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Revision: 1.93
Committed: Tue Jan 13 13:29:57 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77
Changes since 1.92: +12 -0 lines
Log Message:
added cursed effect to lamps and torches.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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, shstr_cmp skill)
39 {
40 int k = 0, s;
41
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
44 k++;
45
46 /* No spells, no need to progess further */
47 if (!k)
48 return NULL;
49
50 s = rndm (k);
51
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s)
55 return tmp;
56 else
57 s--;
58
59 /* Should never get here, but just in case */
60 return 0;
61 }
62
63 /* Relatively simple function that gets used a lot.
64 * Basically, it sets up the skill pointer for the spell being
65 * cast. If op is really casting the spell, then the skill
66 * is whatever skill the spell requires.
67 * if instead caster (rod, horn, wand, etc) is casting the skill,
68 * then they get exp for the skill that you need to use for
69 * that object (use magic device).
70 */
71 void
72 set_spell_skill (object *op, object *caster, object *spob, object *dest)
73 {
74 if (caster == op && spob->skill)
75 dest->skill = spob->skill;
76 else
77 dest->skill = caster->skill;
78 }
79
80 /* pretty basic function - basically just takes
81 * an object, sets the x,y, and calls insert_ob_in_map
82 */
83 void
84 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85 {
86 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88 }
89
90 static int
91 attuned_bonus (object *caster, object *spell, int level)
92 {
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98 }
99
100 /* This function returns the effective level the spell
101 * is being cast at.
102 */
103 int
104 casting_level (object *caster, object *spell)
105 {
106 int level = caster->level;
107
108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
110 {
111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
112 int sk_level = skill ? skill->level : 1;
113
114 level = min (level, sk_level + level / 10 + 1);
115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
119
120 int bonus = attuned_bonus (caster, spell, level);
121
122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
127
128 /* Always make this at least 1. If this is zero, we get divide by zero
129 * errors in various places.
130 */
131 return clamp (level, 1, settings.max_level);
132 }
133
134 /* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high
137 * levels. Very cheap mass destruction. This function is
138 * intended to keep the sp cost related to the effectiveness.
139 * op is the player/monster
140 * caster is what is casting the spell, can be op.
141 * spell is the spell object.
142 * Note that it is now possible for a spell to cost both grace and
143 * mana. In that case, we return which ever value is higher.
144 */
145 sint16
146 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
147 {
148 int sp, grace, level = casting_level (caster, spell);
149
150 if (settings.spellpoint_level_depend == TRUE)
151 {
152 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
155 }
156 else
157 sp = spell->stats.sp;
158
159 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp)
161 sp = 1;
162
163 if (spell->stats.grace && spell->stats.maxgrace)
164 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
166 }
167 else
168 grace = spell->stats.grace;
169
170 grace *= (int) PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace)
172 grace = 1;
173 }
174 else
175 {
176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
177 if (spell->stats.sp && !sp)
178 sp = 1;
179
180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
181 if (spell->stats.grace && !grace)
182 grace = 1;
183 }
184
185 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace);
187 else if (flags == SPELL_GRACE)
188 return grace;
189 else if (flags == SPELL_MANA)
190 return sp;
191 else
192 {
193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
194 return 0;
195 }
196 }
197
198 /*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203 static int
204 SP_casting_level (object *caster, object *spell)
205 {
206 return casting_level (caster, spell);
207 }
208
209 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
210 * spob is the spell we are adjusting.
211 */
212 int
213 SP_level_dam_adjust (object *caster, object *spob)
214 {
215 if (!spob->dam_modifier)
216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
219 }
220
221 /* Adjust the strength of the spell based on level.
222 * This is basically the same as SP_level_dam_adjust above,
223 * but instead looks at the level_modifier value.
224 */
225 int
226 SP_level_duration_adjust (object *caster, object *spob)
227 {
228 if (!spob->duration_modifier)
229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
232 }
233
234 /* Adjust the strength of the spell based on level.
235 * This is basically the same as SP_level_dam_adjust above,
236 * but instead looks at the level_modifier value.
237 */
238 int
239 SP_level_range_adjust (object *caster, object *spob)
240 {
241 if (!spob->range_modifier)
242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
245 }
246
247 /* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't.
250 */
251 object *
252 check_spell_known (object *op, shstr_cmp name)
253 {
254 object *spop;
255
256 for (spop = op->inv; spop; spop = spop->below)
257 if (spop->type == SPELL && spop->name == name)
258 return spop;
259
260 return 0;
261 }
262
263 /*
264 * Look at object 'op' and see if they know the spell
265 * spname. This is pretty close to check_spell_known
266 * above, but it uses a looser matching mechanism.
267 * returns the matching spell object, or NULL.
268 * If we match multiple spells but don't get an
269 * exact match, we also return NULL.
270 */
271 object *
272 lookup_spell_by_name (object *op, const char *spname)
273 {
274 object *spob1 = 0, *spob2 = 0;
275 int nummatch = 0;
276
277 if (!spname)
278 return 0;
279
280 /* Try to find the spell. We store the results in spob1
281 * and spob2 - spob1 is only taking the length of
282 * the past spname, spob2 uses the length of the spell name.
283 */
284 for (object *spob = op->inv; spob; spob = spob->below)
285 {
286 if (spob->type == SPELL)
287 {
288 // TODO: WTF?
289 if (!strncmp (spob->name, spname, strlen (spname)))
290 {
291 nummatch++;
292 spob1 = spob;
293 }
294 else if (!strncmp (spob->name, spname, strlen (spob->name)))
295 {
296 /* if spells have ambiguous names, it makes matching
297 * really difficult. (eg, fire and fireball would
298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion.
300 */
301 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
304 spob2 = spob;
305 }
306 }
307 }
308 /* if we have best match, return it. Otherwise, if we have one match
309 * on the loser match, return that, otehrwise null
310 */
311 if (spob2)
312 return spob2;
313
314 if (spob1 && nummatch == 1)
315 return spob1;
316
317 return NULL;
318 }
319
320 /* reflwall - decides weither the (spell-)object sp_op will
321 * be reflected from the given mapsquare. Returns 1 if true.
322 * (Note that for living creatures there is a small chance that
323 * reflect_spell fails.)
324 * Caller should be sure it passes us valid map coordinates
325 * eg, updated for tiled maps.
326 */
327 int
328 reflwall (maptile *m, int x, int y, object *sp_op)
329 {
330 if (OUT_OF_REAL_MAP (m, x, y))
331 return 0;
332
333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
335 && (!QUERY_FLAG (op, FLAG_ALIVE)
336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
337 return 1;
338
339 return 0;
340 }
341
342 /* cast_create_object: creates object new_op in direction dir
343 * or if that is blocked, beneath the player (op).
344 * we pass 'caster', but don't use it for anything.
345 * This is really just a simple wrapper function .
346 * returns the direction that the object was actually placed
347 * in.
348 */
349 int
350 cast_create_obj (object *op, object *caster, object *new_op, int dir)
351 {
352 maptile *m;
353 sint16 sx, sy;
354
355 if (dir &&
356 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
357 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
358 {
359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
361 dir = 0;
362 }
363
364 SET_FLAG (new_op, FLAG_IDENTIFIED);
365 op->map->insert (new_op,
366 op->x + freearr_x[dir], op->y + freearr_y[dir],
367 op,
368 dir ? 0 : INS_BELOW_ORIGINATOR);
369
370 return dir;
371 }
372
373 /* Returns true if it is ok to put spell *op on the space/may provided.
374 * immune_stop is basically the attacktype of the spell (why
375 * passed as a different value, not sure of). If immune_stop
376 * has the AT_MAGIC bit set, and there is a counterwall
377 * on the space, the object doesn't get placed. if immune stop
378 * does not have AT_MAGIC, then counterwalls do not effect the spell.
379 *
380 */
381 int
382 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
383 {
384 if (!xy_normalise (m, x, y))
385 return 0;
386
387 mapspace &ms = m->at (x, y);
388 ms.update ();
389
390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
391 return 0;
392
393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
394 {
395 /* If there is a counterspell on the space, and this
396 * object is using magic, don't progress. I believe we could
397 * leave this out and let in progress, and other areas of the code
398 * will then remove it, but that would seem to to use more
399 * resources, and may not work as well if a player is standing
400 * on top of a counterwall spell (may hit the player before being
401 * removed.) On the other hand, it may be more dramatic for the
402 * spell to actually hit the counterwall and be sucked up.
403 */
404 if ((tmp->attacktype & AT_COUNTERSPELL)
405 && !QUERY_FLAG (tmp, FLAG_MONSTER)
406 && (tmp->type != PLAYER)
407 && (tmp->type != WEAPON)
408 && (tmp->type != BOW)
409 && (tmp->type != ARROW)
410 && (tmp->type != GOLEM)
411 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
412 // we special case floor here because there
413 // are sometimes spell effect floors
414 // which are used to inflict damage
415 // (and those shouldn't go away from
416 // sanctuary) see also: permanent lava
417 && (immune_stop & AT_MAGIC))
418 return 0;
419
420 /* This is to prevent 'out of control' spells. Basically, this
421 * limits one spell effect per space per spell. This is definately
422 * needed for performance reasons, and just for playability I believe.
423 * there are no such things as multispaced spells right now, so
424 * we don't need to worry about the head.
425 */
426 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
427 return 0;
428
429 /*
430 * Combine similar spell effects into one spell effect. Needed for
431 * performance reasons with meteor swarm and the like, but also for
432 * playability reasons.
433 */
434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
435 && tmp->type == op->type
436 && tmp->subtype == op->subtype
437 && tmp->owner == op->owner
438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
439 {
440 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
441 tmp->range = MAX (tmp->range, op->range);
442 tmp->duration = MAX (tmp->duration, op->duration);
443 return 0;
444 }
445
446 /* Perhaps we should also put checks in for no magic and unholy
447 * ground to prevent it from moving along?
448 */
449 }
450
451 /* If it passes the above tests, it must be OK */
452 return 1;
453 }
454
455 /* fire_arch_from_position: fires an archetype.
456 * op: person firing the object.
457 * caster: object casting the spell.
458 * x, y: where to fire the spell (note, it then uses op->map for the map
459 * for these coordinates, which is probably a really bad idea.
460 * dir: direction to fire in.
461 * spell: spell that is being fired. It uses other_arch for the archetype
462 * to fire.
463 * returns 0 on failure, 1 on success.
464 */
465 int
466 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
467 {
468 if (!spell->other_arch)
469 return 0;
470
471 object *tmp = spell->other_arch->instance ();
472
473 if (!tmp)
474 return 0;
475
476 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
477 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
478 /* code in time.c uses food for some things, duration for others */
479 tmp->stats.food = tmp->duration;
480 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
481 tmp->attacktype = spell->attacktype;
482 tmp->direction = dir;
483 tmp->set_owner (op);
484 tmp->level = casting_level (caster, spell);
485 set_spell_skill (op, caster, spell, tmp);
486
487 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
488 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
489 if (!tailor_god_spell (tmp, op))
490 return 0;
491
492 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
493 SET_ANIMATION (tmp, dir);
494
495 if ((tmp = op->map->insert (tmp, x, y, op)))
496 move_spell_effect (tmp);
497
498 return 1;
499 }
500
501 /*****************************************************************************
502 *
503 * Code related to rods - perhaps better located in another file?
504 *
505 ****************************************************************************/
506 void
507 regenerate_rod (object *rod)
508 {
509 if (rod->stats.hp < rod->stats.maxhp)
510 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
511 }
512
513 void
514 drain_rod_charge (object *rod)
515 {
516 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
517 }
518
519 /* this function is commonly used to find a friendly target for
520 * spells such as heal or protection or armour
521 * op is what is looking for the target (which can be a player),
522 * dir is the direction we are looking in. Return object found, or
523 * NULL if no good object.
524 */
525 object *
526 find_target_for_friendly_spell (object *op, int dir)
527 {
528 object *tmp;
529
530 /* I don't really get this block - if op isn't a player or rune,
531 * we then make the owner of this object the target.
532 * The owner could very well be no where near op.
533 */
534 if (op->type != PLAYER && op->type != RUNE)
535 {
536 tmp = op->owner;
537 /* If the owner does not exist, or is not a monster, than apply the spell
538 * to the caster.
539 */
540 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
541 tmp = op;
542 }
543 else
544 {
545 maptile *m = op->map;
546 sint16 x = op->x + freearr_x[dir];
547 sint16 y = op->y + freearr_y[dir];
548
549 tmp = xy_normalise (m, x, y)
550 ? m->at (x, y).player ()
551 : 0;
552 }
553
554 /* didn't find a player there, look in current square for a player */
555 if (!tmp)
556 tmp = op->ms ().player ();
557
558 return tmp;
559 }
560
561 /* raytrace:
562 * spell_find_dir(map, x, y, exclude) will search first the center square
563 * then some close squares in the given map at the given coordinates for
564 * live objects.
565 * It will not consider the object given as exclude (= caster) among possible
566 * live objects. If the caster is a player, the spell will go after
567 * monsters/generators only. If not, the spell will hunt players only.
568 * It returns the direction toward the first/closest live object if it finds
569 * any, otherwise -1.
570 * note that exclude can be NULL, in which case all bets are off.
571 */
572 int
573 spell_find_dir (maptile *m, int x, int y, object *exclude)
574 {
575 int i, max = SIZEOFFREE;
576 sint16 nx, ny;
577 int owner_type = 0, mflags;
578 object *tmp;
579 maptile *mp;
580
581 if (exclude && exclude->head)
582 exclude = exclude->head;
583 if (exclude && exclude->type)
584 owner_type = exclude->type;
585
586 for (i = rndm (1, 8); i < max; i++)
587 {
588 nx = x + freearr_x[i];
589 ny = y + freearr_y[i];
590 mp = m;
591 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
592 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
593 continue;
594
595 tmp = GET_MAP_OB (mp, nx, ny);
596
597 while (tmp != NULL && (((owner_type == PLAYER &&
598 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
599 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
600 tmp = tmp->above;
601
602 if (tmp != NULL && can_see_monsterP (m, x, y, i))
603 return freedir[i];
604 }
605 return -1; /* flag for "keep going the way you were" */
606 }
607
608 /* put_a_monster: puts a monster named monstername near by
609 * op. This creates the treasures for the monsters, and
610 * also deals with multipart monsters properly.
611 */
612 void
613 put_a_monster (object *op, const char *monstername)
614 {
615 object *tmp, *head = NULL, *prev = NULL;
616 archetype *at;
617 int dir;
618
619 /* Handle cases where we are passed a bogus mosntername */
620
621 if ((at = archetype::find (monstername)) == NULL)
622 return;
623
624 /* find a free square nearby
625 * first we check the closest square for free squares
626 */
627
628 dir = find_first_free_spot (at, op->map, op->x, op->y);
629 if (dir != -1)
630 {
631 /* This is basically grabbed for generate monster. Fixed 971225 to
632 * insert multipart monsters properly
633 */
634 //TODO: use expand_tail + ...
635 while (at != NULL)
636 {
637 tmp = arch_to_object (at);
638 tmp->x = op->x + freearr_x[dir] + at->x;
639 tmp->y = op->y + freearr_y[dir] + at->y;
640 tmp->map = op->map;
641 if (head)
642 {
643 tmp->head = head;
644 prev->more = tmp;
645 }
646
647 if (!head)
648 head = tmp;
649
650 prev = tmp;
651
652 at = (archetype *)at->more;
653 }
654
655 if (head->randomitems)
656 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
657
658 insert_ob_in_map (head, op->map, op, 0);
659
660 /* thought it'd be cool to insert a burnout, too. */
661 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
662 }
663 }
664
665 /* peterm: function which summons hostile monsters and
666 * places them in nearby squares.
667 * op is the summoner.
668 * n is the number of monsters.
669 * monstername is the name of the monster.
670 * returns the number of monsters, which is basically n.
671 * it should really see how many it successfully replaced and
672 * return that instead.
673 * Note that this is not used by any spells (summon evil monsters
674 * use to call this, but best I can tell, that spell/ability was
675 * never used. This is however used by various failures on the
676 * players part (alchemy, reincarnation, etc)
677 */
678 int
679 summon_hostile_monsters (object *op, int n, const char *monstername)
680 {
681 int i;
682
683 for (i = 0; i < n; i++)
684 put_a_monster (op, monstername);
685
686 return n;
687 }
688
689
690 /* Some local definitions for shuffle-attack */
691 struct attacktype_shuffle
692 {
693 int attacktype;
694 int face;
695 } ATTACKS[22] =
696 {
697 { AT_PHYSICAL, 0},
698 { AT_PHYSICAL, 0}, /*face = explosion */
699 { AT_PHYSICAL, 0},
700 { AT_MAGIC, 1},
701 { AT_MAGIC, 1}, /* face = last-burnout */
702 { AT_MAGIC, 1},
703 { AT_FIRE, 2},
704 { AT_FIRE, 2}, /* face = fire.... */
705 { AT_FIRE, 2},
706 { AT_ELECTRICITY, 3},
707 { AT_ELECTRICITY, 3}, /* ball_lightning */
708 { AT_ELECTRICITY, 3},
709 { AT_COLD, 4},
710 { AT_COLD, 4}, /* face=icestorm */
711 { AT_COLD, 4},
712 { AT_CONFUSION, 5},
713 { AT_POISON, 7},
714 { AT_POISON, 7}, /* face = acid sphere. generator */
715 { AT_POISON, 7}, /* poisoncloud face */
716 { AT_SLOW, 8},
717 { AT_PARALYZE, 9},
718 { AT_FEAR, 10},
719 };
720
721 /* shuffle_attack: peterm
722 * This routine shuffles the attack of op to one of the
723 * ones in the list. It does this at random. It also
724 * chooses a face appropriate to the attack that is
725 * being committed by that square at the moment.
726 * right now it's being used by color spray and create pool of
727 * chaos.
728 * This could really be a better implementation - the
729 * faces and attacktypes above are hardcoded, which is never
730 * good. The faces refer to faces in the animation sequence.
731 * Not sure how to do better - but not having it hardcoded
732 * would be nice.
733 * I also fixed a bug here in that attacktype was |= -
734 * to me, that would be that it would quickly get all
735 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
736 */
737 void
738 shuffle_attack (object *op, int change_face)
739 {
740 int i;
741
742 i = rndm (0, 21);
743
744 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
745
746 if (change_face)
747 {
748 SET_ANIMATION (op, ATTACKS[i].face);
749 }
750 }
751
752 /* prayer_failure: This is called when a player fails
753 * at casting a prayer.
754 * op is the player.
755 * failure is basically how much grace they had.
756 * power is how much grace the spell would normally take to cast.
757 */
758 void
759 prayer_failure (object *op, int failure, int power)
760 {
761 const char *godname;
762 object *tmp;
763
764 if (!strcmp ((godname = determine_god (op)), "none"))
765 godname = "Your spirit";
766
767 if (failure <= -20 && failure > -40) /* wonder */
768 {
769 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
770 tmp = get_archetype (SPELL_WONDER);
771 cast_cone (op, op, 0, tmp);
772 tmp->destroy ();
773 }
774
775 else if (failure <= -40 && failure > -60) /* confusion */
776 {
777 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
778 confuse_player (op, op, 99);
779 }
780 else if (failure <= -60 && failure > -150) /* paralysis */
781 {
782 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
783 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
784 paralyze_player (op, op, 99);
785 }
786 else if (failure <= -150) /* blast the immediate area */
787 {
788 tmp = get_archetype (GOD_POWER);
789 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
790 cast_magic_storm (op, tmp, power);
791 }
792 }
793
794 /*
795 * spell_failure() handles the various effects for differing degrees
796 * of failure badness.
797 * op is the player that failed.
798 * failure is a random value of how badly you failed.
799 * power is how many spellpoints you'd normally need for the spell.
800 * skill is the skill you'd need to cast the spell.
801 */
802
803 void
804 spell_failure (object *op, int failure, int power, object *skill)
805 {
806 object *tmp;
807
808 if (settings.spell_failure_effects == FALSE)
809 return;
810
811 if (failure <= -20 && failure > -40) /* wonder */
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
814 tmp = get_archetype (SPELL_WONDER);
815 cast_cone (op, op, 0, tmp);
816 tmp->destroy ();
817 }
818
819 else if (failure <= -40 && failure > -60) /* confusion */
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
822 confuse_player (op, op, 99);
823 }
824 else if (failure <= -60 && failure > -80) /* paralysis */
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
827 paralyze_player (op, op, 99);
828 }
829 else if (failure <= -80) /* blast the immediate area */
830 {
831 object *tmp;
832
833 /* Safety check to make sure we don't get any mana storms in scorn */
834 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
837 hit_player (op, 9998, op, AT_INTERNAL, 1);
838
839 }
840 else
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
843 tmp = get_archetype (LOOSE_MANA);
844 tmp->level = skill->level;
845
846 /* increase the area of destruction a little for more powerful spells */
847 tmp->range += isqrt (power);
848
849 if (power > 25)
850 tmp->stats.dam = 25 + isqrt (power);
851 else
852 tmp->stats.dam = power; /* nasty recoils! */
853
854 tmp->stats.maxhp = tmp->count;
855
856 tmp->insert_at (op);
857 }
858 }
859 }
860
861 int
862 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
863 {
864 int success;
865 object *spell;
866
867 if (!spell_ob->other_arch)
868 {
869 LOG (llevError, "cast_party_spell: empty other arch\n");
870 return 0;
871 }
872
873 spell = arch_to_object (spell_ob->other_arch);
874
875 /* Always cast spell on caster */
876 success = cast_spell (op, caster, dir, spell, stringarg);
877
878 if (caster->contr->party == NULL)
879 {
880 spell->remove ();
881 return success;
882 }
883
884 for_all_players (pl)
885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
887
888 spell->remove ();
889 return success;
890 }
891
892 /* This is where the main dispatch when someone casts a spell.
893 *
894 * op is the creature that is owner of the object that is casting the spell -
895 * eg, the player or monster.
896 * caster is the actual object (wand, potion) casting the spell. can be
897 * same as op.
898 * dir is the direction to cast in. Note in some cases, if the spell
899 * is self only, dir really doesn't make a difference.
900 * spell_ob is the spell object that is being cast. From that,
901 * we can determine what to do.
902 * stringarg is any options that are being used. It can be NULL. Almost
903 * certainly, only players will set it. It is basically used as optional
904 * parameters to a spell (eg, item to create, information for marking runes,
905 * etc.
906 * returns 1 on successful cast, or 0 on error. These values should really
907 * be swapped, so that 0 is successful, and non zero is failure, with a code
908 * of what it failed.
909 *
910 * Note that this function is really a dispatch routine that calls other
911 * functions - it just blindly returns what ever value those functions
912 * return. So if your writing a new function that is called from this,
913 * it shoudl also return 1 on success, 0 on failure.
914 *
915 * if it is a player casting the spell (op->type == PLAYER, op == caster),
916 * this function will decrease the mana/grace appropriately. For other
917 * objects, the caller should do what it considers appropriate.
918 */
919 int
920 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
921 {
922 const char *godname;
923 int success = 0;
924 object *skill = NULL;
925
926 if (!spell_ob)
927 {
928 LOG (llevError, "cast_spell: null spell object passed\n");
929 return 0;
930 }
931
932 if (!strcmp ((godname = determine_god (op)), "none"))
933 godname = "A random spirit";
934
935 /* the caller should set caster to op if appropriate */
936 if (!caster)
937 {
938 LOG (llevError, "cast_spell: null caster object passed\n");
939 return 0;
940 }
941
942 /* if caster is a spell casting object, this normally shouldn't be
943 * an issue, because they don't have any spellpaths set up.
944 */
945 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
946 {
947 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
948 return 0;
949 }
950
951 /* if it is a player casting the spell, and they are really casting it
952 * (vs it coming from a wand, scroll, or whatever else), do some
953 * checks. We let monsters do special things - eg, they
954 * don't need the skill, bypass level checks, etc. The monster function
955 * should take care of that.
956 * Remove the wiz check here and move it further down - some spells
957 * need to have the right skill pointer passed, so we need to
958 * at least process that code.
959 */
960 if (op->type == PLAYER && op == caster)
961 {
962 if (spell_ob->skill)
963 {
964 skill = find_skill_by_name (op, spell_ob->skill);
965
966 if (!skill)
967 {
968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
972 return 0;
973 }
974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
980 {
981 caster_level += min (caster_level, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level -= ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
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_WIZCAST))
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 appropriate 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 spell->destroy ();
1459 }
1460 break;
1461
1462 case SP_MOVING_BALL:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1465 else if (victim->materialname)
1466 save_throw_object (victim, spell->attacktype, spell);
1467
1468 break;
1469 }
1470 }
1471
1472 /**
1473 * This function will let a fireball explode at the position of
1474 * the victim with a specific maximum level.
1475 */
1476 void
1477 create_exploding_ball_at (object *victim, int level)
1478 {
1479 object *ball = get_archetype (EXPLODING_FIREBALL);
1480 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1481 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1482 ball->insert_at (victim);
1483 }