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Revision: 1.68
Committed: Sun May 4 10:32:28 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +10 -3 lines
Log Message:
add hints

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 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
267 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name))
269 return spop;
270
271 return NULL;
272 }
273
274
275 /*
276 * Look at object 'op' and see if they know the spell
277 * spname. This is pretty close to check_spell_known
278 * above, but it uses a looser matching mechanism.
279 * returns the matching spell object, or NULL.
280 * If we match multiple spells but don't get an
281 * exact match, we also return NULL.
282 */
283
284 object *
285 lookup_spell_by_name (object *op, const char *spname)
286 {
287 object *spob1 = NULL, *spob2 = NULL, *spob;
288 int nummatch = 0;
289
290 if (spname == NULL)
291 return NULL;
292
293 /* Try to find the spell. We store the results in spob1
294 * and spob2 - spob1 is only taking the length of
295 * the past spname, spob2 uses the length of the spell name.
296 */
297 for (spob = op->inv; spob; spob = spob->below)
298 {
299 if (spob->type == SPELL)
300 {
301 if (!strncmp (spob->name, spname, strlen (spname)))
302 {
303 nummatch++;
304 spob1 = spob;
305 }
306 else if (!strncmp (spob->name, spname, strlen (spob->name)))
307 {
308 /* if spells have ambiguous names, it makes matching
309 * really difficult. (eg, fire and fireball would
310 * fall into this category). It shouldn't be hard to
311 * make sure spell names don't overlap in that fashion.
312 */
313 if (spob2)
314 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
315 spob2 = spob;
316 }
317 }
318 }
319 /* if we have best match, return it. Otherwise, if we have one match
320 * on the loser match, return that, otehrwise null
321 */
322 if (spob2)
323 return spob2;
324 if (spob1 && nummatch == 1)
325 return spob1;
326 return NULL;
327 }
328
329 /* reflwall - decides weither the (spell-)object sp_op will
330 * be reflected from the given mapsquare. Returns 1 if true.
331 * (Note that for living creatures there is a small chance that
332 * reflect_spell fails.)
333 * Caller should be sure it passes us valid map coordinates
334 * eg, updated for tiled maps.
335 */
336 int
337 reflwall (maptile *m, int x, int y, object *sp_op)
338 {
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0;
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1;
348
349 return 0;
350 }
351
352 /* cast_create_object: creates object new_op in direction dir
353 * or if that is blocked, beneath the player (op).
354 * we pass 'caster', but don't use it for anything.
355 * This is really just a simple wrapper function .
356 * returns the direction that the object was actually placed
357 * in.
358 */
359 int
360 cast_create_obj (object *op, object *caster, object *new_op, int dir)
361 {
362 maptile *m;
363 sint16 sx, sy;
364
365 if (dir &&
366 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
367 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
368 {
369 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
370 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
371 dir = 0;
372 }
373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
375 op->map->insert (new_op,
376 op->x + freearr_x[dir], op->y + freearr_y[dir],
377 op,
378 dir ? 0 : INS_BELOW_ORIGINATOR);
379
380 return dir;
381 }
382
383 /* Returns true if it is ok to put spell *op on the space/may provided.
384 * immune_stop is basically the attacktype of the spell (why
385 * passed as a different value, not sure of). If immune_stop
386 * has the AT_MAGIC bit set, and there is a counterwall
387 * on the space, the object doesn't get placed. if immune stop
388 * does not have AT_MAGIC, then counterwalls do not effect the spell.
389 *
390 */
391 int
392 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
393 {
394 if (!xy_normalise (m, x, y))
395 return 0;
396
397 mapspace &ms = m->at (x, y);
398
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0;
401
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
403 {
404 /* If there is a counterspell on the space, and this
405 * object is using magic, don't progress. I believe we could
406 * leave this out and let in progress, and other areas of the code
407 * will then remove it, but that would seem to to use more
408 * resources, and may not work as well if a player is standing
409 * on top of a counterwall spell (may hit the player before being
410 * removed.) On the other hand, it may be more dramatic for the
411 * spell to actually hit the counterwall and be sucked up.
412 */
413 if ((tmp->attacktype & AT_COUNTERSPELL)
414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
415 && (tmp->type != PLAYER)
416 && (tmp->type != WEAPON)
417 && (tmp->type != BOW)
418 && (tmp->type != ARROW)
419 && (tmp->type != GOLEM)
420 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
421 // we special case floor here because there
422 // are sometimes spell effect floors
423 // which are used to inflict damage
424 // (and those shouldn't go away from
425 // sanctuary) see also: permanent lava
426 && (immune_stop & AT_MAGIC))
427 return 0;
428
429 /* This is to prevent 'out of control' spells. Basically, this
430 * limits one spell effect per space per spell. This is definately
431 * needed for performance reasons, and just for playability I believe.
432 * there are no such things as multispaced spells right now, so
433 * we don't need to worry about the head.
434 */
435 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
436 return 0;
437
438 /*
439 * Combine similar spell effects into one spell effect. Needed for
440 * performance reasons with meteor swarm and the like, but also for
441 * playability reasons.
442 */
443 if (tmp->arch == op->arch
444 && tmp->type == op->type
445 && tmp->subtype == op->subtype
446 && tmp->owner == op->owner
447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
448 {
449 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
450 tmp->range = MAX (tmp->range, op->range);
451 tmp->duration = MAX (tmp->duration, op->duration);
452 return 0;
453 }
454
455 /* Perhaps we should also put checks in for no magic and unholy
456 * ground to prevent it from moving along?
457 */
458 }
459
460 /* If it passes the above tests, it must be OK */
461 return 1;
462 }
463
464 /* fire_arch_from_position: fires an archetype.
465 * op: person firing the object.
466 * caster: object casting the spell.
467 * x, y: where to fire the spell (note, it then uses op->map for the map
468 * for these coordinates, which is probably a really bad idea.
469 * dir: direction to fire in.
470 * spell: spell that is being fired. It uses other_arch for the archetype
471 * to fire.
472 * returns 0 on failure, 1 on success.
473 */
474 int
475 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
476 {
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL)
482 return 0;
483
484 m = op->map;
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490
491 tmp = arch_to_object (spell->other_arch);
492
493 if (tmp == NULL)
494 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502
503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* code in time.c uses food for some things, duration for others */
506 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp);
518
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op))
523 return 0;
524 }
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir);
527
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
529 move_spell_effect (tmp);
530
531 return 1;
532 }
533
534 /*****************************************************************************
535 *
536 * Code related to rods - perhaps better located in another file?
537 *
538 ****************************************************************************/
539 void
540 regenerate_rod (object *rod)
541 {
542 if (rod->stats.hp < rod->stats.maxhp)
543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
544 }
545
546 void
547 drain_rod_charge (object *rod)
548 {
549 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
550 }
551
552 /* this function is commonly used to find a friendly target for
553 * spells such as heal or protection or armour
554 * op is what is looking for the target (which can be a player),
555 * dir is the direction we are looking in. Return object found, or
556 * NULL if no good object.
557 */
558 object *
559 find_target_for_friendly_spell (object *op, int dir)
560 {
561 object *tmp;
562
563 /* I don't really get this block - if op isn't a player or rune,
564 * we then make the owner of this object the target.
565 * The owner could very well be no where near op.
566 */
567 if (op->type != PLAYER && op->type != RUNE)
568 {
569 tmp = op->owner;
570 /* If the owner does not exist, or is not a monster, than apply the spell
571 * to the caster.
572 */
573 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
574 tmp = op;
575 }
576 else
577 {
578 maptile *m = op->map;
579 sint16 x = op->x + freearr_x[dir];
580 sint16 y = op->y + freearr_y[dir];
581
582 tmp = xy_normalise (m, x, y)
583 ? m->at (x, y).player ()
584 : 0;
585 }
586
587 /* didn't find a player there, look in current square for a player */
588 if (!tmp)
589 tmp = op->ms ().player ();
590
591 return tmp;
592 }
593
594
595
596 /* raytrace:
597 * spell_find_dir(map, x, y, exclude) will search first the center square
598 * then some close squares in the given map at the given coordinates for
599 * live objects.
600 * It will not consider the object given as exclude (= caster) among possible
601 * live objects. If the caster is a player, the spell will go after
602 * monsters/generators only. If not, the spell will hunt players only.
603 * It returns the direction toward the first/closest live object if it finds
604 * any, otherwise -1.
605 * note that exclude can be NULL, in which case all bets are off.
606 */
607
608 int
609 spell_find_dir (maptile *m, int x, int y, object *exclude)
610 {
611 int i, max = SIZEOFFREE;
612 sint16 nx, ny;
613 int owner_type = 0, mflags;
614 object *tmp;
615 maptile *mp;
616
617 if (exclude && exclude->head)
618 exclude = exclude->head;
619 if (exclude && exclude->type)
620 owner_type = exclude->type;
621
622 for (i = rndm (1, 8); i < max; i++)
623 {
624 nx = x + freearr_x[i];
625 ny = y + freearr_y[i];
626 mp = m;
627 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
628 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
629 continue;
630
631 tmp = GET_MAP_OB (mp, nx, ny);
632
633 while (tmp != NULL && (((owner_type == PLAYER &&
634 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
635 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
636 tmp = tmp->above;
637
638 if (tmp != NULL && can_see_monsterP (m, x, y, i))
639 return freedir[i];
640 }
641 return -1; /* flag for "keep going the way you were" */
642 }
643
644 /* put_a_monster: puts a monster named monstername near by
645 * op. This creates the treasures for the monsters, and
646 * also deals with multipart monsters properly.
647 */
648 void
649 put_a_monster (object *op, const char *monstername)
650 {
651 object *tmp, *head = NULL, *prev = NULL;
652 archetype *at;
653 int dir;
654
655 /* Handle cases where we are passed a bogus mosntername */
656
657 if ((at = archetype::find (monstername)) == NULL)
658 return;
659
660 /* find a free square nearby
661 * first we check the closest square for free squares
662 */
663
664 dir = find_first_free_spot (at, op->map, op->x, op->y);
665 if (dir != -1)
666 {
667 /* This is basically grabbed for generate monster. Fixed 971225 to
668 * insert multipart monsters properly
669 */
670 //TODO: use expand_tail + ...
671 while (at != NULL)
672 {
673 tmp = arch_to_object (at);
674 tmp->x = op->x + freearr_x[dir] + at->x;
675 tmp->y = op->y + freearr_y[dir] + at->y;
676 tmp->map = op->map;
677 if (head)
678 {
679 tmp->head = head;
680 prev->more = tmp;
681 }
682
683 if (!head)
684 head = tmp;
685
686 prev = tmp;
687
688 at = (archetype *)at->more;
689 }
690
691 if (head->randomitems)
692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
693
694 insert_ob_in_map (head, op->map, op, 0);
695
696 /* thought it'd be cool to insert a burnout, too. */
697 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
698 }
699 }
700
701 /* peterm: function which summons hostile monsters and
702 * places them in nearby squares.
703 * op is the summoner.
704 * n is the number of monsters.
705 * monstername is the name of the monster.
706 * returns the number of monsters, which is basically n.
707 * it should really see how many it successfully replaced and
708 * return that instead.
709 * Note that this is not used by any spells (summon evil monsters
710 * use to call this, but best I can tell, that spell/ability was
711 * never used. This is however used by various failures on the
712 * players part (alchemy, reincarnation, etc)
713 */
714
715 int
716 summon_hostile_monsters (object *op, int n, const char *monstername)
717 {
718 int i;
719
720 for (i = 0; i < n; i++)
721 put_a_monster (op, monstername);
722
723 return n;
724 }
725
726
727 /* Some local definitions for shuffle-attack */
728 struct attacktype_shuffle
729 {
730 int attacktype;
731 int face;
732 } ATTACKS[22] =
733 {
734 { AT_PHYSICAL, 0},
735 { AT_PHYSICAL, 0}, /*face = explosion */
736 { AT_PHYSICAL, 0},
737 { AT_MAGIC, 1},
738 { AT_MAGIC, 1}, /* face = last-burnout */
739 { AT_MAGIC, 1},
740 { AT_FIRE, 2},
741 { AT_FIRE, 2}, /* face = fire.... */
742 { AT_FIRE, 2},
743 { AT_ELECTRICITY, 3},
744 { AT_ELECTRICITY, 3}, /* ball_lightning */
745 { AT_ELECTRICITY, 3},
746 { AT_COLD, 4},
747 { AT_COLD, 4}, /* face=icestorm */
748 { AT_COLD, 4},
749 { AT_CONFUSION, 5},
750 { AT_POISON, 7},
751 { AT_POISON, 7}, /* face = acid sphere. generator */
752 { AT_POISON, 7}, /* poisoncloud face */
753 { AT_SLOW, 8},
754 { AT_PARALYZE, 9},
755 { AT_FEAR, 10},
756 };
757
758 /* shuffle_attack: peterm
759 * This routine shuffles the attack of op to one of the
760 * ones in the list. It does this at random. It also
761 * chooses a face appropriate to the attack that is
762 * being committed by that square at the moment.
763 * right now it's being used by color spray and create pool of
764 * chaos.
765 * This could really be a better implementation - the
766 * faces and attacktypes above are hardcoded, which is never
767 * good. The faces refer to faces in the animation sequence.
768 * Not sure how to do better - but not having it hardcoded
769 * would be nice.
770 * I also fixed a bug here in that attacktype was |= -
771 * to me, that would be that it would quickly get all
772 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
773 */
774 void
775 shuffle_attack (object *op, int change_face)
776 {
777 int i;
778
779 i = rndm (0, 21);
780
781 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
782
783 if (change_face)
784 {
785 SET_ANIMATION (op, ATTACKS[i].face);
786 }
787 }
788
789
790 /* prayer_failure: This is called when a player fails
791 * at casting a prayer.
792 * op is the player.
793 * failure is basically how much grace they had.
794 * power is how much grace the spell would normally take to cast.
795 */
796
797 void
798 prayer_failure (object *op, int failure, int power)
799 {
800 const char *godname;
801 object *tmp;
802
803 if (!strcmp ((godname = determine_god (op)), "none"))
804 godname = "Your spirit";
805
806 if (failure <= -20 && failure > -40) /* wonder */
807 {
808 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
809 tmp = get_archetype (SPELL_WONDER);
810 cast_cone (op, op, 0, tmp);
811 tmp->destroy ();
812 }
813
814 else if (failure <= -40 && failure > -60) /* confusion */
815 {
816 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
817 confuse_player (op, op, 99);
818 }
819 else if (failure <= -60 && failure > -150) /* paralysis */
820 {
821 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
822 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
823 paralyze_player (op, op, 99);
824 }
825 else if (failure <= -150) /* blast the immediate area */
826 {
827 tmp = get_archetype (GOD_POWER);
828 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
829 cast_magic_storm (op, tmp, power);
830 }
831 }
832
833 /*
834 * spell_failure() handles the various effects for differing degrees
835 * of failure badness.
836 * op is the player that failed.
837 * failure is a random value of how badly you failed.
838 * power is how many spellpoints you'd normally need for the spell.
839 * skill is the skill you'd need to cast the spell.
840 */
841
842 void
843 spell_failure (object *op, int failure, int power, object *skill)
844 {
845 object *tmp;
846
847 if (settings.spell_failure_effects == FALSE)
848 return;
849
850 if (failure <= -20 && failure > -40) /* wonder */
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
853 tmp = get_archetype (SPELL_WONDER);
854 cast_cone (op, op, 0, tmp);
855 tmp->destroy ();
856 }
857
858 else if (failure <= -40 && failure > -60) /* confusion */
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
861 confuse_player (op, op, 99);
862 }
863 else if (failure <= -60 && failure > -80) /* paralysis */
864 {
865 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
866 paralyze_player (op, op, 99);
867 }
868 else if (failure <= -80) /* blast the immediate area */
869 {
870 object *tmp;
871
872 /* Safety check to make sure we don't get any mana storms in scorn */
873 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
874 {
875 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
876 hit_player (op, 9998, op, AT_INTERNAL, 1);
877
878 }
879 else
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
882 tmp = get_archetype (LOOSE_MANA);
883 tmp->level = skill->level;
884
885 /* increase the area of destruction a little for more powerful spells */
886 tmp->range += isqrt (power);
887
888 if (power > 25)
889 tmp->stats.dam = 25 + isqrt (power);
890 else
891 tmp->stats.dam = power; /* nasty recoils! */
892
893 tmp->stats.maxhp = tmp->count;
894
895 tmp->insert_at (op);
896 }
897 }
898 }
899
900 int
901 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
902 {
903 int success;
904 object *spell;
905
906 if (!spell_ob->other_arch)
907 {
908 LOG (llevError, "cast_party_spell: empty other arch\n");
909 return 0;
910 }
911
912 spell = arch_to_object (spell_ob->other_arch);
913
914 /* Always cast spell on caster */
915 success = cast_spell (op, caster, dir, spell, stringarg);
916
917 if (caster->contr->party == NULL)
918 {
919 spell->remove ();
920 return success;
921 }
922
923 for_all_players (pl)
924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
926
927 spell->remove ();
928 return success;
929 }
930
931 /* This is where the main dispatch when someone casts a spell.
932 *
933 * op is the creature that is owner of the object that is casting the spell -
934 * eg, the player or monster.
935 * caster is the actual object (wand, potion) casting the spell. can be
936 * same as op.
937 * dir is the direction to cast in. Note in some cases, if the spell
938 * is self only, dir really doesn't make a difference.
939 * spell_ob is the spell object that is being cast. From that,
940 * we can determine what to do.
941 * stringarg is any options that are being used. It can be NULL. Almost
942 * certainly, only players will set it. It is basically used as optional
943 * parameters to a spell (eg, item to create, information for marking runes,
944 * etc.
945 * returns 1 on successful cast, or 0 on error. These values should really
946 * be swapped, so that 0 is successful, and non zero is failure, with a code
947 * of what it failed.
948 *
949 * Note that this function is really a dispatch routine that calls other
950 * functions - it just blindly returns what ever value those functions
951 * return. So if your writing a new function that is called from this,
952 * it shoudl also return 1 on success, 0 on failure.
953 *
954 * if it is a player casting the spell (op->type == PLAYER, op == caster),
955 * this function will decrease the mana/grace appropriately. For other
956 * objects, the caller should do what it considers appropriate.
957 */
958 int
959 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
960 {
961 const char *godname;
962 int success = 0, cast_level = 0;
963 object *skill = NULL;
964
965 if (!spell_ob)
966 {
967 LOG (llevError, "cast_spell: null spell object passed\n");
968 return 0;
969 }
970
971 if (!strcmp ((godname = determine_god (op)), "none"))
972 godname = "A random spirit";
973
974 /* the caller should set caster to op if appropriate */
975 if (!caster)
976 {
977 LOG (llevError, "cast_spell: null caster object passed\n");
978 return 0;
979 }
980
981 /* if caster is a spell casting object, this normally shouldn't be
982 * an issue, because they don't have any spellpaths set up.
983 */
984 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
985 {
986 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
987 return 0;
988 }
989
990 /* if it is a player casting the spell, and they are really casting it
991 * (vs it coming from a wand, scroll, or whatever else), do some
992 * checks. We let monsters do special things - eg, they
993 * don't need the skill, bypass level checks, etc. The monster function
994 * should take care of that.
995 * Remove the wiz check here and move it further down - some spells
996 * need to have the right skill pointer passed, so we need to
997 * at least process that code.
998 */
999 if (op->type == PLAYER && op == caster)
1000 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill)
1004 {
1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1007 if (!skill)
1008 {
1009 op->failmsg (format ("You need the skill %s to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name));
1013 return 0;
1014 }
1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1019 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1022 cast_level, casting_level));
1023 return 0;
1024 }
1025 }
1026
1027 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana.
1029 */
1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1031 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 {
1035 op->failmsg ("You don't have enough mana!");
1036 return 0;
1037 }
1038
1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1041 {
1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else
1046 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname));
1049 return 0;
1050 }
1051 }
1052
1053 /* player/monster is trying to cast the spell. might fumble it */
1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1056 {
1057 op->contr->play_sound (sound_find ("fumble_spell"));
1058 op->failmsg ("You fumble the prayer.");
1059
1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1061 return 0;
1062 }
1063 else if (spell_ob->stats.sp)
1064 {
1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1066
1067 if (failure < 0)
1068 {
1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1070 if (settings.spell_failure_effects == TRUE)
1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1072
1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1074 return 0;
1075 }
1076 }
1077 }
1078 }
1079
1080 int mflags = op->ms ().flags ();
1081
1082 /* See if we can cast a spell here. If the caster and op are
1083 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are
1085 * doing.
1086 */
1087
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 {
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0;
1092 }
1093
1094 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST)
1097 && (QUERY_FLAG (caster, FLAG_ALIVE)
1098 || QUERY_FLAG (op, FLAG_ALIVE))
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 {
1101 if (op->type != PLAYER)
1102 return 0;
1103
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1106 else if (object *item = op->contr->ranged_ob)
1107 {
1108 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL)
1111 op->failmsg ("Something blocks the magic of your scroll.");
1112 else
1113 op->failmsg ("Something blocks the magic of your item.");
1114 }
1115 else
1116 op->failmsg ("Something blocks the spell!");
1117
1118 return 0;
1119 }
1120
1121 /* Take into account how long it takes to cast the spell.
1122 * if the player is casting it, then we use the time in
1123 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost
1126 * the player any time.
1127 * Ignore casting time for firewalls
1128 */
1129 if (caster == op && caster->type != FIREWALL)
1130 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1132 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long
1134 */
1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1137 }
1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1139 op->speed_left -= 2 * FABS (op->speed);
1140
1141 if (op->type == PLAYER && op == caster)
1142 {
1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1145 }
1146
1147 /* We want to try to find the skill to properly credit exp.
1148 * for spell casting objects, the exp goes to the skill the casting
1149 * object requires.
1150 */
1151 if (op != caster && !skill && caster->skill)
1152 {
1153 skill = find_skill_by_name (op, caster->skill);
1154 if (!skill)
1155 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1157 return 0;
1158 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 }
1162
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1164 return RESULT_INT (0);
1165
1166 switch (spell_ob->subtype)
1167 {
1168 /* The order of case statements is same as the order they show up
1169 * in in spells.h.
1170 */
1171 case SP_RAISE_DEAD:
1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1173 break;
1174
1175 case SP_RUNE:
1176 success = write_rune (op, caster, spell_ob, dir, stringarg);
1177 break;
1178
1179 case SP_MAKE_MARK:
1180 success = write_mark (op, spell_ob, stringarg);
1181 break;
1182
1183 case SP_BOLT:
1184 success = fire_bolt (op, caster, dir, spell_ob, skill);
1185 break;
1186
1187 case SP_BULLET:
1188 success = fire_bullet (op, caster, dir, spell_ob);
1189 break;
1190
1191 case SP_CONE:
1192 success = cast_cone (op, caster, dir, spell_ob);
1193 break;
1194
1195 case SP_BOMB:
1196 success = create_bomb (op, caster, dir, spell_ob);
1197 break;
1198
1199 case SP_WONDER:
1200 success = cast_wonder (op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_SMITE:
1204 success = cast_smite_spell (op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_MAGIC_MISSILE:
1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1209 break;
1210
1211 case SP_SUMMON_GOLEM:
1212 success = summon_golem (op, caster, dir, spell_ob);
1213 break;
1214
1215 case SP_DIMENSION_DOOR:
1216 /* dimension door needs the actual caster, because that is what is
1217 * moved.
1218 */
1219 success = dimension_door (op, caster, spell_ob, dir);
1220 break;
1221
1222 case SP_MAGIC_MAPPING:
1223 if (op->type == PLAYER)
1224 {
1225 spell_effect (spell_ob, op->x, op->y, op->map, op);
1226 draw_magic_map (op);
1227 success = 1;
1228 }
1229 else
1230 success = 0;
1231 break;
1232
1233 case SP_MAGIC_WALL:
1234 success = magic_wall (op, caster, dir, spell_ob);
1235 break;
1236
1237 case SP_DESTRUCTION:
1238 success = cast_destruction (op, caster, spell_ob);
1239 break;
1240
1241 case SP_PERCEIVE_SELF:
1242 success = perceive_self (op);
1243 break;
1244
1245 case SP_WORD_OF_RECALL:
1246 success = cast_word_of_recall (op, caster, spell_ob);
1247 break;
1248
1249 case SP_INVISIBLE:
1250 success = cast_invisible (op, caster, spell_ob);
1251 break;
1252
1253 case SP_PROBE:
1254 success = probe (op, caster, spell_ob, dir);
1255 break;
1256
1257 case SP_HEALING:
1258 success = cast_heal (op, caster, spell_ob, dir);
1259 break;
1260
1261 case SP_CREATE_FOOD:
1262 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1263 break;
1264
1265 case SP_EARTH_TO_DUST:
1266 success = cast_earth_to_dust (op, caster, spell_ob);
1267 break;
1268
1269 case SP_CHANGE_ABILITY:
1270 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1271 break;
1272
1273 case SP_BLESS:
1274 success = cast_bless (op, caster, spell_ob, dir);
1275 break;
1276
1277 case SP_CURSE:
1278 success = cast_curse (op, caster, spell_ob, dir);
1279 break;
1280
1281 case SP_SUMMON_MONSTER:
1282 success = summon_object (op, caster, spell_ob, dir, stringarg);
1283 break;
1284
1285 case SP_CHARGING:
1286 success = recharge (op, caster, spell_ob);
1287 break;
1288
1289 case SP_POLYMORPH:
1290 #ifdef NO_POLYMORPH
1291 /* Not great, but at least provide feedback so if players do have
1292 * polymorph (ie, find it as a preset item or left over from before
1293 * it was disabled), they get some feedback.
1294 */
1295 op->failmsg ("The spell fizzles!");
1296 success = 0;
1297 #else
1298 success = cast_polymorph (op, caster, spell_ob, dir);
1299 #endif
1300 break;
1301
1302 case SP_ALCHEMY:
1303 success = alchemy (op, caster, spell_ob);
1304 break;
1305
1306 case SP_REMOVE_CURSE:
1307 success = remove_curse (op, caster, spell_ob);
1308 break;
1309
1310 case SP_IDENTIFY:
1311 success = cast_identify (op, caster, spell_ob);
1312 break;
1313
1314 case SP_DETECTION:
1315 success = cast_detection (op, caster, spell_ob, skill);
1316 break;
1317
1318 case SP_MOOD_CHANGE:
1319 success = mood_change (op, caster, spell_ob);
1320 break;
1321
1322 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1326 success = 0;
1327 }
1328 else
1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1330 break;
1331
1332 case SP_SWARM:
1333 success = fire_swarm (op, caster, spell_ob, dir);
1334 break;
1335
1336 case SP_CHANGE_MANA:
1337 success = cast_transfer (op, caster, spell_ob, dir);
1338 break;
1339
1340 case SP_DISPEL_RUNE:
1341 /* in rune.c */
1342 success = dispel_rune (op, caster, spell_ob, skill, dir);
1343 break;
1344
1345 case SP_CREATE_MISSILE:
1346 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1347 break;
1348
1349 case SP_CONSECRATE:
1350 success = cast_consecrate (op, caster, spell_ob);
1351 break;
1352
1353 case SP_ANIMATE_WEAPON:
1354 success = animate_weapon (op, caster, spell_ob, dir);
1355 break;
1356
1357 case SP_LIGHT:
1358 success = cast_light (op, caster, spell_ob, dir);
1359 break;
1360
1361 case SP_CHANGE_MAP_LIGHT:
1362 success = cast_change_map_lightlevel (op, caster, spell_ob);
1363 break;
1364
1365 case SP_FAERY_FIRE:
1366 success = cast_destruction (op, caster, spell_ob);
1367 break;
1368
1369 case SP_CAUSE_DISEASE:
1370 success = cast_cause_disease (op, caster, spell_ob, dir);
1371 break;
1372
1373 case SP_AURA:
1374 success = create_aura (op, caster, spell_ob);
1375 break;
1376
1377 case SP_PARTY_SPELL:
1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1379 break;
1380
1381 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 }
1384
1385 op->play_sound (
1386 success
1387 ? spell_ob->sound
1388 ? spell_ob->sound
1389 : sound_find ("spell_success")
1390 : sound_find ("fumble_spell")
1391 );
1392
1393 return success;
1394 }
1395
1396 /* This is called from time.c/process_object(). That function
1397 * calls this for any SPELL_EFFECT type objects. This function
1398 * then dispatches them to the appropriate specific routines.
1399 */
1400 void
1401 move_spell_effect (object *op)
1402 {
1403 switch (op->subtype)
1404 {
1405 case SP_BOLT:
1406 move_bolt (op);
1407 break;
1408
1409 case SP_BULLET:
1410 move_bullet (op);
1411 break;
1412
1413 case SP_EXPLOSION:
1414 explosion (op);
1415 break;
1416
1417 case SP_CONE:
1418 move_cone (op);
1419 break;
1420
1421 case SP_BOMB:
1422 animate_bomb (op);
1423 break;
1424
1425 case SP_MAGIC_MISSILE:
1426 move_missile (op);
1427 break;
1428
1429 case SP_WORD_OF_RECALL:
1430 execute_word_of_recall (op);
1431 break;
1432
1433 case SP_MOVING_BALL:
1434 move_ball_spell (op);
1435 break;
1436
1437 case SP_SWARM:
1438 move_swarm_spell (op);
1439 break;
1440
1441 case SP_AURA:
1442 move_aura (op);
1443 break;
1444 }
1445 }
1446
1447 /* this checks to see if something special should happen if
1448 * something runs into the object.
1449 */
1450 void
1451 check_spell_effect (object *op)
1452 {
1453 switch (op->subtype)
1454 {
1455 case SP_BOLT:
1456 move_bolt (op);
1457 return;
1458
1459 case SP_BULLET:
1460 check_bullet (op);
1461 return;
1462 }
1463 }
1464
1465 /* This is called by move_apply. Basically, if someone
1466 * moves onto a spell effect and the walk_on or fly_on flags
1467 * are set, this is called. This should only be called for
1468 * objects of the appropraite type.
1469 */
1470 void
1471 apply_spell_effect (object *spell, object *victim)
1472 {
1473 switch (spell->subtype)
1474 {
1475 case SP_CONE:
1476 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1477 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1478 break;
1479
1480 case SP_MAGIC_MISSILE:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 {
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484
1485 if (!spell->destroyed ())
1486 spell->destroy ();
1487 }
1488 break;
1489
1490 case SP_MOVING_BALL:
1491 if (QUERY_FLAG (victim, FLAG_ALIVE))
1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 else if (victim->materialname)
1494 save_throw_object (victim, spell->attacktype, spell);
1495 break;
1496 }
1497 }
1498