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Revision: 1.76
Committed: Wed Jul 16 14:29:40 2008 UTC (15 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_7, rel-2_71, rel-2_61
Changes since 1.75: +3 -3 lines
Log Message:
*** empty log message ***

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