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Revision: 1.74
Committed: Sat May 17 15:03:04 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_55, rel-2_56
Changes since 1.73: +0 -16 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
400 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
401 return 0;
402
403 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
404 {
405 /* If there is a counterspell on the space, and this
406 * object is using magic, don't progress. I believe we could
407 * leave this out and let in progress, and other areas of the code
408 * will then remove it, but that would seem to to use more
409 * resources, and may not work as well if a player is standing
410 * on top of a counterwall spell (may hit the player before being
411 * removed.) On the other hand, it may be more dramatic for the
412 * spell to actually hit the counterwall and be sucked up.
413 */
414 if ((tmp->attacktype & AT_COUNTERSPELL)
415 && !QUERY_FLAG (tmp, FLAG_MONSTER)
416 && (tmp->type != PLAYER)
417 && (tmp->type != WEAPON)
418 && (tmp->type != BOW)
419 && (tmp->type != ARROW)
420 && (tmp->type != GOLEM)
421 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
422 // we special case floor here because there
423 // are sometimes spell effect floors
424 // which are used to inflict damage
425 // (and those shouldn't go away from
426 // sanctuary) see also: permanent lava
427 && (immune_stop & AT_MAGIC))
428 return 0;
429
430 /* This is to prevent 'out of control' spells. Basically, this
431 * limits one spell effect per space per spell. This is definately
432 * needed for performance reasons, and just for playability I believe.
433 * there are no such things as multispaced spells right now, so
434 * we don't need to worry about the head.
435 */
436 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
437 return 0;
438
439 /*
440 * Combine similar spell effects into one spell effect. Needed for
441 * performance reasons with meteor swarm and the like, but also for
442 * playability reasons.
443 */
444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
445 && tmp->type == op->type
446 && tmp->subtype == op->subtype
447 && tmp->owner == op->owner
448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
449 {
450 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
451 tmp->range = MAX (tmp->range, op->range);
452 tmp->duration = MAX (tmp->duration, op->duration);
453 return 0;
454 }
455
456 /* Perhaps we should also put checks in for no magic and unholy
457 * ground to prevent it from moving along?
458 */
459 }
460
461 /* If it passes the above tests, it must be OK */
462 return 1;
463 }
464
465 /* fire_arch_from_position: fires an archetype.
466 * op: person firing the object.
467 * caster: object casting the spell.
468 * x, y: where to fire the spell (note, it then uses op->map for the map
469 * for these coordinates, which is probably a really bad idea.
470 * dir: direction to fire in.
471 * spell: spell that is being fired. It uses other_arch for the archetype
472 * to fire.
473 * returns 0 on failure, 1 on success.
474 */
475 int
476 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
477 {
478 if (!spell->other_arch)
479 return 0;
480
481 object *tmp = spell->other_arch->instance ();
482
483 if (!tmp)
484 return 0;
485
486 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
487 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
488 /* code in time.c uses food for some things, duration for others */
489 tmp->stats.food = tmp->duration;
490 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
491 tmp->attacktype = spell->attacktype;
492 tmp->direction = dir;
493 tmp->set_owner (op);
494 tmp->level = caster_level (caster, spell);
495 set_spell_skill (op, caster, spell, tmp);
496
497 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
498 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
499 if (!tailor_god_spell (tmp, op))
500 return 0;
501
502 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
503 SET_ANIMATION (tmp, dir);
504
505 if ((tmp = op->map->insert (tmp, x, y, op)))
506 move_spell_effect (tmp);
507
508 return 1;
509 }
510
511 /*****************************************************************************
512 *
513 * Code related to rods - perhaps better located in another file?
514 *
515 ****************************************************************************/
516 void
517 regenerate_rod (object *rod)
518 {
519 if (rod->stats.hp < rod->stats.maxhp)
520 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
521 }
522
523 void
524 drain_rod_charge (object *rod)
525 {
526 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
527 }
528
529 /* this function is commonly used to find a friendly target for
530 * spells such as heal or protection or armour
531 * op is what is looking for the target (which can be a player),
532 * dir is the direction we are looking in. Return object found, or
533 * NULL if no good object.
534 */
535 object *
536 find_target_for_friendly_spell (object *op, int dir)
537 {
538 object *tmp;
539
540 /* I don't really get this block - if op isn't a player or rune,
541 * we then make the owner of this object the target.
542 * The owner could very well be no where near op.
543 */
544 if (op->type != PLAYER && op->type != RUNE)
545 {
546 tmp = op->owner;
547 /* If the owner does not exist, or is not a monster, than apply the spell
548 * to the caster.
549 */
550 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
551 tmp = op;
552 }
553 else
554 {
555 maptile *m = op->map;
556 sint16 x = op->x + freearr_x[dir];
557 sint16 y = op->y + freearr_y[dir];
558
559 tmp = xy_normalise (m, x, y)
560 ? m->at (x, y).player ()
561 : 0;
562 }
563
564 /* didn't find a player there, look in current square for a player */
565 if (!tmp)
566 tmp = op->ms ().player ();
567
568 return tmp;
569 }
570
571 /* raytrace:
572 * spell_find_dir(map, x, y, exclude) will search first the center square
573 * then some close squares in the given map at the given coordinates for
574 * live objects.
575 * It will not consider the object given as exclude (= caster) among possible
576 * live objects. If the caster is a player, the spell will go after
577 * monsters/generators only. If not, the spell will hunt players only.
578 * It returns the direction toward the first/closest live object if it finds
579 * any, otherwise -1.
580 * note that exclude can be NULL, in which case all bets are off.
581 */
582 int
583 spell_find_dir (maptile *m, int x, int y, object *exclude)
584 {
585 int i, max = SIZEOFFREE;
586 sint16 nx, ny;
587 int owner_type = 0, mflags;
588 object *tmp;
589 maptile *mp;
590
591 if (exclude && exclude->head)
592 exclude = exclude->head;
593 if (exclude && exclude->type)
594 owner_type = exclude->type;
595
596 for (i = rndm (1, 8); i < max; i++)
597 {
598 nx = x + freearr_x[i];
599 ny = y + freearr_y[i];
600 mp = m;
601 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
602 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
603 continue;
604
605 tmp = GET_MAP_OB (mp, nx, ny);
606
607 while (tmp != NULL && (((owner_type == PLAYER &&
608 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
609 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
610 tmp = tmp->above;
611
612 if (tmp != NULL && can_see_monsterP (m, x, y, i))
613 return freedir[i];
614 }
615 return -1; /* flag for "keep going the way you were" */
616 }
617
618 /* put_a_monster: puts a monster named monstername near by
619 * op. This creates the treasures for the monsters, and
620 * also deals with multipart monsters properly.
621 */
622 void
623 put_a_monster (object *op, const char *monstername)
624 {
625 object *tmp, *head = NULL, *prev = NULL;
626 archetype *at;
627 int dir;
628
629 /* Handle cases where we are passed a bogus mosntername */
630
631 if ((at = archetype::find (monstername)) == NULL)
632 return;
633
634 /* find a free square nearby
635 * first we check the closest square for free squares
636 */
637
638 dir = find_first_free_spot (at, op->map, op->x, op->y);
639 if (dir != -1)
640 {
641 /* This is basically grabbed for generate monster. Fixed 971225 to
642 * insert multipart monsters properly
643 */
644 //TODO: use expand_tail + ...
645 while (at != NULL)
646 {
647 tmp = arch_to_object (at);
648 tmp->x = op->x + freearr_x[dir] + at->x;
649 tmp->y = op->y + freearr_y[dir] + at->y;
650 tmp->map = op->map;
651 if (head)
652 {
653 tmp->head = head;
654 prev->more = tmp;
655 }
656
657 if (!head)
658 head = tmp;
659
660 prev = tmp;
661
662 at = (archetype *)at->more;
663 }
664
665 if (head->randomitems)
666 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
667
668 insert_ob_in_map (head, op->map, op, 0);
669
670 /* thought it'd be cool to insert a burnout, too. */
671 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
672 }
673 }
674
675 /* peterm: function which summons hostile monsters and
676 * places them in nearby squares.
677 * op is the summoner.
678 * n is the number of monsters.
679 * monstername is the name of the monster.
680 * returns the number of monsters, which is basically n.
681 * it should really see how many it successfully replaced and
682 * return that instead.
683 * Note that this is not used by any spells (summon evil monsters
684 * use to call this, but best I can tell, that spell/ability was
685 * never used. This is however used by various failures on the
686 * players part (alchemy, reincarnation, etc)
687 */
688
689 int
690 summon_hostile_monsters (object *op, int n, const char *monstername)
691 {
692 int i;
693
694 for (i = 0; i < n; i++)
695 put_a_monster (op, monstername);
696
697 return n;
698 }
699
700
701 /* Some local definitions for shuffle-attack */
702 struct attacktype_shuffle
703 {
704 int attacktype;
705 int face;
706 } ATTACKS[22] =
707 {
708 { AT_PHYSICAL, 0},
709 { AT_PHYSICAL, 0}, /*face = explosion */
710 { AT_PHYSICAL, 0},
711 { AT_MAGIC, 1},
712 { AT_MAGIC, 1}, /* face = last-burnout */
713 { AT_MAGIC, 1},
714 { AT_FIRE, 2},
715 { AT_FIRE, 2}, /* face = fire.... */
716 { AT_FIRE, 2},
717 { AT_ELECTRICITY, 3},
718 { AT_ELECTRICITY, 3}, /* ball_lightning */
719 { AT_ELECTRICITY, 3},
720 { AT_COLD, 4},
721 { AT_COLD, 4}, /* face=icestorm */
722 { AT_COLD, 4},
723 { AT_CONFUSION, 5},
724 { AT_POISON, 7},
725 { AT_POISON, 7}, /* face = acid sphere. generator */
726 { AT_POISON, 7}, /* poisoncloud face */
727 { AT_SLOW, 8},
728 { AT_PARALYZE, 9},
729 { AT_FEAR, 10},
730 };
731
732 /* shuffle_attack: peterm
733 * This routine shuffles the attack of op to one of the
734 * ones in the list. It does this at random. It also
735 * chooses a face appropriate to the attack that is
736 * being committed by that square at the moment.
737 * right now it's being used by color spray and create pool of
738 * chaos.
739 * This could really be a better implementation - the
740 * faces and attacktypes above are hardcoded, which is never
741 * good. The faces refer to faces in the animation sequence.
742 * Not sure how to do better - but not having it hardcoded
743 * would be nice.
744 * I also fixed a bug here in that attacktype was |= -
745 * to me, that would be that it would quickly get all
746 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
747 */
748 void
749 shuffle_attack (object *op, int change_face)
750 {
751 int i;
752
753 i = rndm (0, 21);
754
755 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
756
757 if (change_face)
758 {
759 SET_ANIMATION (op, ATTACKS[i].face);
760 }
761 }
762
763
764 /* prayer_failure: This is called when a player fails
765 * at casting a prayer.
766 * op is the player.
767 * failure is basically how much grace they had.
768 * power is how much grace the spell would normally take to cast.
769 */
770
771 void
772 prayer_failure (object *op, int failure, int power)
773 {
774 const char *godname;
775 object *tmp;
776
777 if (!strcmp ((godname = determine_god (op)), "none"))
778 godname = "Your spirit";
779
780 if (failure <= -20 && failure > -40) /* wonder */
781 {
782 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
783 tmp = get_archetype (SPELL_WONDER);
784 cast_cone (op, op, 0, tmp);
785 tmp->destroy ();
786 }
787
788 else if (failure <= -40 && failure > -60) /* confusion */
789 {
790 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
791 confuse_player (op, op, 99);
792 }
793 else if (failure <= -60 && failure > -150) /* paralysis */
794 {
795 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
796 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
797 paralyze_player (op, op, 99);
798 }
799 else if (failure <= -150) /* blast the immediate area */
800 {
801 tmp = get_archetype (GOD_POWER);
802 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
803 cast_magic_storm (op, tmp, power);
804 }
805 }
806
807 /*
808 * spell_failure() handles the various effects for differing degrees
809 * of failure badness.
810 * op is the player that failed.
811 * failure is a random value of how badly you failed.
812 * power is how many spellpoints you'd normally need for the spell.
813 * skill is the skill you'd need to cast the spell.
814 */
815
816 void
817 spell_failure (object *op, int failure, int power, object *skill)
818 {
819 object *tmp;
820
821 if (settings.spell_failure_effects == FALSE)
822 return;
823
824 if (failure <= -20 && failure > -40) /* wonder */
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
827 tmp = get_archetype (SPELL_WONDER);
828 cast_cone (op, op, 0, tmp);
829 tmp->destroy ();
830 }
831
832 else if (failure <= -40 && failure > -60) /* confusion */
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
835 confuse_player (op, op, 99);
836 }
837 else if (failure <= -60 && failure > -80) /* paralysis */
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
840 paralyze_player (op, op, 99);
841 }
842 else if (failure <= -80) /* blast the immediate area */
843 {
844 object *tmp;
845
846 /* Safety check to make sure we don't get any mana storms in scorn */
847 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
850 hit_player (op, 9998, op, AT_INTERNAL, 1);
851
852 }
853 else
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
856 tmp = get_archetype (LOOSE_MANA);
857 tmp->level = skill->level;
858
859 /* increase the area of destruction a little for more powerful spells */
860 tmp->range += isqrt (power);
861
862 if (power > 25)
863 tmp->stats.dam = 25 + isqrt (power);
864 else
865 tmp->stats.dam = power; /* nasty recoils! */
866
867 tmp->stats.maxhp = tmp->count;
868
869 tmp->insert_at (op);
870 }
871 }
872 }
873
874 int
875 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
876 {
877 int success;
878 object *spell;
879
880 if (!spell_ob->other_arch)
881 {
882 LOG (llevError, "cast_party_spell: empty other arch\n");
883 return 0;
884 }
885
886 spell = arch_to_object (spell_ob->other_arch);
887
888 /* Always cast spell on caster */
889 success = cast_spell (op, caster, dir, spell, stringarg);
890
891 if (caster->contr->party == NULL)
892 {
893 spell->remove ();
894 return success;
895 }
896
897 for_all_players (pl)
898 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
899 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
900
901 spell->remove ();
902 return success;
903 }
904
905 /* This is where the main dispatch when someone casts a spell.
906 *
907 * op is the creature that is owner of the object that is casting the spell -
908 * eg, the player or monster.
909 * caster is the actual object (wand, potion) casting the spell. can be
910 * same as op.
911 * dir is the direction to cast in. Note in some cases, if the spell
912 * is self only, dir really doesn't make a difference.
913 * spell_ob is the spell object that is being cast. From that,
914 * we can determine what to do.
915 * stringarg is any options that are being used. It can be NULL. Almost
916 * certainly, only players will set it. It is basically used as optional
917 * parameters to a spell (eg, item to create, information for marking runes,
918 * etc.
919 * returns 1 on successful cast, or 0 on error. These values should really
920 * be swapped, so that 0 is successful, and non zero is failure, with a code
921 * of what it failed.
922 *
923 * Note that this function is really a dispatch routine that calls other
924 * functions - it just blindly returns what ever value those functions
925 * return. So if your writing a new function that is called from this,
926 * it shoudl also return 1 on success, 0 on failure.
927 *
928 * if it is a player casting the spell (op->type == PLAYER, op == caster),
929 * this function will decrease the mana/grace appropriately. For other
930 * objects, the caller should do what it considers appropriate.
931 */
932 int
933 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
934 {
935 const char *godname;
936 int success = 0, cast_level = 0;
937 object *skill = NULL;
938
939 if (!spell_ob)
940 {
941 LOG (llevError, "cast_spell: null spell object passed\n");
942 return 0;
943 }
944
945 if (!strcmp ((godname = determine_god (op)), "none"))
946 godname = "A random spirit";
947
948 /* the caller should set caster to op if appropriate */
949 if (!caster)
950 {
951 LOG (llevError, "cast_spell: null caster object passed\n");
952 return 0;
953 }
954
955 /* if caster is a spell casting object, this normally shouldn't be
956 * an issue, because they don't have any spellpaths set up.
957 */
958 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
959 {
960 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
961 return 0;
962 }
963
964 /* if it is a player casting the spell, and they are really casting it
965 * (vs it coming from a wand, scroll, or whatever else), do some
966 * checks. We let monsters do special things - eg, they
967 * don't need the skill, bypass level checks, etc. The monster function
968 * should take care of that.
969 * Remove the wiz check here and move it further down - some spells
970 * need to have the right skill pointer passed, so we need to
971 * at least process that code.
972 */
973 if (op->type == PLAYER && op == caster)
974 {
975 cast_level = caster_level (caster, spell_ob);
976
977 if (spell_ob->skill)
978 {
979 skill = find_skill_by_name (op, spell_ob->skill);
980
981 if (!skill)
982 {
983 op->failmsg (format ("You need the skill %s to cast %s! "
984 "H<You either need to learn the skill via a skill scroll "
985 "or you need to wear a talisman or holy symbol.>",
986 &spell_ob->skill, &spell_ob->name));
987 return 0;
988 }
989
990 int casting_level = min_casting_level (op, spell_ob);
991
992 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
993 {
994 op->failmsg (format ("You lack enough skill to cast that spell! "
995 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
996 cast_level, casting_level));
997 return 0;
998 }
999 }
1000
1001 /* If the caster is the wiz, they don't ever fail, and don't have
1002 * to have sufficient grace/mana.
1003 */
1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1005 {
1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1008 {
1009 op->failmsg ("You don't have enough mana!");
1010 return 0;
1011 }
1012
1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1015 {
1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1019 else
1020 {
1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1022 op->failmsg (format ("%s ignores your prayer.", godname));
1023 return 0;
1024 }
1025 }
1026
1027 /* player/monster is trying to cast the spell. might fumble it */
1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1030 {
1031 op->contr->play_sound (sound_find ("fumble_spell"));
1032 op->failmsg ("You fumble the prayer.");
1033
1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1035 return 0;
1036 }
1037 else if (spell_ob->stats.sp)
1038 {
1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1040
1041 if (failure < 0)
1042 {
1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1044 if (settings.spell_failure_effects == TRUE)
1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1046
1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1048 return 0;
1049 }
1050 }
1051 }
1052 }
1053
1054 int mflags = op->ms ().flags ();
1055
1056 /* See if we can cast a spell here. If the caster and op are
1057 * not alive, then this would mean that the mapmaker put the
1058 * objects on the space - presume that they know what they are
1059 * doing.
1060 */
1061
1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1063 {
1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1065 return 0;
1066 }
1067
1068 if ((spell_ob->type == SPELL)
1069 && (caster->type != POTION)
1070 && !QUERY_FLAG (op, FLAG_WIZCAST)
1071 && (QUERY_FLAG (caster, FLAG_ALIVE)
1072 || QUERY_FLAG (op, FLAG_ALIVE))
1073 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1074 {
1075 if (op->type != PLAYER)
1076 return 0;
1077
1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1080 else if (object *item = op->contr->ranged_ob)
1081 {
1082 if (item->type == SPELL)
1083 op->failmsg ("Something blocks your spellcasting.");
1084 else if (item->type == SCROLL)
1085 op->failmsg ("Something blocks the magic of your scroll.");
1086 else
1087 op->failmsg ("Something blocks the magic of your item.");
1088 }
1089 else
1090 op->failmsg ("Something blocks the spell!");
1091
1092 return 0;
1093 }
1094
1095 /* Take into account how long it takes to cast the spell.
1096 * if the player is casting it, then we use the time in
1097 * the spell object. If it is a spell object, have it
1098 * take two ticks. Things that cast spells on the players
1099 * behalf (eg, altars, and whatever else) shouldn't cost
1100 * the player any time.
1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long
1108 */
1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1111 }
1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1113 op->speed_left -= 2 * FABS (op->speed);
1114
1115 if (op->type == PLAYER && op == caster)
1116 {
1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1119 }
1120
1121 /* We want to try to find the skill to properly credit exp.
1122 * for spell casting objects, the exp goes to the skill the casting
1123 * object requires.
1124 */
1125 if (op != caster && !skill && caster->skill)
1126 {
1127 skill = find_skill_by_name (op, caster->skill);
1128 if (!skill)
1129 {
1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1131 return 0;
1132 }
1133
1134 op->change_skill (skill); /* needed for proper exp credit */
1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1139
1140 switch (spell_ob->subtype)
1141 {
1142 /* The order of case statements is same as the order they show up
1143 * in in spells.h.
1144 */
1145 case SP_RAISE_DEAD:
1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1147 break;
1148
1149 case SP_RUNE:
1150 success = write_rune (op, caster, spell_ob, dir, stringarg);
1151 break;
1152
1153 case SP_MAKE_MARK:
1154 success = write_mark (op, spell_ob, stringarg);
1155 break;
1156
1157 case SP_BOLT:
1158 success = fire_bolt (op, caster, dir, spell_ob, skill);
1159 break;
1160
1161 case SP_BULLET:
1162 success = fire_bullet (op, caster, dir, spell_ob);
1163 break;
1164
1165 case SP_CONE:
1166 success = cast_cone (op, caster, dir, spell_ob);
1167 break;
1168
1169 case SP_BOMB:
1170 success = create_bomb (op, caster, dir, spell_ob);
1171 break;
1172
1173 case SP_WONDER:
1174 success = cast_wonder (op, caster, dir, spell_ob);
1175 break;
1176
1177 case SP_SMITE:
1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1179 break;
1180
1181 case SP_MAGIC_MISSILE:
1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1183 break;
1184
1185 case SP_SUMMON_GOLEM:
1186 success = summon_golem (op, caster, dir, spell_ob);
1187 break;
1188
1189 case SP_DIMENSION_DOOR:
1190 /* dimension door needs the actual caster, because that is what is
1191 * moved.
1192 */
1193 success = dimension_door (op, caster, spell_ob, dir);
1194 break;
1195
1196 case SP_MAGIC_MAPPING:
1197 if (op->type == PLAYER)
1198 {
1199 spell_effect (spell_ob, op->x, op->y, op->map, op);
1200 draw_magic_map (op);
1201 success = 1;
1202 }
1203 else
1204 success = 0;
1205 break;
1206
1207 case SP_MAGIC_WALL:
1208 success = magic_wall (op, caster, dir, spell_ob);
1209 break;
1210
1211 case SP_DESTRUCTION:
1212 success = cast_destruction (op, caster, spell_ob);
1213 break;
1214
1215 case SP_PERCEIVE_SELF:
1216 success = perceive_self (op);
1217 break;
1218
1219 case SP_WORD_OF_RECALL:
1220 success = cast_word_of_recall (op, caster, spell_ob);
1221 break;
1222
1223 case SP_INVISIBLE:
1224 success = cast_invisible (op, caster, spell_ob);
1225 break;
1226
1227 case SP_PROBE:
1228 success = probe (op, caster, spell_ob, dir);
1229 break;
1230
1231 case SP_HEALING:
1232 success = cast_heal (op, caster, spell_ob, dir);
1233 break;
1234
1235 case SP_CREATE_FOOD:
1236 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1237 break;
1238
1239 case SP_EARTH_TO_DUST:
1240 success = cast_earth_to_dust (op, caster, spell_ob);
1241 break;
1242
1243 case SP_CHANGE_ABILITY:
1244 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1245 break;
1246
1247 case SP_BLESS:
1248 success = cast_bless (op, caster, spell_ob, dir);
1249 break;
1250
1251 case SP_CURSE:
1252 success = cast_curse (op, caster, spell_ob, dir);
1253 break;
1254
1255 case SP_SUMMON_MONSTER:
1256 success = summon_object (op, caster, spell_ob, dir, stringarg);
1257 break;
1258
1259 case SP_CHARGING:
1260 success = recharge (op, caster, spell_ob);
1261 break;
1262
1263 case SP_POLYMORPH:
1264 #ifdef NO_POLYMORPH
1265 /* Not great, but at least provide feedback so if players do have
1266 * polymorph (ie, find it as a preset item or left over from before
1267 * it was disabled), they get some feedback.
1268 */
1269 op->failmsg ("The spell fizzles!");
1270 success = 0;
1271 #else
1272 success = cast_polymorph (op, caster, spell_ob, dir);
1273 #endif
1274 break;
1275
1276 case SP_ALCHEMY:
1277 success = alchemy (op, caster, spell_ob);
1278 break;
1279
1280 case SP_REMOVE_CURSE:
1281 success = remove_curse (op, caster, spell_ob);
1282 break;
1283
1284 case SP_IDENTIFY:
1285 success = cast_identify (op, caster, spell_ob);
1286 break;
1287
1288 case SP_DETECTION:
1289 success = cast_detection (op, caster, spell_ob, skill);
1290 break;
1291
1292 case SP_MOOD_CHANGE:
1293 success = mood_change (op, caster, spell_ob);
1294 break;
1295
1296 case SP_MOVING_BALL:
1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1298 {
1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1300 success = 0;
1301 }
1302 else
1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1304 break;
1305
1306 case SP_SWARM:
1307 success = fire_swarm (op, caster, spell_ob, dir);
1308 break;
1309
1310 case SP_CHANGE_MANA:
1311 success = cast_transfer (op, caster, spell_ob, dir);
1312 break;
1313
1314 case SP_DISPEL_RUNE:
1315 /* in rune.c */
1316 success = dispel_rune (op, caster, spell_ob, skill, dir);
1317 break;
1318
1319 case SP_CREATE_MISSILE:
1320 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1321 break;
1322
1323 case SP_CONSECRATE:
1324 success = cast_consecrate (op, caster, spell_ob);
1325 break;
1326
1327 case SP_ANIMATE_WEAPON:
1328 success = animate_weapon (op, caster, spell_ob, dir);
1329 break;
1330
1331 case SP_LIGHT:
1332 success = cast_light (op, caster, spell_ob, dir);
1333 break;
1334
1335 case SP_CHANGE_MAP_LIGHT:
1336 success = cast_change_map_lightlevel (op, caster, spell_ob);
1337 break;
1338
1339 case SP_FAERY_FIRE:
1340 success = cast_destruction (op, caster, spell_ob);
1341 break;
1342
1343 case SP_CAUSE_DISEASE:
1344 success = cast_cause_disease (op, caster, spell_ob, dir);
1345 break;
1346
1347 case SP_AURA:
1348 success = create_aura (op, caster, spell_ob);
1349 break;
1350
1351 case SP_PARTY_SPELL:
1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1353 break;
1354
1355 default:
1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1357 }
1358
1359 op->play_sound (
1360 success
1361 ? spell_ob->sound
1362 ? spell_ob->sound
1363 : sound_find ("spell_success")
1364 : sound_find ("fumble_spell")
1365 );
1366
1367 return success;
1368 }
1369
1370 /* This is called from time.c/process_object(). That function
1371 * calls this for any SPELL_EFFECT type objects. This function
1372 * then dispatches them to the appropriate specific routines.
1373 */
1374 void
1375 move_spell_effect (object *op)
1376 {
1377 switch (op->subtype)
1378 {
1379 case SP_BOLT:
1380 move_bolt (op);
1381 break;
1382
1383 case SP_BULLET:
1384 move_bullet (op);
1385 break;
1386
1387 case SP_EXPLOSION:
1388 explosion (op);
1389 break;
1390
1391 case SP_CONE:
1392 move_cone (op);
1393 break;
1394
1395 case SP_BOMB:
1396 animate_bomb (op);
1397 break;
1398
1399 case SP_MAGIC_MISSILE:
1400 move_missile (op);
1401 break;
1402
1403 case SP_WORD_OF_RECALL:
1404 execute_word_of_recall (op);
1405 break;
1406
1407 case SP_MOVING_BALL:
1408 move_ball_spell (op);
1409 break;
1410
1411 case SP_SWARM:
1412 move_swarm_spell (op);
1413 break;
1414
1415 case SP_AURA:
1416 move_aura (op);
1417 break;
1418 }
1419 }
1420
1421 /* this checks to see if something special should happen if
1422 * something runs into the object.
1423 */
1424 void
1425 check_spell_effect (object *op)
1426 {
1427 switch (op->subtype)
1428 {
1429 case SP_BOLT:
1430 move_bolt (op);
1431 return;
1432
1433 case SP_BULLET:
1434 check_bullet (op);
1435 return;
1436 }
1437 }
1438
1439 /* This is called by move_apply. Basically, if someone
1440 * moves onto a spell effect and the walk_on or fly_on flags
1441 * are set, this is called. This should only be called for
1442 * objects of the appropraite type.
1443 */
1444 void
1445 apply_spell_effect (object *spell, object *victim)
1446 {
1447 switch (spell->subtype)
1448 {
1449 case SP_CONE:
1450 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1451 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1452 break;
1453
1454 case SP_MAGIC_MISSILE:
1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1456 {
1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1458
1459 if (!spell->destroyed ())
1460 spell->destroy ();
1461 }
1462 break;
1463
1464 case SP_MOVING_BALL:
1465 if (QUERY_FLAG (victim, FLAG_ALIVE))
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 else if (victim->materialname)
1468 save_throw_object (victim, spell->attacktype, spell);
1469 break;
1470 }
1471 }
1472