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Revision: 1.77
Committed: Sun Sep 28 15:49:08 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.76: +13 -5 lines
Log Message:
use SP_casting_level for effective casting level calculation

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <object.h>
27 #include <errno.h>
28 #include <sproto.h>
29 #include <sounds.h>
30
31 extern char *spell_mapping[];
32
33 /* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used.
36 */
37 object *
38 find_random_spell_in_ob (object *ob, const char *skill)
39 {
40 int k = 0, s;
41 object *tmp;
42
43 for (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 = RANDOM () % k;
52
53 for (tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s)
57 return tmp;
58 else
59 s--;
60 }
61 /* Should never get here, but just in case */
62 return NULL;
63 }
64
65 /* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill
68 * is whatever skill the spell requires.
69 * if instead caster (rod, horn, wand, etc) is casting the skill,
70 * then they get exp for the skill that you need to use for
71 * that object (use magic device).
72 */
73 void
74 set_spell_skill (object *op, object *caster, object *spob, object *dest)
75 {
76 if (caster == op && spob->skill)
77 dest->skill = spob->skill;
78 else
79 dest->skill = caster->skill;
80 }
81
82 /* pretty basic function - basically just takes
83 * an object, sets the x,y, and calls insert_ob_in_map
84 */
85 void
86 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87 {
88 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator);
90 }
91
92 /*
93 * This function takes a caster and spell and presents the
94 * effective level the caster needs to be to cast the spell.
95 * basically, it just adjusts the spell->level with attuned/repelled
96 * spellpaths. Was called path_level_mod.
97 *
98 * caster is person casting the spell.
99 * spell is the spell object.
100 * Returns modified level.
101 */
102 int
103 min_casting_level (object *caster, object *spell)
104 {
105 if (caster->path_denied & spell->path_attuned)
106 return 1;
107
108 int new_level = spell->level
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113 }
114
115 /* This function returns the effective level the spell
116 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */
121 int
122 caster_level (object *caster, object *spell)
123 {
124 int level = caster->level;
125
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++)
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141
142 /* Got valid caster level. Now adjust for attunement */
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
145
146 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places.
148 */
149 return max (level, 1);
150 }
151
152 /* The following function scales the spellpoint cost of
153 * a spell by it's increased effectiveness. Some of the
154 * lower level spells become incredibly vicious at high
155 * levels. Very cheap mass destruction. This function is
156 * intended to keep the sp cost related to the effectiveness.
157 * op is the player/monster
158 * caster is what is casting the spell, can be op.
159 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher.
162 */
163
164 sint16
165 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166 {
167 int sp, grace, level = caster_level (caster, spell);
168
169 if (settings.spellpoint_level_depend == TRUE)
170 {
171 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
174 }
175 else
176 sp = spell->stats.sp;
177
178 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp)
180 sp = 1;
181
182 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
185 }
186 else
187 grace = spell->stats.grace;
188
189 grace *= (int) PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace)
191 grace = 1;
192 }
193 else
194 {
195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
196 if (spell->stats.sp && !sp)
197 sp = 1;
198
199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
200 if (spell->stats.grace && !grace)
201 grace = 1;
202 }
203
204 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace);
206 else if (flags == SPELL_GRACE)
207 return grace;
208 else if (flags == SPELL_MANA)
209 return sp;
210 else
211 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0;
214 }
215 }
216
217 /*
218 * Return the effective casting level of the spell.
219 */
220 static int
221 SP_casting_level (object *caster, object *spell)
222 {
223 int level = caster_level (caster, spell);
224 return max (0, level - min_casting_level (caster, spell));
225 }
226
227 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
228 * spob is the spell we are adjusting.
229 */
230 int
231 SP_level_dam_adjust (object *caster, object *spob)
232 {
233 if (!spob->dam_modifier)
234 return 0;
235
236 return SP_casting_level (caster, spob) / spob->dam_modifier;
237 }
238
239 /* Adjust the strength of the spell based on level.
240 * This is basically the same as SP_level_dam_adjust above,
241 * but instead looks at the level_modifier value.
242 */
243 int
244 SP_level_duration_adjust (object *caster, object *spob)
245 {
246 if (!spob->duration_modifier)
247 return 0;
248
249 return SP_casting_level (caster, spob) / spob->duration_modifier;
250 }
251
252 /* Adjust the strength of the spell based on level.
253 * This is basically the same as SP_level_dam_adjust above,
254 * but instead looks at the level_modifier value.
255 */
256 int
257 SP_level_range_adjust (object *caster, object *spob)
258 {
259 if (!spob->range_modifier)
260 return 0;
261
262 int level = caster_level (caster, spob);
263 return SP_casting_level (caster, spob) / spob->range_modifier;
264 }
265
266 /* Checks to see if player knows the spell. If the name is the same
267 * as an existing spell, we presume they know it.
268 * returns 1 if they know the spell, 0 if they don't.
269 */
270 object *
271 check_spell_known (object *op, const char *name)
272 {
273 object *spop;
274 shstr_cmp name_ (name);
275
276 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name)
278 return spop;
279
280 return 0;
281 }
282
283
284 /*
285 * Look at object 'op' and see if they know the spell
286 * spname. This is pretty close to check_spell_known
287 * above, but it uses a looser matching mechanism.
288 * returns the matching spell object, or NULL.
289 * If we match multiple spells but don't get an
290 * exact match, we also return NULL.
291 */
292
293 object *
294 lookup_spell_by_name (object *op, const char *spname)
295 {
296 object *spob1 = NULL, *spob2 = NULL, *spob;
297 int nummatch = 0;
298
299 if (spname == NULL)
300 return NULL;
301
302 /* Try to find the spell. We store the results in spob1
303 * and spob2 - spob1 is only taking the length of
304 * the past spname, spob2 uses the length of the spell name.
305 */
306 for (spob = op->inv; spob; spob = spob->below)
307 {
308 if (spob->type == SPELL)
309 {
310 if (!strncmp (spob->name, spname, strlen (spname)))
311 {
312 nummatch++;
313 spob1 = spob;
314 }
315 else if (!strncmp (spob->name, spname, strlen (spob->name)))
316 {
317 /* if spells have ambiguous names, it makes matching
318 * really difficult. (eg, fire and fireball would
319 * fall into this category). It shouldn't be hard to
320 * make sure spell names don't overlap in that fashion.
321 */
322 if (spob2)
323 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
324 spob2 = spob;
325 }
326 }
327 }
328 /* if we have best match, return it. Otherwise, if we have one match
329 * on the loser match, return that, otehrwise null
330 */
331 if (spob2)
332 return spob2;
333 if (spob1 && nummatch == 1)
334 return spob1;
335 return NULL;
336 }
337
338 /* reflwall - decides weither the (spell-)object sp_op will
339 * be reflected from the given mapsquare. Returns 1 if true.
340 * (Note that for living creatures there is a small chance that
341 * reflect_spell fails.)
342 * Caller should be sure it passes us valid map coordinates
343 * eg, updated for tiled maps.
344 */
345 int
346 reflwall (maptile *m, int x, int y, object *sp_op)
347 {
348 object *op;
349
350 if (OUT_OF_REAL_MAP (m, x, y))
351 return 0;
352 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
353 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
354 && (!QUERY_FLAG (op, FLAG_ALIVE)
355 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
356 return 1;
357
358 return 0;
359 }
360
361 /* cast_create_object: creates object new_op in direction dir
362 * or if that is blocked, beneath the player (op).
363 * we pass 'caster', but don't use it for anything.
364 * This is really just a simple wrapper function .
365 * returns the direction that the object was actually placed
366 * in.
367 */
368 int
369 cast_create_obj (object *op, object *caster, object *new_op, int dir)
370 {
371 maptile *m;
372 sint16 sx, sy;
373
374 if (dir &&
375 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
376 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
377 {
378 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
379 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
380 dir = 0;
381 }
382
383 SET_FLAG (new_op, FLAG_IDENTIFIED);
384 op->map->insert (new_op,
385 op->x + freearr_x[dir], op->y + freearr_y[dir],
386 op,
387 dir ? 0 : INS_BELOW_ORIGINATOR);
388
389 return dir;
390 }
391
392 /* Returns true if it is ok to put spell *op on the space/may provided.
393 * immune_stop is basically the attacktype of the spell (why
394 * passed as a different value, not sure of). If immune_stop
395 * has the AT_MAGIC bit set, and there is a counterwall
396 * on the space, the object doesn't get placed. if immune stop
397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
398 *
399 */
400 int
401 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
402 {
403 if (!xy_normalise (m, x, y))
404 return 0;
405
406 mapspace &ms = m->at (x, y);
407 ms.update ();
408
409 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
410 return 0;
411
412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
413 {
414 /* If there is a counterspell on the space, and this
415 * object is using magic, don't progress. I believe we could
416 * leave this out and let in progress, and other areas of the code
417 * will then remove it, but that would seem to to use more
418 * resources, and may not work as well if a player is standing
419 * on top of a counterwall spell (may hit the player before being
420 * removed.) On the other hand, it may be more dramatic for the
421 * spell to actually hit the counterwall and be sucked up.
422 */
423 if ((tmp->attacktype & AT_COUNTERSPELL)
424 && !QUERY_FLAG (tmp, FLAG_MONSTER)
425 && (tmp->type != PLAYER)
426 && (tmp->type != WEAPON)
427 && (tmp->type != BOW)
428 && (tmp->type != ARROW)
429 && (tmp->type != GOLEM)
430 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
431 // we special case floor here because there
432 // are sometimes spell effect floors
433 // which are used to inflict damage
434 // (and those shouldn't go away from
435 // sanctuary) see also: permanent lava
436 && (immune_stop & AT_MAGIC))
437 return 0;
438
439 /* This is to prevent 'out of control' spells. Basically, this
440 * limits one spell effect per space per spell. This is definately
441 * needed for performance reasons, and just for playability I believe.
442 * there are no such things as multispaced spells right now, so
443 * we don't need to worry about the head.
444 */
445 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
446 return 0;
447
448 /*
449 * Combine similar spell effects into one spell effect. Needed for
450 * performance reasons with meteor swarm and the like, but also for
451 * playability reasons.
452 */
453 if (tmp->arch == op->arch /* no harm if not comparing by name here */
454 && tmp->type == op->type
455 && tmp->subtype == op->subtype
456 && tmp->owner == op->owner
457 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
458 {
459 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
460 tmp->range = MAX (tmp->range, op->range);
461 tmp->duration = MAX (tmp->duration, op->duration);
462 return 0;
463 }
464
465 /* Perhaps we should also put checks in for no magic and unholy
466 * ground to prevent it from moving along?
467 */
468 }
469
470 /* If it passes the above tests, it must be OK */
471 return 1;
472 }
473
474 /* fire_arch_from_position: fires an archetype.
475 * op: person firing the object.
476 * caster: object casting the spell.
477 * x, y: where to fire the spell (note, it then uses op->map for the map
478 * for these coordinates, which is probably a really bad idea.
479 * dir: direction to fire in.
480 * spell: spell that is being fired. It uses other_arch for the archetype
481 * to fire.
482 * returns 0 on failure, 1 on success.
483 */
484 int
485 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
486 {
487 if (!spell->other_arch)
488 return 0;
489
490 object *tmp = spell->other_arch->instance ();
491
492 if (!tmp)
493 return 0;
494
495 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
496 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
497 /* code in time.c uses food for some things, duration for others */
498 tmp->stats.food = tmp->duration;
499 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
500 tmp->attacktype = spell->attacktype;
501 tmp->direction = dir;
502 tmp->set_owner (op);
503 tmp->level = caster_level (caster, spell);
504 set_spell_skill (op, caster, spell, tmp);
505
506 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
507 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
508 if (!tailor_god_spell (tmp, op))
509 return 0;
510
511 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
512 SET_ANIMATION (tmp, dir);
513
514 if ((tmp = op->map->insert (tmp, x, y, op)))
515 move_spell_effect (tmp);
516
517 return 1;
518 }
519
520 /*****************************************************************************
521 *
522 * Code related to rods - perhaps better located in another file?
523 *
524 ****************************************************************************/
525 void
526 regenerate_rod (object *rod)
527 {
528 if (rod->stats.hp < rod->stats.maxhp)
529 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
530 }
531
532 void
533 drain_rod_charge (object *rod)
534 {
535 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
536 }
537
538 /* this function is commonly used to find a friendly target for
539 * spells such as heal or protection or armour
540 * op is what is looking for the target (which can be a player),
541 * dir is the direction we are looking in. Return object found, or
542 * NULL if no good object.
543 */
544 object *
545 find_target_for_friendly_spell (object *op, int dir)
546 {
547 object *tmp;
548
549 /* I don't really get this block - if op isn't a player or rune,
550 * we then make the owner of this object the target.
551 * The owner could very well be no where near op.
552 */
553 if (op->type != PLAYER && op->type != RUNE)
554 {
555 tmp = op->owner;
556 /* If the owner does not exist, or is not a monster, than apply the spell
557 * to the caster.
558 */
559 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
560 tmp = op;
561 }
562 else
563 {
564 maptile *m = op->map;
565 sint16 x = op->x + freearr_x[dir];
566 sint16 y = op->y + freearr_y[dir];
567
568 tmp = xy_normalise (m, x, y)
569 ? m->at (x, y).player ()
570 : 0;
571 }
572
573 /* didn't find a player there, look in current square for a player */
574 if (!tmp)
575 tmp = op->ms ().player ();
576
577 return tmp;
578 }
579
580 /* raytrace:
581 * spell_find_dir(map, x, y, exclude) will search first the center square
582 * then some close squares in the given map at the given coordinates for
583 * live objects.
584 * It will not consider the object given as exclude (= caster) among possible
585 * live objects. If the caster is a player, the spell will go after
586 * monsters/generators only. If not, the spell will hunt players only.
587 * It returns the direction toward the first/closest live object if it finds
588 * any, otherwise -1.
589 * note that exclude can be NULL, in which case all bets are off.
590 */
591 int
592 spell_find_dir (maptile *m, int x, int y, object *exclude)
593 {
594 int i, max = SIZEOFFREE;
595 sint16 nx, ny;
596 int owner_type = 0, mflags;
597 object *tmp;
598 maptile *mp;
599
600 if (exclude && exclude->head)
601 exclude = exclude->head;
602 if (exclude && exclude->type)
603 owner_type = exclude->type;
604
605 for (i = rndm (1, 8); i < max; i++)
606 {
607 nx = x + freearr_x[i];
608 ny = y + freearr_y[i];
609 mp = m;
610 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
611 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
612 continue;
613
614 tmp = GET_MAP_OB (mp, nx, ny);
615
616 while (tmp != NULL && (((owner_type == PLAYER &&
617 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
618 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
619 tmp = tmp->above;
620
621 if (tmp != NULL && can_see_monsterP (m, x, y, i))
622 return freedir[i];
623 }
624 return -1; /* flag for "keep going the way you were" */
625 }
626
627 /* put_a_monster: puts a monster named monstername near by
628 * op. This creates the treasures for the monsters, and
629 * also deals with multipart monsters properly.
630 */
631 void
632 put_a_monster (object *op, const char *monstername)
633 {
634 object *tmp, *head = NULL, *prev = NULL;
635 archetype *at;
636 int dir;
637
638 /* Handle cases where we are passed a bogus mosntername */
639
640 if ((at = archetype::find (monstername)) == NULL)
641 return;
642
643 /* find a free square nearby
644 * first we check the closest square for free squares
645 */
646
647 dir = find_first_free_spot (at, op->map, op->x, op->y);
648 if (dir != -1)
649 {
650 /* This is basically grabbed for generate monster. Fixed 971225 to
651 * insert multipart monsters properly
652 */
653 //TODO: use expand_tail + ...
654 while (at != NULL)
655 {
656 tmp = arch_to_object (at);
657 tmp->x = op->x + freearr_x[dir] + at->x;
658 tmp->y = op->y + freearr_y[dir] + at->y;
659 tmp->map = op->map;
660 if (head)
661 {
662 tmp->head = head;
663 prev->more = tmp;
664 }
665
666 if (!head)
667 head = tmp;
668
669 prev = tmp;
670
671 at = (archetype *)at->more;
672 }
673
674 if (head->randomitems)
675 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
676
677 insert_ob_in_map (head, op->map, op, 0);
678
679 /* thought it'd be cool to insert a burnout, too. */
680 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
681 }
682 }
683
684 /* peterm: function which summons hostile monsters and
685 * places them in nearby squares.
686 * op is the summoner.
687 * n is the number of monsters.
688 * monstername is the name of the monster.
689 * returns the number of monsters, which is basically n.
690 * it should really see how many it successfully replaced and
691 * return that instead.
692 * Note that this is not used by any spells (summon evil monsters
693 * use to call this, but best I can tell, that spell/ability was
694 * never used. This is however used by various failures on the
695 * players part (alchemy, reincarnation, etc)
696 */
697
698 int
699 summon_hostile_monsters (object *op, int n, const char *monstername)
700 {
701 int i;
702
703 for (i = 0; i < n; i++)
704 put_a_monster (op, monstername);
705
706 return n;
707 }
708
709
710 /* Some local definitions for shuffle-attack */
711 struct attacktype_shuffle
712 {
713 int attacktype;
714 int face;
715 } ATTACKS[22] =
716 {
717 { AT_PHYSICAL, 0},
718 { AT_PHYSICAL, 0}, /*face = explosion */
719 { AT_PHYSICAL, 0},
720 { AT_MAGIC, 1},
721 { AT_MAGIC, 1}, /* face = last-burnout */
722 { AT_MAGIC, 1},
723 { AT_FIRE, 2},
724 { AT_FIRE, 2}, /* face = fire.... */
725 { AT_FIRE, 2},
726 { AT_ELECTRICITY, 3},
727 { AT_ELECTRICITY, 3}, /* ball_lightning */
728 { AT_ELECTRICITY, 3},
729 { AT_COLD, 4},
730 { AT_COLD, 4}, /* face=icestorm */
731 { AT_COLD, 4},
732 { AT_CONFUSION, 5},
733 { AT_POISON, 7},
734 { AT_POISON, 7}, /* face = acid sphere. generator */
735 { AT_POISON, 7}, /* poisoncloud face */
736 { AT_SLOW, 8},
737 { AT_PARALYZE, 9},
738 { AT_FEAR, 10},
739 };
740
741 /* shuffle_attack: peterm
742 * This routine shuffles the attack of op to one of the
743 * ones in the list. It does this at random. It also
744 * chooses a face appropriate to the attack that is
745 * being committed by that square at the moment.
746 * right now it's being used by color spray and create pool of
747 * chaos.
748 * This could really be a better implementation - the
749 * faces and attacktypes above are hardcoded, which is never
750 * good. The faces refer to faces in the animation sequence.
751 * Not sure how to do better - but not having it hardcoded
752 * would be nice.
753 * I also fixed a bug here in that attacktype was |= -
754 * to me, that would be that it would quickly get all
755 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
756 */
757 void
758 shuffle_attack (object *op, int change_face)
759 {
760 int i;
761
762 i = rndm (0, 21);
763
764 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
765
766 if (change_face)
767 {
768 SET_ANIMATION (op, ATTACKS[i].face);
769 }
770 }
771
772
773 /* prayer_failure: This is called when a player fails
774 * at casting a prayer.
775 * op is the player.
776 * failure is basically how much grace they had.
777 * power is how much grace the spell would normally take to cast.
778 */
779
780 void
781 prayer_failure (object *op, int failure, int power)
782 {
783 const char *godname;
784 object *tmp;
785
786 if (!strcmp ((godname = determine_god (op)), "none"))
787 godname = "Your spirit";
788
789 if (failure <= -20 && failure > -40) /* wonder */
790 {
791 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
792 tmp = get_archetype (SPELL_WONDER);
793 cast_cone (op, op, 0, tmp);
794 tmp->destroy ();
795 }
796
797 else if (failure <= -40 && failure > -60) /* confusion */
798 {
799 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
800 confuse_player (op, op, 99);
801 }
802 else if (failure <= -60 && failure > -150) /* paralysis */
803 {
804 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
805 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
806 paralyze_player (op, op, 99);
807 }
808 else if (failure <= -150) /* blast the immediate area */
809 {
810 tmp = get_archetype (GOD_POWER);
811 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
812 cast_magic_storm (op, tmp, power);
813 }
814 }
815
816 /*
817 * spell_failure() handles the various effects for differing degrees
818 * of failure badness.
819 * op is the player that failed.
820 * failure is a random value of how badly you failed.
821 * power is how many spellpoints you'd normally need for the spell.
822 * skill is the skill you'd need to cast the spell.
823 */
824
825 void
826 spell_failure (object *op, int failure, int power, object *skill)
827 {
828 object *tmp;
829
830 if (settings.spell_failure_effects == FALSE)
831 return;
832
833 if (failure <= -20 && failure > -40) /* wonder */
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
836 tmp = get_archetype (SPELL_WONDER);
837 cast_cone (op, op, 0, tmp);
838 tmp->destroy ();
839 }
840
841 else if (failure <= -40 && failure > -60) /* confusion */
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
844 confuse_player (op, op, 99);
845 }
846 else if (failure <= -60 && failure > -80) /* paralysis */
847 {
848 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
849 paralyze_player (op, op, 99);
850 }
851 else if (failure <= -80) /* blast the immediate area */
852 {
853 object *tmp;
854
855 /* Safety check to make sure we don't get any mana storms in scorn */
856 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
859 hit_player (op, 9998, op, AT_INTERNAL, 1);
860
861 }
862 else
863 {
864 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
865 tmp = get_archetype (LOOSE_MANA);
866 tmp->level = skill->level;
867
868 /* increase the area of destruction a little for more powerful spells */
869 tmp->range += isqrt (power);
870
871 if (power > 25)
872 tmp->stats.dam = 25 + isqrt (power);
873 else
874 tmp->stats.dam = power; /* nasty recoils! */
875
876 tmp->stats.maxhp = tmp->count;
877
878 tmp->insert_at (op);
879 }
880 }
881 }
882
883 int
884 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
885 {
886 int success;
887 object *spell;
888
889 if (!spell_ob->other_arch)
890 {
891 LOG (llevError, "cast_party_spell: empty other arch\n");
892 return 0;
893 }
894
895 spell = arch_to_object (spell_ob->other_arch);
896
897 /* Always cast spell on caster */
898 success = cast_spell (op, caster, dir, spell, stringarg);
899
900 if (caster->contr->party == NULL)
901 {
902 spell->remove ();
903 return success;
904 }
905
906 for_all_players (pl)
907 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
908 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
909
910 spell->remove ();
911 return success;
912 }
913
914 /* This is where the main dispatch when someone casts a spell.
915 *
916 * op is the creature that is owner of the object that is casting the spell -
917 * eg, the player or monster.
918 * caster is the actual object (wand, potion) casting the spell. can be
919 * same as op.
920 * dir is the direction to cast in. Note in some cases, if the spell
921 * is self only, dir really doesn't make a difference.
922 * spell_ob is the spell object that is being cast. From that,
923 * we can determine what to do.
924 * stringarg is any options that are being used. It can be NULL. Almost
925 * certainly, only players will set it. It is basically used as optional
926 * parameters to a spell (eg, item to create, information for marking runes,
927 * etc.
928 * returns 1 on successful cast, or 0 on error. These values should really
929 * be swapped, so that 0 is successful, and non zero is failure, with a code
930 * of what it failed.
931 *
932 * Note that this function is really a dispatch routine that calls other
933 * functions - it just blindly returns what ever value those functions
934 * return. So if your writing a new function that is called from this,
935 * it shoudl also return 1 on success, 0 on failure.
936 *
937 * if it is a player casting the spell (op->type == PLAYER, op == caster),
938 * this function will decrease the mana/grace appropriately. For other
939 * objects, the caller should do what it considers appropriate.
940 */
941 int
942 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
943 {
944 const char *godname;
945 int success = 0, cast_level = 0;
946 object *skill = NULL;
947
948 if (!spell_ob)
949 {
950 LOG (llevError, "cast_spell: null spell object passed\n");
951 return 0;
952 }
953
954 if (!strcmp ((godname = determine_god (op)), "none"))
955 godname = "A random spirit";
956
957 /* the caller should set caster to op if appropriate */
958 if (!caster)
959 {
960 LOG (llevError, "cast_spell: null caster object passed\n");
961 return 0;
962 }
963
964 /* if caster is a spell casting object, this normally shouldn't be
965 * an issue, because they don't have any spellpaths set up.
966 */
967 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
968 {
969 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
970 return 0;
971 }
972
973 /* if it is a player casting the spell, and they are really casting it
974 * (vs it coming from a wand, scroll, or whatever else), do some
975 * checks. We let monsters do special things - eg, they
976 * don't need the skill, bypass level checks, etc. The monster function
977 * should take care of that.
978 * Remove the wiz check here and move it further down - some spells
979 * need to have the right skill pointer passed, so we need to
980 * at least process that code.
981 */
982 if (op->type == PLAYER && op == caster)
983 {
984 cast_level = caster_level (caster, spell_ob);
985
986 if (spell_ob->skill)
987 {
988 skill = find_skill_by_name (op, spell_ob->skill);
989
990 if (!skill)
991 {
992 op->failmsg (format ("You need the skill %s to cast %s! "
993 "H<You either need to learn the skill via a skill scroll "
994 "or you need to wear a talisman or holy symbol.>",
995 &spell_ob->skill, &spell_ob->name));
996 return 0;
997 }
998
999 int casting_level = min_casting_level (op, spell_ob);
1000
1001 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1002 {
1003 op->failmsg (format ("You lack enough skill to cast that spell! "
1004 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1005 cast_level, casting_level));
1006 return 0;
1007 }
1008 }
1009
1010 /* If the caster is the wiz, they don't ever fail, and don't have
1011 * to have sufficient grace/mana.
1012 */
1013 if (!QUERY_FLAG (op, FLAG_WIZ))
1014 {
1015 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1016 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1017 {
1018 op->failmsg ("You don't have enough mana!");
1019 return 0;
1020 }
1021
1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1024 {
1025 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1026 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1027 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1028 else
1029 {
1030 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1031 op->failmsg (format ("%s ignores your prayer.", godname));
1032 return 0;
1033 }
1034 }
1035
1036 /* player/monster is trying to cast the spell. might fumble it */
1037 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1038 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1039 {
1040 op->contr->play_sound (sound_find ("fumble_spell"));
1041 op->failmsg ("You fumble the prayer.");
1042
1043 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1044 return 0;
1045 }
1046 else if (spell_ob->stats.sp)
1047 {
1048 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1049
1050 if (failure < 0)
1051 {
1052 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1053 if (settings.spell_failure_effects == TRUE)
1054 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1055
1056 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1057 return 0;
1058 }
1059 }
1060 }
1061 }
1062
1063 int mflags = op->ms ().flags ();
1064
1065 /* See if we can cast a spell here. If the caster and op are
1066 * not alive, then this would mean that the mapmaker put the
1067 * objects on the space - presume that they know what they are
1068 * doing.
1069 */
1070
1071 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1072 {
1073 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1074 return 0;
1075 }
1076
1077 if ((spell_ob->type == SPELL)
1078 && (caster->type != POTION)
1079 && !QUERY_FLAG (op, FLAG_WIZCAST)
1080 && (QUERY_FLAG (caster, FLAG_ALIVE)
1081 || QUERY_FLAG (op, FLAG_ALIVE))
1082 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1083 {
1084 if (op->type != PLAYER)
1085 return 0;
1086
1087 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1088 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1089 else if (object *item = op->contr->ranged_ob)
1090 {
1091 if (item->type == SPELL)
1092 op->failmsg ("Something blocks your spellcasting.");
1093 else if (item->type == SCROLL)
1094 op->failmsg ("Something blocks the magic of your scroll.");
1095 else
1096 op->failmsg ("Something blocks the magic of your item.");
1097 }
1098 else
1099 op->failmsg ("Something blocks the spell!");
1100
1101 return 0;
1102 }
1103
1104 /* Take into account how long it takes to cast the spell.
1105 * if the player is casting it, then we use the time in
1106 * the spell object. If it is a spell object, have it
1107 * take two ticks. Things that cast spells on the players
1108 * behalf (eg, altars, and whatever else) shouldn't cost
1109 * the player any time.
1110 * Ignore casting time for firewalls
1111 */
1112 if (caster == op && caster->type != FIREWALL)
1113 {
1114 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1115 /* Other portions of the code may also decrement the speed of the player, so
1116 * put a lower limit so that the player isn't stuck here too long
1117 */
1118 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1119 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1120 }
1121 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1122 op->speed_left -= 2 * FABS (op->speed);
1123
1124 if (op->type == PLAYER && op == caster)
1125 {
1126 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1127 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1128 }
1129
1130 /* We want to try to find the skill to properly credit exp.
1131 * for spell casting objects, the exp goes to the skill the casting
1132 * object requires.
1133 */
1134 if (op != caster && !skill && caster->skill)
1135 {
1136 skill = find_skill_by_name (op, caster->skill);
1137 if (!skill)
1138 {
1139 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1140 return 0;
1141 }
1142
1143 op->change_skill (skill); /* needed for proper exp credit */
1144 }
1145
1146 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1147 return RESULT_INT (0);
1148
1149 switch (spell_ob->subtype)
1150 {
1151 /* The order of case statements is same as the order they show up
1152 * in in spells.h.
1153 */
1154 case SP_RAISE_DEAD:
1155 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1156 break;
1157
1158 case SP_RUNE:
1159 success = write_rune (op, caster, spell_ob, dir, stringarg);
1160 break;
1161
1162 case SP_MAKE_MARK:
1163 success = write_mark (op, spell_ob, stringarg);
1164 break;
1165
1166 case SP_BOLT:
1167 success = fire_bolt (op, caster, dir, spell_ob, skill);
1168 break;
1169
1170 case SP_BULLET:
1171 success = fire_bullet (op, caster, dir, spell_ob);
1172 break;
1173
1174 case SP_CONE:
1175 success = cast_cone (op, caster, dir, spell_ob);
1176 break;
1177
1178 case SP_BOMB:
1179 success = create_bomb (op, caster, dir, spell_ob);
1180 break;
1181
1182 case SP_WONDER:
1183 success = cast_wonder (op, caster, dir, spell_ob);
1184 break;
1185
1186 case SP_SMITE:
1187 success = cast_smite_spell (op, caster, dir, spell_ob);
1188 break;
1189
1190 case SP_MAGIC_MISSILE:
1191 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1192 break;
1193
1194 case SP_SUMMON_GOLEM:
1195 success = summon_golem (op, caster, dir, spell_ob);
1196 break;
1197
1198 case SP_DIMENSION_DOOR:
1199 /* dimension door needs the actual caster, because that is what is
1200 * moved.
1201 */
1202 success = dimension_door (op, caster, spell_ob, dir);
1203 break;
1204
1205 case SP_MAGIC_MAPPING:
1206 if (op->type == PLAYER)
1207 {
1208 spell_effect (spell_ob, op->x, op->y, op->map, op);
1209 draw_magic_map (op);
1210 success = 1;
1211 }
1212 else
1213 success = 0;
1214 break;
1215
1216 case SP_MAGIC_WALL:
1217 success = magic_wall (op, caster, dir, spell_ob);
1218 break;
1219
1220 case SP_DESTRUCTION:
1221 success = cast_destruction (op, caster, spell_ob);
1222 break;
1223
1224 case SP_PERCEIVE_SELF:
1225 success = perceive_self (op);
1226 break;
1227
1228 case SP_WORD_OF_RECALL:
1229 success = cast_word_of_recall (op, caster, spell_ob);
1230 break;
1231
1232 case SP_INVISIBLE:
1233 success = cast_invisible (op, caster, spell_ob);
1234 break;
1235
1236 case SP_PROBE:
1237 success = probe (op, caster, spell_ob, dir);
1238 break;
1239
1240 case SP_HEALING:
1241 success = cast_heal (op, caster, spell_ob, dir);
1242 break;
1243
1244 case SP_CREATE_FOOD:
1245 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1246 break;
1247
1248 case SP_EARTH_TO_DUST:
1249 success = cast_earth_to_dust (op, caster, spell_ob);
1250 break;
1251
1252 case SP_CHANGE_ABILITY:
1253 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1254 break;
1255
1256 case SP_BLESS:
1257 success = cast_bless (op, caster, spell_ob, dir);
1258 break;
1259
1260 case SP_CURSE:
1261 success = cast_curse (op, caster, spell_ob, dir);
1262 break;
1263
1264 case SP_SUMMON_MONSTER:
1265 success = summon_object (op, caster, spell_ob, dir, stringarg);
1266 break;
1267
1268 case SP_CHARGING:
1269 success = recharge (op, caster, spell_ob);
1270 break;
1271
1272 case SP_POLYMORPH:
1273 #ifdef NO_POLYMORPH
1274 /* Not great, but at least provide feedback so if players do have
1275 * polymorph (ie, find it as a preset item or left over from before
1276 * it was disabled), they get some feedback.
1277 */
1278 op->failmsg ("The spell fizzles!");
1279 success = 0;
1280 #else
1281 success = cast_polymorph (op, caster, spell_ob, dir);
1282 #endif
1283 break;
1284
1285 case SP_ALCHEMY:
1286 success = alchemy (op, caster, spell_ob);
1287 break;
1288
1289 case SP_REMOVE_CURSE:
1290 success = remove_curse (op, caster, spell_ob);
1291 break;
1292
1293 case SP_IDENTIFY:
1294 success = cast_identify (op, caster, spell_ob);
1295 break;
1296
1297 case SP_DETECTION:
1298 success = cast_detection (op, caster, spell_ob, skill);
1299 break;
1300
1301 case SP_MOOD_CHANGE:
1302 success = mood_change (op, caster, spell_ob);
1303 break;
1304
1305 case SP_MOVING_BALL:
1306 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1307 {
1308 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1309 success = 0;
1310 }
1311 else
1312 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1313 break;
1314
1315 case SP_SWARM:
1316 success = fire_swarm (op, caster, spell_ob, dir);
1317 break;
1318
1319 case SP_CHANGE_MANA:
1320 success = cast_transfer (op, caster, spell_ob, dir);
1321 break;
1322
1323 case SP_DISPEL_RUNE:
1324 /* in rune.c */
1325 success = dispel_rune (op, caster, spell_ob, skill, dir);
1326 break;
1327
1328 case SP_CREATE_MISSILE:
1329 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1330 break;
1331
1332 case SP_CONSECRATE:
1333 success = cast_consecrate (op, caster, spell_ob);
1334 break;
1335
1336 case SP_ANIMATE_WEAPON:
1337 success = animate_weapon (op, caster, spell_ob, dir);
1338 break;
1339
1340 case SP_LIGHT:
1341 success = cast_light (op, caster, spell_ob, dir);
1342 break;
1343
1344 case SP_CHANGE_MAP_LIGHT:
1345 success = cast_change_map_lightlevel (op, caster, spell_ob);
1346 break;
1347
1348 case SP_FAERY_FIRE:
1349 success = cast_destruction (op, caster, spell_ob);
1350 break;
1351
1352 case SP_CAUSE_DISEASE:
1353 success = cast_cause_disease (op, caster, spell_ob, dir);
1354 break;
1355
1356 case SP_AURA:
1357 success = create_aura (op, caster, spell_ob);
1358 break;
1359
1360 case SP_PARTY_SPELL:
1361 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1362 break;
1363
1364 default:
1365 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1366 }
1367
1368 op->play_sound (
1369 success
1370 ? spell_ob->sound
1371 ? spell_ob->sound
1372 : sound_find ("spell_success")
1373 : sound_find ("fumble_spell")
1374 );
1375
1376 return success;
1377 }
1378
1379 /* This is called from time.c/process_object(). That function
1380 * calls this for any SPELL_EFFECT type objects. This function
1381 * then dispatches them to the appropriate specific routines.
1382 */
1383 void
1384 move_spell_effect (object *op)
1385 {
1386 switch (op->subtype)
1387 {
1388 case SP_BOLT:
1389 move_bolt (op);
1390 break;
1391
1392 case SP_BULLET:
1393 move_bullet (op);
1394 break;
1395
1396 case SP_EXPLOSION:
1397 explosion (op);
1398 break;
1399
1400 case SP_CONE:
1401 move_cone (op);
1402 break;
1403
1404 case SP_BOMB:
1405 animate_bomb (op);
1406 break;
1407
1408 case SP_MAGIC_MISSILE:
1409 move_missile (op);
1410 break;
1411
1412 case SP_WORD_OF_RECALL:
1413 execute_word_of_recall (op);
1414 break;
1415
1416 case SP_MOVING_BALL:
1417 move_ball_spell (op);
1418 break;
1419
1420 case SP_SWARM:
1421 move_swarm_spell (op);
1422 break;
1423
1424 case SP_AURA:
1425 move_aura (op);
1426 break;
1427 }
1428 }
1429
1430 /* this checks to see if something special should happen if
1431 * something runs into the object.
1432 */
1433 void
1434 check_spell_effect (object *op)
1435 {
1436 switch (op->subtype)
1437 {
1438 case SP_BOLT:
1439 move_bolt (op);
1440 return;
1441
1442 case SP_BULLET:
1443 check_bullet (op);
1444 return;
1445 }
1446 }
1447
1448 /* This is called by move_apply. Basically, if someone
1449 * moves onto a spell effect and the walk_on or fly_on flags
1450 * are set, this is called. This should only be called for
1451 * objects of the appropriate type.
1452 */
1453 void
1454 apply_spell_effect (object *spell, object *victim)
1455 {
1456 switch (spell->subtype)
1457 {
1458 case SP_CONE:
1459 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1460 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1461 break;
1462
1463 case SP_MAGIC_MISSILE:
1464 if (QUERY_FLAG (victim, FLAG_ALIVE))
1465 {
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467
1468 if (!spell->destroyed ())
1469 spell->destroy ();
1470 }
1471 break;
1472
1473 case SP_MOVING_BALL:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1476 else if (victim->materialname)
1477 save_throw_object (victim, spell->attacktype, spell);
1478 break;
1479 }
1480 }
1481