365 return 0;
366
367 int max_effects = 5; // max. number of similar spells per mapspace
368
369 for (object *tmp = ms.top; tmp; tmp = tmp->below)
370 {
371 /* If there is a counterspell on the space, and this
372 * object is using magic, don't progress. I believe we could
373 * leave this out and let in progress, and other areas of the code
374 * will then remove it, but that would seem to to use more
375 * resources, and may not work as well if a player is standing
376 * on top of a counterwall spell (may hit the player before being
377 * removed.) On the other hand, it may be more dramatic for the
378 * spell to actually hit the counterwall and be sucked up.
379 */
380 if ((tmp->attacktype & AT_COUNTERSPELL)
381 && !tmp->flag [FLAG_MONSTER]
382 && (tmp->type != PLAYER)
383 && (tmp->type != WEAPON)
384 && (tmp->type != BOW)
385 && (tmp->type != ARROW)
386 && (tmp->type != GOLEM)
387 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
388 // we special case floor here because there
389 // are sometimes spell effect floors
390 // which are used to inflict damage
391 // (and those shouldn't go away from
392 // sanctuary) see also: permanent lava
393 && (immune_stop & AT_MAGIC))
394 return 0;
395
396 if (tmp->type == op->type)
397 {
398 if (tmp->subtype == op->subtype
399 && tmp->arch == op->arch /* no harm if not comparing by name here */)
400 {
401 /* This is to prevent 'out of control' spells. Basically, this
402 * limits one spell effect per space per spell. This is definately
403 * needed for performance reasons, and just for playability I believe.
404 * there are no such things as multispaced spells right now, so
405 * we don't need to worry about the head.
406 */
407 if (tmp->stats.maxhp == op->stats.maxhp)
408 return 0;
409
410 /*
411 * Combine similar spell effects into one spell effect. Needed for
412 * performance reasons with meteor swarm and the like, but also for
413 * playability reasons.
414 */
415 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
416 if (mergable_owner (tmp, op))
417 {
418 // if same owner, then combine, but reduce advantage of multiple spells
419 max_it (tmp->stats.dam, op->stats.dam);
420 max_it (tmp->range , op->range);
421 max_it (tmp->duration , op->duration);
422 return 0;
423 }
424 }
425
426 // if there are too many spell effects on this space,
427 // then don't allow more of them, for performance reasons.
428 if (tmp->type == SPELL_EFFECT
429 && !--max_effects)
430 return 0;
431 }
432
433 /* Perhaps we should also put checks in for no magic and unholy
434 * ground to prevent it from moving along?
435 */
436 }
437
438 /* If it passes the above tests, it must be OK */
439 return 1;
440 }
441
442 /* fire_arch_from_position: fires an archetype.
443 * op: person firing the object.
444 * caster: object casting the spell.
445 * x, y: where to fire the spell (note, it then uses op->map for the map
446 * for these coordinates, which is probably a really bad idea.
447 * dir: direction to fire in.
448 * spell: spell that is being fired. It uses other_arch for the archetype
449 * to fire.
450 * returns 0 on failure, 1 on success.
451 */
452 int
453 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
454 {
455 if (!spell->other_arch)
456 return 0;
457
458 object *tmp = spell->other_arch->instance ();
459
460 if (!tmp)
461 return 0;
462
463 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
464 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
465 /* code in time.c uses food for some things, duration for others */
466 tmp->stats.food = tmp->duration;
467 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
468 tmp->attacktype = spell->attacktype;
469 tmp->direction = dir;
470 tmp->set_owner (op);
471 tmp->level = casting_level (caster, spell);
472 set_spell_skill (op, caster, spell, tmp);
473
474 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
475 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
476 if (!tailor_god_spell (tmp, op))
477 return 0;
478
479 if (tmp->flag [FLAG_IS_TURNABLE])
480 SET_ANIMATION (tmp, dir);
481
482 if ((tmp = op->map->insert (tmp, x, y, op)))
483 move_spell_effect (tmp);
484
485 return 1;
486 }
487
488 /*****************************************************************************
489 *
490 * Code related to rods - perhaps better located in another file?
491 *
492 ****************************************************************************/
493 void
494 regenerate_rod (object *rod)
495 {
496 if (rod->stats.hp < rod->stats.maxhp)
497 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
498 }
499
500 void
501 drain_rod_charge (object *rod)
502 {
503 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
504 }
505
506 /* this function is commonly used to find a friendly target for
507 * spells such as heal or protection or armour
508 * op is what is looking for the target (which can be a player),
509 * dir is the direction we are looking in. Return object found, or
510 * NULL if no good object.
511 */
512 object *
513 find_target_for_friendly_spell (object *op, int dir)
514 {
515 object *tmp;
516
517 /* I don't really get this block - if op isn't a player or rune,
518 * we then make the owner of this object the target.
519 * The owner could very well be no where near op.
520 */
521 if (op->type != PLAYER && op->type != RUNE)
522 {
523 tmp = op->owner;
524 /* If the owner does not exist, or is not a monster, than apply the spell
525 * to the caster.
526 */
527 if (!tmp || !tmp->flag [FLAG_MONSTER])
528 tmp = op;
529 }
530 else
531 {
532 maptile *m = op->map;
533 sint16 x = op->x + freearr_x[dir];
534 sint16 y = op->y + freearr_y[dir];
535
536 tmp = xy_normalise (m, x, y)
537 ? m->at (x, y).player ()
538 : 0;
539 }
540
541 /* didn't find a player there, look in current square for a player */
542 if (!tmp)
543 tmp = op->ms ().player ();
544
545 return tmp;
546 }
547
548 /* raytrace:
549 * spell_find_dir(map, x, y, exclude) will search first the center square
550 * then some close squares in the given map at the given coordinates for
551 * live objects.
552 * It will not consider the object given as exclude (= caster) among possible
553 * live objects. If the caster is a player, the spell will go after
554 * monsters/generators only. If not, the spell will hunt players only.
555 * It returns the direction toward the first/closest live object if it finds
556 * any, otherwise -1.
557 * note that exclude can be NULL, in which case all bets are off.
558 */
559 int
560 spell_find_dir (maptile *m, int x, int y, object *exclude)
561 {
562 int i, max = SIZEOFFREE;
563 sint16 nx, ny;
564 int owner_type = 0, mflags;
565 object *tmp;
566 maptile *mp;
567
568 if (exclude && exclude->head)
569 exclude = exclude->head;
570 if (exclude && exclude->type)
571 owner_type = exclude->type;
572
573 for (i = rndm (1, 8); i < max; i++)
574 {
575 nx = x + freearr_x[i];
576 ny = y + freearr_y[i];
577 mp = m;
578 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
579 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
580 continue;
581
582 tmp = GET_MAP_OB (mp, nx, ny);
583
584 while (tmp != NULL && (((owner_type == PLAYER &&
585 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
586 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
587 tmp = tmp->above;
588
589 if (tmp != NULL && can_see_monsterP (m, x, y, i))
590 return freedir[i];
591 }
592 return -1; /* flag for "keep going the way you were" */
593 }
594
595 /* put_a_monster: puts a monster named monstername near by
596 * op. This creates the treasures for the monsters, and
597 * also deals with multipart monsters properly.
598 */
599 static void
600 put_a_monster (object *op, const char *monstername)
601 {
602 object *tmp, *head = NULL, *prev = NULL;
603 archetype *at;
604 int dir;
605
606 /* Handle cases where we are passed a bogus mosntername */
607
608 if ((at = archetype::find (monstername)) == NULL)
609 return;
610
611 /* find a free square nearby
612 * first we check the closest square for free squares
613 */
614
615 dir = find_first_free_spot (at, op->map, op->x, op->y);
616 if (dir != -1)
617 {
618 /* This is basically grabbed for generate monster. Fixed 971225 to
619 * insert multipart monsters properly
620 */
621 //TODO: use expand_tail + ...
622 while (at != NULL)
623 {
624 tmp = at->instance ();
625 tmp->x = op->x + freearr_x[dir] + at->x;
626 tmp->y = op->y + freearr_y[dir] + at->y;
627 tmp->map = op->map;
628 if (head)
629 {
630 tmp->head = head;
631 prev->more = tmp;
632 }
633
634 if (!head)
635 head = tmp;
636
637 prev = tmp;
638
639 at = (archetype *)at->more;
640 }
641
642 if (head->randomitems)
643 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
644
645 insert_ob_in_map (head, op->map, op, 0);
646
647 /* thought it'd be cool to insert a burnout, too. */
648 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
649 }
650 }
651
652 /* peterm: function which summons hostile monsters and
653 * places them in nearby squares.
654 * op is the summoner.
655 * n is the number of monsters.
656 * monstername is the name of the monster.
657 * returns the number of monsters, which is basically n.
658 * it should really see how many it successfully replaced and
659 * return that instead.
660 * Note that this is not used by any spells (summon evil monsters
661 * use to call this, but best I can tell, that spell/ability was
662 * never used. This is however used by various failures on the
663 * players part (alchemy, reincarnation, etc)
664 */
665 int
666 summon_hostile_monsters (object *op, int n, const char *monstername)
667 {
668 int i;
669
670 for (i = 0; i < n; i++)
671 put_a_monster (op, monstername);
672
673 return n;
674 }
675
676
677 /* Some local definitions for shuffle-attack */
678 struct attacktype_shuffle
679 {
680 int attacktype;
681 int face;
682 } ATTACKS[22] =
683 {
684 { AT_PHYSICAL, 0},
685 { AT_PHYSICAL, 0}, /*face = explosion */
686 { AT_PHYSICAL, 0},
687 { AT_MAGIC, 1},
688 { AT_MAGIC, 1}, /* face = last-burnout */
689 { AT_MAGIC, 1},
690 { AT_FIRE, 2},
691 { AT_FIRE, 2}, /* face = fire.... */
692 { AT_FIRE, 2},
693 { AT_ELECTRICITY, 3},
694 { AT_ELECTRICITY, 3}, /* ball_lightning */
695 { AT_ELECTRICITY, 3},
696 { AT_COLD, 4},
697 { AT_COLD, 4}, /* face=icestorm */
698 { AT_COLD, 4},
699 { AT_CONFUSION, 5},
700 { AT_POISON, 7},
701 { AT_POISON, 7}, /* face = acid sphere. generator */
702 { AT_POISON, 7}, /* poisoncloud face */
703 { AT_SLOW, 8},
704 { AT_PARALYZE, 9},
705 { AT_FEAR, 10},
706 };
707
708 /* shuffle_attack: peterm
709 * This routine shuffles the attack of op to one of the
710 * ones in the list. It does this at random. It also
711 * chooses a face appropriate to the attack that is
712 * being committed by that square at the moment.
713 * right now it's being used by color spray and create pool of
714 * chaos.
715 * This could really be a better implementation - the
716 * faces and attacktypes above are hardcoded, which is never
717 * good. The faces refer to faces in the animation sequence.
718 * Not sure how to do better - but not having it hardcoded
719 * would be nice.
720 * I also fixed a bug here in that attacktype was |= -
721 * to me, that would be that it would quickly get all
722 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
723 */
724 void
725 shuffle_attack (object *op, int change_face)
726 {
727 int i;
728
729 i = rndm (0, 21);
730
731 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
732
733 if (change_face)
734 {
735 SET_ANIMATION (op, ATTACKS[i].face);
736 }
737 }
738
739 /* prayer_failure: This is called when a player fails
740 * at casting a prayer.
741 * op is the player.
742 * failure is basically how much grace they had.
743 * power is how much grace the spell would normally take to cast.
744 */
745
746 #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
747
748 static void
749 prayer_failure (object *op, int failure, int power)
750 {
751 const char *godname;
752 object *tmp;
753
754 if (!strcmp ((godname = determine_god (op)), "none"))
755 godname = "Your spirit";
756
757 if (failure <= -20 && failure > -40) /* wonder */
758 {
759 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
760 tmp = archetype::get (SPELL_WONDER);
761 cast_cone (op, op, 0, tmp);
762 tmp->destroy ();
763 }
764
765 else if (failure <= -40 && failure > -60) /* confusion */
766 {
767 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
768 confuse_player (op, op, 99);
769 }
770 else if (failure <= -60 && failure > -150) /* paralysis */
771 {
772 op->failmsgf ("%s requires you to pray NOW. "
773 "You comply, ignoring all else." HINT_GRACE,
774 godname);
775 paralyze_player (op, op, 99);
776 }
777 else if (failure <= -150) /* blast the immediate area */
778 {
779 tmp = archetype::get (GOD_POWER);
780 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
781 cast_magic_storm (op, tmp, power);
782 }
783 }
784
785 /*
786 * spell_failure() handles the various effects for differing degrees
787 * of failure badness.
788 * op is the player that failed.
789 * failure is a random value of how badly you failed.
790 * power is how many spellpoints you'd normally need for the spell.
791 * skill is the skill you'd need to cast the spell.
792 */
793 void
794 spell_failure (object *op, int failure, int power, object *skill)
795 {
796 object *tmp;
797
798 if (settings.spell_failure_effects == FALSE)
799 return;
800
801 if (failure <= -20 && failure > -40) /* wonder */
802 {
803 op->failmsg ("Your spell causes an unexpected effect.");
804 tmp = archetype::get (SPELL_WONDER);
805 cast_cone (op, op, 0, tmp);
806 tmp->destroy ();
807 }
808
809 else if (failure <= -40 && failure > -60) /* confusion */
810 {
811 op->failmsg ("Your magic recoils on you, making you confused!");
812 confuse_player (op, op, 99);
813 }
814 else if (failure <= -60 && failure > -80) /* paralysis */
815 {
816 op->failmsg ("Your magic stuns you!");
817 paralyze_player (op, op, 99);
818 }
819 else if (failure <= -80) /* blast the immediate area */
820 {
821 object *tmp;
822
823 /* Safety check to make sure we don't get any mana storms in scorn */
824 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
825 {
826 op->failmsg ("The magic warps and you are turned inside out!");
827 hit_player (op, 9998, op, AT_INTERNAL, 1);
828
829 }
830 else
831 {
832 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
833 tmp = archetype::get (LOOSE_MANA);
834 tmp->level = skill->level;
835
836 /* increase the area of destruction a little for more powerful spells */
837 tmp->range += isqrt (power);
838
839 if (power > 25)
840 tmp->stats.dam = 25 + isqrt (power);
841 else
842 tmp->stats.dam = power; /* nasty recoils! */
843
844 tmp->stats.maxhp = tmp->count;
845
846 tmp->insert_at (op);
847 }
848 }
849 }
850
851 static int
852 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
853 {
854 if (!spell_ob->other_arch)
855 {
856 LOG (llevError, "cast_party_spell: empty other arch\n");
857 return 0;
858 }
859
860 object *spell = spell_ob->other_arch->instance ();
861
862 /* Always cast spell on caster */
863 int success = cast_spell (op, caster, dir, spell, spellparam);
864
865 if (!op->contr || !op->contr->party)
866 {
867 spell->remove ();
868 return success;
869 }
870
871 for_all_players (pl)
872 if ((pl->ob->contr->party == op->contr->party)
873 && on_same_map (pl->ob, op)
874 && pl->ob != op)
875 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
876
877 spell->remove ();
878 return success;
879 }
880
881 /* This is where the main dispatch when someone casts a spell.
882 *
883 * op is the creature that is owner of the object that is casting the spell -
884 * eg, the player or monster.
885 * caster is the actual object (wand, potion) casting the spell. can be
886 * same as op.
887 * dir is the direction to cast in. Note in some cases, if the spell
888 * is self only, dir really doesn't make a difference.
889 * spell_ob is the spell object that is being cast. From that,
890 * we can determine what to do.
891 * spellparam is any options that are being used. It can be NULL. Almost
892 * certainly, only players will set it. It is basically used as optional
893 * parameters to a spell (eg, item to create, information for marking runes,
894 * etc.
895 * returns 1 on successful cast, or 0 on error. These values should really
896 * be swapped, so that 0 is successful, and non zero is failure, with a code
897 * of what it failed.
898 *
899 * Note that this function is really a dispatch routine that calls other
900 * functions - it just blindly returns what ever value those functions
901 * return. So if your writing a new function that is called from this,
902 * it shoudl also return 1 on success, 0 on failure.
903 *
904 * if it is a player casting the spell (op->type == PLAYER, op == caster),
905 * this function will decrease the mana/grace appropriately. For other
906 * objects, the caller should do what it considers appropriate.
907 */
908 int
909 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
910 {
911 const char *godname;
912 int success = 0;
913
914 // make sure spells always take a while, so a) we don't flood the
915 // user with messages and b) too many failures can be harmful (smiting).
916 op->speed_left -= 4 * op->speed; // ~0.5s on failure
917
918 if (!spell_ob)
919 {
920 LOG (llevError, "cast_spell: null spell object passed\n");
921 return 0;
922 }
923
924 if (!strcmp ((godname = determine_god (op)), "none"))
925 godname = "A random spirit";
926
927 /* the caller should set caster to op if appropriate */
928 if (!caster)
929 {
930 LOG (llevError, "cast_spell: null caster object passed\n");
931 return 0;
932 }
933
934 /* if caster is a spell casting object, this normally shouldn't be
935 * an issue, because they don't have any spellpaths set up.
936 */
937 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
938 {
939 op->failmsg ("That spell path is denied to you.");
940 return 0;
941 }
942
943 object *skill = 0;
944
945 /* if it is a player casting the spell, and they are really casting it
946 * (vs it coming from a wand, scroll, or whatever else), do some
947 * checks. We let monsters do special things - eg, they
948 * don't need the SKILL, BYpass level checks, etc. The monster function
949 * should take care of that.
950 * Remove the wiz check here and move it further down - some spells
951 * need to have the right skill pointer passed, so we need to
952 * at least process that code.
953 */
954 if (op->type == PLAYER && op == caster)
955 {
956 if (spell_ob->skill)
957 {
958 skill = find_skill_by_name (op, spell_ob->skill);
959
960 if (!skill)
961 {
962 op->failmsgf ("You need the %s skill to cast %s! "
963 "H<You either need to learn the skill via a skill scroll "
964 "or you need to wear a talisman, holy symbol or another skill tool.>",
965 &spell_ob->skill, &spell_ob->name);
966 return 0;
967 }
968
969 const char *msg = "";
970
971 int caster_level = skill->level;
972
973 if (op->path_attuned & spell_ob->path_attuned)
974 {
975 caster_level += min (caster_level, ATTUNE_REPELL);
976 msg = " (attuned)";
977 }
978
979 if (op->path_repelled & spell_ob->path_attuned)
980 {
981 caster_level -= ATTUNE_REPELL; // negative is ok
982 msg = " (repelled)";
983 }
984
985 if (spell_ob->level > caster_level)
986 {
987 op->failmsgf ("You lack enough skill to cast that spell! "
988 "H<Your effective cast level is %d%s, but level %d is required.>",
989 caster_level, msg, spell_ob->level);
990 if (!op->is_wiz ())
991 return 0;
992 }
993 }
994
995 /* If the caster is the wiz, they don't ever fail, and don't have
996 * to have sufficient grace/mana.
997 */
998 if (!op->flag [FLAG_WIZCAST])
999 {
1000 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1001 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1002 {
1003 op->failmsg ("You don't have enough mana!");
1004 return 0;
1005 }
1006
1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1009 {
1010 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1011 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1012 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1013 else
1014 {
1015 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1016 op->failmsgf ("%s ignores your prayer.", godname);
1017 return 0;
1018 }
1019 }
1020
1021 /* player/monster is trying to cast the spell. might fumble it */
1022 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1023 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1024 {
1025 op->contr->play_sound (sound_find ("fumble_spell"));
1026 op->failmsg ("You fumble the prayer.");
1027
1028 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1029 return 0;
1030 }
1031 else if (spell_ob->stats.sp)
1032 {
1033 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1034
1035 if (failure < 0)
1036 {
1037 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1038 if (settings.spell_failure_effects == TRUE)
1039 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1040
1041 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1042 return 0;
1043 }
1044 }
1045 }
1046 }
1047
1048 int mflags = op->ms ().flags ();
1049
1050 /* See if we can cast a spell here. If the caster and op are
1051 * not alive, then this would mean that the mapmaker put the
1052 * objects on the space - presume that they know what they are
1053 * doing.
1054 */
1055
1056 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1057 {
1058 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1059 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1060 return 0;
1061 }
1062
1063 if ((spell_ob->type == SPELL)
1064 && (caster->type != POTION)
1065 && !op->flag [FLAG_WIZCAST]
1066 && (caster->flag [FLAG_ALIVE]
1067 || op->flag [FLAG_ALIVE])
1068 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1069 {
1070 if (op->type != PLAYER)
1071 return 0;
1072
1073 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1074 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1075 else if (object *item = op->contr->ranged_ob)
1076 {
1077 if (item->type == SPELL)
1078 op->failmsg ("Something blocks your spellcasting.");
1079 else if (item->type == SCROLL)
1080 op->failmsg ("Something blocks the magic of your scroll.");
1081 else
1082 op->failmsg ("Something blocks the magic of your item.");
1083 }
1084 else
1085 op->failmsg ("Something blocks the spell!");
1086
1087 return 0;
1088 }
1089
1090 // undo the flood protection from earlier
1091 op->speed_left += 4 * op->speed; // ~0.5s on failure
1092
1093 /* Take into account how long it takes to cast the spell.
1094 * if the player is casting it, then we use the time in
1095 * the spell object. If it is a spell object, have it
1096 * take two ticks. Things that cast spells on the players
1097 * behalf (eg, altars, and whatever else) shouldn't cost
1098 * the player any time.
1099 * Ignore casting time for firewalls
1100 */
1101 if (caster == op && caster->type != FIREWALL)
1102 {
1103 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1104 /* Other portions of the code may also decrement the speed of the player, so
1105 * put a lower limit so that the player isn't stuck here too long
1106 */
1107 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1108 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1109 }
1110 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1111 op->speed_left -= 2 * op->speed;
1112
1113 if (op->type == PLAYER && op == caster)
1114 {
1115 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1116 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1117 }
1118
1119 /* We want to try to find the skill to properly credit exp.
1120 * for spell casting objects, the exp goes to the skill the casting
1121 * object requires.
1122 */
1123 if (op != caster && !skill && caster->skill)
1124 {
1125 skill = find_skill_by_name (op, caster->skill);
1126
1127 if (!skill)
1128 {
1129 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1130 return 0;
1131 }
1132 }
1133
1134 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1135 return RESULT_INT (0);
1136
1137 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1138 // at least temporarily, which might not be true due to slot restrictions, but hey
1139 // invoke requires it basically.
1140
1141 object *chosen_skill = op->chosen_skill;
1142 op->chosen_skill = skill;
1143
1144 switch (spell_ob->subtype)
1145 {
1146 /* The order of case statements is same as the order they show up
1147 * in spells.h.
1148 */
1149 case SP_RAISE_DEAD:
1150 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1151 break;
1152
1153 case SP_RUNE:
1154 success = write_rune (op, caster, spell_ob, dir, spellparam);
1155 break;
1156
1157 case SP_MAKE_MARK:
1158 success = write_mark (op, spell_ob, spellparam);
1159 break;
1160
1161 case SP_BOLT:
1162 success = fire_bolt (op, caster, dir, spell_ob, skill);
1163 break;
1164
1165 case SP_BULLET:
1166 success = fire_bullet (op, caster, dir, spell_ob);
1167 break;
1168
1169 case SP_CONE:
1170 success = cast_cone (op, caster, dir, spell_ob);
1171 break;
1172
1173 case SP_BOMB:
1174 success = create_bomb (op, caster, dir, spell_ob);
1175 break;
1176
1177 case SP_WONDER:
1178 success = cast_wonder (op, caster, dir, spell_ob);
1179 break;
1180
1181 case SP_SMITE:
1182 success = cast_smite_spell (op, caster, dir, spell_ob);
1183 break;
1184
1185 case SP_MAGIC_MISSILE:
1186 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1187 break;
1188
1189 case SP_SUMMON_GOLEM:
1190 success = summon_golem (op, caster, dir, spell_ob);
1191 break;
1192
1193 case SP_DIMENSION_DOOR:
1194 /* dimension door needs the actual caster, because that is what is
1195 * moved.
1196 */
1197 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1198 break;
1199
1200 case SP_MAGIC_MAPPING:
1201 if (op->type == PLAYER)
1202 {
1203 spell_effect (spell_ob, op->x, op->y, op->map, op);
1204 draw_magic_map (op);
1205 success = 1;
1206 }
1207 else
1208 success = 0;
1209 break;
1210
1211 case SP_MAGIC_WALL:
1212 success = magic_wall (op, caster, dir, spell_ob);
1213 break;
1214
1215 case SP_DESTRUCTION:
1216 success = cast_destruction (op, caster, spell_ob);
1217 break;
1218
1219 case SP_PERCEIVE_SELF:
1220 success = perceive_self (op);
1221 break;
1222
1223 case SP_WORD_OF_RECALL:
1224 success = cast_word_of_recall (op, caster, spell_ob);
1225 break;
1226
1227 case SP_INVISIBLE:
1228 success = cast_invisible (op, caster, spell_ob);
1229 break;
1230
1231 case SP_PROBE:
1232 success = probe (op, caster, spell_ob, dir);
1233 break;
1234
1235 case SP_HEALING:
1236 success = cast_heal (op, caster, spell_ob, dir);
1237 break;
1238
1239 case SP_CREATE_FOOD:
1240 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1241 break;
1242
1243 case SP_EARTH_TO_DUST:
1244 success = cast_earth_to_dust (op, caster, spell_ob);
1245 break;
1246
1247 case SP_CHANGE_ABILITY:
1248 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1249 break;
1250
1251 case SP_BLESS:
1252 success = cast_bless (op, caster, spell_ob, dir);
1253 break;
1254
1255 case SP_CURSE:
1256 success = cast_curse (op, caster, spell_ob, dir);
1257 break;
1258
1259 case SP_SUMMON_MONSTER:
1260 success = summon_object (op, caster, spell_ob, dir, spellparam);
1261 break;
1262
1263 case SP_CHARGING:
1264 success = recharge (op, caster, spell_ob);
1265 break;
1266
1267 case SP_POLYMORPH:
1268 #ifdef NO_POLYMORPH
1269 /* Not great, but at least provide feedback so if players do have
1270 * polymorph (ie, find it as a preset item or left over from before
1271 * it was disabled), they get some feedback.
1272 */
1273 op->failmsg ("The spell fizzles!");
1274 success = 0;
1275 #else
1276 success = cast_polymorph (op, caster, spell_ob, dir);
1277 #endif
1278 break;
1279
1280 case SP_ALCHEMY:
1281 success = alchemy (op, caster, spell_ob);
1282 break;
1283
1284 case SP_REMOVE_CURSE:
1285 success = remove_curse (op, caster, spell_ob);
1286 break;
1287
1288 case SP_IDENTIFY:
1289 success = cast_identify (op, caster, spell_ob);
1290 break;
1291
1292 case SP_DETECTION:
1293 success = cast_detection (op, caster, spell_ob, skill);
1294 break;
1295
1296 case SP_MOOD_CHANGE:
1297 success = mood_change (op, caster, spell_ob);
1298 break;
1299
1300 case SP_MOVING_BALL:
1301 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1302 {
1303 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1304 success = 0;
1305 }
1306 else
1307 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1308 break;
1309
1310 case SP_SWARM:
1311 success = fire_swarm (op, caster, spell_ob, dir);
1312 break;
1313
1314 case SP_CHANGE_MANA:
1315 success = cast_transfer (op, caster, spell_ob, dir);
1316 break;
1317
1318 case SP_DISPEL_RUNE:
1319 /* in rune.c */
1320 success = dispel_rune (op, caster, spell_ob, skill, dir);
1321 break;
1322
1323 case SP_CREATE_MISSILE:
1324 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1325 break;
1326
1327 case SP_CONSECRATE:
1328 success = cast_consecrate (op, caster, spell_ob);
1329 break;
1330
1331 case SP_ANIMATE_WEAPON:
1332 success = animate_weapon (op, caster, spell_ob, dir);
1333 break;
1334
1335 case SP_LIGHT:
1336 success = cast_light (op, caster, spell_ob, dir);
1337 break;
1338
1339 case SP_CHANGE_MAP_LIGHT:
1340 success = cast_change_map_lightlevel (op, caster, spell_ob);
1341 break;
1342
1343 case SP_FAERY_FIRE:
1344 success = cast_destruction (op, caster, spell_ob);
1345 break;
1346
1347 case SP_CAUSE_DISEASE:
1348 success = cast_cause_disease (op, caster, spell_ob, dir);
1349 break;
1350
1351 case SP_AURA:
1352 success = create_aura (op, caster, spell_ob);
1353 break;
1354
1355 case SP_PARTY_SPELL:
1356 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1357 break;
1358
1359 default:
1360 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1361 }
1362
1363 // restore chosen_skill
1364 op->chosen_skill = chosen_skill;
1365
1366 op->play_sound (
1367 success
1368 ? spell_ob->sound
1369 ? spell_ob->sound
1370 : sound_find ("spell_success")
1371 : sound_find ("fumble_spell")
1372 );
1373
1374 return success;
1375 }
1376
1377 /* This is called from time.c/process_object(). That function
1378 * calls this for any SPELL_EFFECT type objects. This function
1379 * then dispatches them to the appropriate specific routines.
1380 */
1381 void
1382 move_spell_effect (object *op)
1383 {
1384 switch (op->subtype)
1385 {
1386 case SP_BOLT:
1387 move_bolt (op);
1388 break;
1389
1390 case SP_BULLET:
1391 move_bullet (op);
1392 break;
1393
1394 case SP_EXPLOSION:
1395 explosion (op);
1396 break;
1397
1398 case SP_CONE:
1399 move_cone (op);
1400 break;
1401
1402 case SP_BOMB:
1403 animate_bomb (op);
1404 break;
1405
1406 case SP_MAGIC_MISSILE:
1407 move_missile (op);
1408 break;
1409
1410 case SP_WORD_OF_RECALL:
1411 execute_word_of_recall (op);
1412 break;
1413
1414 case SP_MOVING_BALL:
1415 move_ball_spell (op);
1416 break;
1417
1418 case SP_SWARM:
1419 move_swarm_spell (op);
1420 break;
1421
1422 case SP_AURA:
1423 move_aura (op);
1424 break;
1425 }
1426 }
1427
1428 /* This is called by move_apply. Basically, if someone
1429 * moves onto a spell effect and the walk_on or fly_on flags
1430 * are set, this is called. This should only be called for
1431 * objects of the appropriate type.
1432 */
1433 void
1434 apply_spell_effect (object *spell, object *victim)
1435 {
1436 switch (spell->subtype)
1437 {
1438 case SP_CONE:
1439 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1440 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1441 break;
1442
1443 case SP_MAGIC_MISSILE:
1444 if (victim->flag [FLAG_ALIVE])
1445 {
1446 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1447 spell->destroy ();
1448 }
1449 break;
1450
1451 case SP_MOVING_BALL:
1452 if (victim->flag [FLAG_ALIVE])
1453 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1454 else if (victim->material != MATERIAL_NULL)
1455 save_throw_object (victim, spell->attacktype, spell);
1456
1457 break;
1458 }
1459 }
1460
1461 /**
1462 * This function will let a fireball explode at the position of
1463 * the victim with a specific maximum level.
1464 */
1465 void
1466 create_exploding_ball_at (object *victim, int level)
1467 {
1468 object *ball = archetype::get (EXPLODING_FIREBALL);
1469 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1470 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1471 ball->insert_at (victim);
1472 }