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Revision: 1.101
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +2 -2 lines
Log Message:
make effectively static symbols actually static, part 2

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <spells.h>
27 #include <object.h>
28 #include <errno.h>
29 #include <sproto.h>
30 #include <sounds.h>
31
32 extern char *spell_mapping[];
33
34 /* This returns a random spell from 'ob'. If skill is set, then
35 * the spell must be of this skill, it can be NULL in which case all
36 * matching spells are used.
37 */
38 object *
39 find_random_spell_in_ob (object *ob, shstr_cmp skill)
40 {
41 int k = 0, s;
42
43 for (object *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 = rndm (k);
52
53 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 if (!s)
56 return tmp;
57 else
58 s--;
59
60 /* Should never get here, but just in case */
61 return 0;
62 }
63
64 /* Relatively simple function that gets used a lot.
65 * Basically, it sets up the skill pointer for the spell being
66 * cast. If op is really casting the spell, then the skill
67 * is whatever skill the spell requires.
68 * if instead caster (rod, horn, wand, etc) is casting the skill,
69 * then they get exp for the skill that you need to use for
70 * that object (use magic device).
71 */
72 void
73 set_spell_skill (object *op, object *caster, object *spob, object *dest)
74 {
75 if (caster == op && spob->skill)
76 dest->skill = spob->skill;
77 else
78 dest->skill = caster->skill;
79 }
80
81 /* pretty basic function - basically just takes
82 * an object, sets the x,y, and calls insert_ob_in_map
83 */
84 void
85 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86 {
87 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator);
89 }
90
91 static int
92 attuned_bonus (object *caster, object *spell, int level)
93 {
94 // compute the attuned/repelled bonus
95 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
96 // repell has no such quarrels
97 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
98 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
99 }
100
101 /* This function returns the effective level the spell
102 * is being cast at.
103 */
104 int
105 casting_level (object *caster, object *spell)
106 {
107 int level = caster->level;
108
109 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
110 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
111 {
112 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
113 int sk_level = skill ? skill->level : 1;
114
115 level = min (level, sk_level + level / 10 + 1);
116 }
117 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
118 if (object *skill = caster->contr->find_skill (spell->skill))
119 level = skill->level;
120
121 int bonus = attuned_bonus (caster, spell, level);
122
123 level += bonus;
124
125 // now scale the effective level from the startinglevel..100 range to 1..100
126 if (level < 100)
127 level = lerp (level, (int)spell->level, 100, 1, 100);
128
129 /* Always make this at least 1. If this is zero, we get divide by zero
130 * errors in various places.
131 */
132 return clamp (level, 1, settings.max_level);
133 }
134
135 /* The following function scales the spellpoint cost of
136 * a spell by it's increased effectiveness. Some of the
137 * lower level spells become incredibly vicious at high
138 * levels. Very cheap mass destruction. This function is
139 * intended to keep the sp cost related to the effectiveness.
140 * op is the player/monster
141 * caster is what is casting the spell, can be op.
142 * spell is the spell object.
143 * Note that it is now possible for a spell to cost both grace and
144 * mana. In that case, we return which ever value is higher.
145 */
146 sint16
147 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
148 {
149 int sp, grace, level = casting_level (caster, spell);
150
151 if (settings.spellpoint_level_depend == TRUE)
152 {
153 if (spell->stats.sp && spell->stats.maxsp)
154 {
155 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
156 }
157 else
158 sp = spell->stats.sp;
159
160 sp *= (int) PATH_SP_MULT (caster, spell);
161 if (!sp && spell->stats.sp)
162 sp = 1;
163
164 if (spell->stats.grace && spell->stats.maxgrace)
165 {
166 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
167 }
168 else
169 grace = spell->stats.grace;
170
171 grace *= (int) PATH_SP_MULT (caster, spell);
172 if (spell->stats.grace && !grace)
173 grace = 1;
174 }
175 else
176 {
177 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
178 if (spell->stats.sp && !sp)
179 sp = 1;
180
181 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
182 if (spell->stats.grace && !grace)
183 grace = 1;
184 }
185
186 if (flags == SPELL_HIGHEST)
187 return MAX (sp, grace);
188 else if (flags == SPELL_GRACE)
189 return grace;
190 else if (flags == SPELL_MANA)
191 return sp;
192 else
193 {
194 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
195 return 0;
196 }
197 }
198
199 /*
200 * Return the effective casting level of the spell.
201 * To make spells independent of their starting level, this function
202 * scales the range spellstartlevel .. 100 into the range 1..100
203 */
204 static int
205 SP_casting_level (object *caster, object *spell)
206 {
207 return casting_level (caster, spell);
208 }
209
210 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
211 * spob is the spell we are adjusting.
212 */
213 int
214 SP_level_dam_adjust (object *caster, object *spob)
215 {
216 if (!spob->dam_modifier)
217 return 0;
218
219 return SP_casting_level (caster, spob) / spob->dam_modifier;
220 }
221
222 /* Adjust the strength of the spell based on level.
223 * This is basically the same as SP_level_dam_adjust above,
224 * but instead looks at the level_modifier value.
225 */
226 int
227 SP_level_duration_adjust (object *caster, object *spob)
228 {
229 if (!spob->duration_modifier)
230 return 0;
231
232 return SP_casting_level (caster, spob) / spob->duration_modifier;
233 }
234
235 /* Adjust the strength of the spell based on level.
236 * This is basically the same as SP_level_dam_adjust above,
237 * but instead looks at the level_modifier value.
238 */
239 int
240 SP_level_range_adjust (object *caster, object *spob)
241 {
242 if (!spob->range_modifier)
243 return 0;
244
245 return SP_casting_level (caster, spob) / spob->range_modifier;
246 }
247
248 /* Checks to see if player knows the spell. If the name is the same
249 * as an existing spell, we presume they know it.
250 * returns 1 if they know the spell, 0 if they don't.
251 */
252 object *
253 check_spell_known (object *op, shstr_cmp name)
254 {
255 object *spop;
256
257 for (spop = op->inv; spop; spop = spop->below)
258 if (spop->type == SPELL && spop->name == name)
259 return spop;
260
261 return 0;
262 }
263
264 /*
265 * Look at object 'op' and see if they know the spell
266 * spname. This is pretty close to check_spell_known
267 * above, but it uses a looser matching mechanism.
268 * returns the matching spell object, or NULL.
269 * If we match multiple spells but don't get an
270 * exact match, we also return NULL.
271 */
272 object *
273 lookup_spell_by_name (object *op, const char *spname)
274 {
275 object *spob1 = 0, *spob2 = 0;
276 int nummatch = 0;
277
278 if (!spname)
279 return 0;
280
281 /* Try to find the spell. We store the results in spob1
282 * and spob2 - spob1 is only taking the length of
283 * the past spname, spob2 uses the length of the spell name.
284 */
285 for (object *spob = op->inv; spob; spob = spob->below)
286 {
287 if (spob->type == SPELL)
288 {
289 // TODO: WTF?
290 if (!strncmp (spob->name, spname, strlen (spname)))
291 {
292 nummatch++;
293 spob1 = spob;
294 }
295 else if (!strncmp (spob->name, spname, strlen (spob->name)))
296 {
297 /* if spells have ambiguous names, it makes matching
298 * really difficult. (eg, fire and fireball would
299 * fall into this category). It shouldn't be hard to
300 * make sure spell names don't overlap in that fashion.
301 */
302 if (spob2)
303 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
304
305 spob2 = spob;
306 }
307 }
308 }
309 /* if we have best match, return it. Otherwise, if we have one match
310 * on the loser match, return that, otehrwise null
311 */
312 if (spob2)
313 return spob2;
314
315 if (spob1 && nummatch == 1)
316 return spob1;
317
318 return NULL;
319 }
320
321 /* reflwall - decides weither the (spell-)object sp_op will
322 * be reflected from the given mapsquare. Returns 1 if true.
323 * (Note that for living creatures there is a small chance that
324 * reflect_spell fails.)
325 * Caller should be sure it passes us valid map coordinates
326 * eg, updated for tiled maps.
327 */
328 int
329 reflwall (maptile *m, int x, int y, object *sp_op)
330 {
331 if (OUT_OF_REAL_MAP (m, x, y))
332 return 0;
333
334 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
335 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
336 && (!QUERY_FLAG (op, FLAG_ALIVE)
337 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
338 return 1;
339
340 return 0;
341 }
342
343 /* cast_create_object: creates object new_op in direction dir
344 * or if that is blocked, beneath the player (op).
345 * we pass 'caster', but don't use it for anything.
346 * This is really just a simple wrapper function .
347 * returns the direction that the object was actually placed
348 * in.
349 */
350 int
351 cast_create_obj (object *op, object *caster, object *new_op, int dir)
352 {
353 maptile *m;
354 sint16 sx, sy;
355
356 if (dir &&
357 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
358 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
359 {
360 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
361 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
362 dir = 0;
363 }
364
365 SET_FLAG (new_op, FLAG_IDENTIFIED);
366 op->map->insert (new_op,
367 op->x + freearr_x[dir], op->y + freearr_y[dir],
368 op,
369 dir ? 0 : INS_BELOW_ORIGINATOR);
370
371 return dir;
372 }
373
374 static bool
375 mergable_owner (object *o1, object *o2)
376 {
377 if (o1 == o2)
378 return 1;
379
380 if (!o1 || !o2)
381 return 0;
382
383 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
384 return 0;
385
386 if (o1->is_player () || o2->is_player ())
387 return 0;
388
389 return 1;
390 }
391
392 /* Returns true if it is ok to put spell *op on the space/may provided.
393 * immune_stop is basically the attacktype of the spell (why
394 * passed as a different value, not sure of). If immune_stop
395 * has the AT_MAGIC bit set, and there is a counterwall
396 * on the space, the object doesn't get placed. if immune stop
397 * does not have AT_MAGIC, then counterwalls do not effect the spell.
398 */
399 int
400 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
401 {
402 if (!xy_normalise (m, x, y))
403 return 0;
404
405 mapspace &ms = m->at (x, y);
406 ms.update ();
407
408 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
409 return 0;
410
411 int max_effects = 5; // max. number of similar spells per mapspace
412
413 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
414 {
415 /* If there is a counterspell on the space, and this
416 * object is using magic, don't progress. I believe we could
417 * leave this out and let in progress, and other areas of the code
418 * will then remove it, but that would seem to to use more
419 * resources, and may not work as well if a player is standing
420 * on top of a counterwall spell (may hit the player before being
421 * removed.) On the other hand, it may be more dramatic for the
422 * spell to actually hit the counterwall and be sucked up.
423 */
424 if ((tmp->attacktype & AT_COUNTERSPELL)
425 && !QUERY_FLAG (tmp, FLAG_MONSTER)
426 && (tmp->type != PLAYER)
427 && (tmp->type != WEAPON)
428 && (tmp->type != BOW)
429 && (tmp->type != ARROW)
430 && (tmp->type != GOLEM)
431 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
432 // we special case floor here because there
433 // are sometimes spell effect floors
434 // which are used to inflict damage
435 // (and those shouldn't go away from
436 // sanctuary) see also: permanent lava
437 && (immune_stop & AT_MAGIC))
438 return 0;
439
440 if (tmp->type == op->type)
441 {
442 if (tmp->subtype == op->subtype
443 && tmp->arch == op->arch /* no harm if not comparing by name here */)
444 {
445 /* This is to prevent 'out of control' spells. Basically, this
446 * limits one spell effect per space per spell. This is definately
447 * needed for performance reasons, and just for playability I believe.
448 * there are no such things as multispaced spells right now, so
449 * we don't need to worry about the head.
450 */
451 if (tmp->stats.maxhp == op->stats.maxhp)
452 return 0;
453
454 /*
455 * Combine similar spell effects into one spell effect. Needed for
456 * performance reasons with meteor swarm and the like, but also for
457 * playability reasons.
458 */
459 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
460 if (mergable_owner (tmp, op))
461 {
462 // if same owner, then combine, but reduce advantage of multiple spells
463 max_it (tmp->stats.dam, op->stats.dam);
464 max_it (tmp->range , op->range);
465 max_it (tmp->duration , op->duration);
466 return 0;
467 }
468 }
469
470 // if there are too many spell effects on this space,
471 // then don't allow more of them, for performance reasons.
472 if (tmp->type == SPELL_EFFECT
473 && !--max_effects)
474 return 0;
475 }
476
477 /* Perhaps we should also put checks in for no magic and unholy
478 * ground to prevent it from moving along?
479 */
480 }
481
482 /* If it passes the above tests, it must be OK */
483 return 1;
484 }
485
486 /* fire_arch_from_position: fires an archetype.
487 * op: person firing the object.
488 * caster: object casting the spell.
489 * x, y: where to fire the spell (note, it then uses op->map for the map
490 * for these coordinates, which is probably a really bad idea.
491 * dir: direction to fire in.
492 * spell: spell that is being fired. It uses other_arch for the archetype
493 * to fire.
494 * returns 0 on failure, 1 on success.
495 */
496 int
497 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
498 {
499 if (!spell->other_arch)
500 return 0;
501
502 object *tmp = spell->other_arch->instance ();
503
504 if (!tmp)
505 return 0;
506
507 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
508 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
509 /* code in time.c uses food for some things, duration for others */
510 tmp->stats.food = tmp->duration;
511 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
512 tmp->attacktype = spell->attacktype;
513 tmp->direction = dir;
514 tmp->set_owner (op);
515 tmp->level = casting_level (caster, spell);
516 set_spell_skill (op, caster, spell, tmp);
517
518 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
519 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
520 if (!tailor_god_spell (tmp, op))
521 return 0;
522
523 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
524 SET_ANIMATION (tmp, dir);
525
526 if ((tmp = op->map->insert (tmp, x, y, op)))
527 move_spell_effect (tmp);
528
529 return 1;
530 }
531
532 /*****************************************************************************
533 *
534 * Code related to rods - perhaps better located in another file?
535 *
536 ****************************************************************************/
537 void
538 regenerate_rod (object *rod)
539 {
540 if (rod->stats.hp < rod->stats.maxhp)
541 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
542 }
543
544 void
545 drain_rod_charge (object *rod)
546 {
547 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
548 }
549
550 /* this function is commonly used to find a friendly target for
551 * spells such as heal or protection or armour
552 * op is what is looking for the target (which can be a player),
553 * dir is the direction we are looking in. Return object found, or
554 * NULL if no good object.
555 */
556 object *
557 find_target_for_friendly_spell (object *op, int dir)
558 {
559 object *tmp;
560
561 /* I don't really get this block - if op isn't a player or rune,
562 * we then make the owner of this object the target.
563 * The owner could very well be no where near op.
564 */
565 if (op->type != PLAYER && op->type != RUNE)
566 {
567 tmp = op->owner;
568 /* If the owner does not exist, or is not a monster, than apply the spell
569 * to the caster.
570 */
571 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
572 tmp = op;
573 }
574 else
575 {
576 maptile *m = op->map;
577 sint16 x = op->x + freearr_x[dir];
578 sint16 y = op->y + freearr_y[dir];
579
580 tmp = xy_normalise (m, x, y)
581 ? m->at (x, y).player ()
582 : 0;
583 }
584
585 /* didn't find a player there, look in current square for a player */
586 if (!tmp)
587 tmp = op->ms ().player ();
588
589 return tmp;
590 }
591
592 /* raytrace:
593 * spell_find_dir(map, x, y, exclude) will search first the center square
594 * then some close squares in the given map at the given coordinates for
595 * live objects.
596 * It will not consider the object given as exclude (= caster) among possible
597 * live objects. If the caster is a player, the spell will go after
598 * monsters/generators only. If not, the spell will hunt players only.
599 * It returns the direction toward the first/closest live object if it finds
600 * any, otherwise -1.
601 * note that exclude can be NULL, in which case all bets are off.
602 */
603 int
604 spell_find_dir (maptile *m, int x, int y, object *exclude)
605 {
606 int i, max = SIZEOFFREE;
607 sint16 nx, ny;
608 int owner_type = 0, mflags;
609 object *tmp;
610 maptile *mp;
611
612 if (exclude && exclude->head)
613 exclude = exclude->head;
614 if (exclude && exclude->type)
615 owner_type = exclude->type;
616
617 for (i = rndm (1, 8); i < max; i++)
618 {
619 nx = x + freearr_x[i];
620 ny = y + freearr_y[i];
621 mp = m;
622 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
623 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
624 continue;
625
626 tmp = GET_MAP_OB (mp, nx, ny);
627
628 while (tmp != NULL && (((owner_type == PLAYER &&
629 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
630 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
631 tmp = tmp->above;
632
633 if (tmp != NULL && can_see_monsterP (m, x, y, i))
634 return freedir[i];
635 }
636 return -1; /* flag for "keep going the way you were" */
637 }
638
639 /* put_a_monster: puts a monster named monstername near by
640 * op. This creates the treasures for the monsters, and
641 * also deals with multipart monsters properly.
642 */
643 static void
644 put_a_monster (object *op, const char *monstername)
645 {
646 object *tmp, *head = NULL, *prev = NULL;
647 archetype *at;
648 int dir;
649
650 /* Handle cases where we are passed a bogus mosntername */
651
652 if ((at = archetype::find (monstername)) == NULL)
653 return;
654
655 /* find a free square nearby
656 * first we check the closest square for free squares
657 */
658
659 dir = find_first_free_spot (at, op->map, op->x, op->y);
660 if (dir != -1)
661 {
662 /* This is basically grabbed for generate monster. Fixed 971225 to
663 * insert multipart monsters properly
664 */
665 //TODO: use expand_tail + ...
666 while (at != NULL)
667 {
668 tmp = arch_to_object (at);
669 tmp->x = op->x + freearr_x[dir] + at->x;
670 tmp->y = op->y + freearr_y[dir] + at->y;
671 tmp->map = op->map;
672 if (head)
673 {
674 tmp->head = head;
675 prev->more = tmp;
676 }
677
678 if (!head)
679 head = tmp;
680
681 prev = tmp;
682
683 at = (archetype *)at->more;
684 }
685
686 if (head->randomitems)
687 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
688
689 insert_ob_in_map (head, op->map, op, 0);
690
691 /* thought it'd be cool to insert a burnout, too. */
692 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
693 }
694 }
695
696 /* peterm: function which summons hostile monsters and
697 * places them in nearby squares.
698 * op is the summoner.
699 * n is the number of monsters.
700 * monstername is the name of the monster.
701 * returns the number of monsters, which is basically n.
702 * it should really see how many it successfully replaced and
703 * return that instead.
704 * Note that this is not used by any spells (summon evil monsters
705 * use to call this, but best I can tell, that spell/ability was
706 * never used. This is however used by various failures on the
707 * players part (alchemy, reincarnation, etc)
708 */
709 int
710 summon_hostile_monsters (object *op, int n, const char *monstername)
711 {
712 int i;
713
714 for (i = 0; i < n; i++)
715 put_a_monster (op, monstername);
716
717 return n;
718 }
719
720
721 /* Some local definitions for shuffle-attack */
722 struct attacktype_shuffle
723 {
724 int attacktype;
725 int face;
726 } ATTACKS[22] =
727 {
728 { AT_PHYSICAL, 0},
729 { AT_PHYSICAL, 0}, /*face = explosion */
730 { AT_PHYSICAL, 0},
731 { AT_MAGIC, 1},
732 { AT_MAGIC, 1}, /* face = last-burnout */
733 { AT_MAGIC, 1},
734 { AT_FIRE, 2},
735 { AT_FIRE, 2}, /* face = fire.... */
736 { AT_FIRE, 2},
737 { AT_ELECTRICITY, 3},
738 { AT_ELECTRICITY, 3}, /* ball_lightning */
739 { AT_ELECTRICITY, 3},
740 { AT_COLD, 4},
741 { AT_COLD, 4}, /* face=icestorm */
742 { AT_COLD, 4},
743 { AT_CONFUSION, 5},
744 { AT_POISON, 7},
745 { AT_POISON, 7}, /* face = acid sphere. generator */
746 { AT_POISON, 7}, /* poisoncloud face */
747 { AT_SLOW, 8},
748 { AT_PARALYZE, 9},
749 { AT_FEAR, 10},
750 };
751
752 /* shuffle_attack: peterm
753 * This routine shuffles the attack of op to one of the
754 * ones in the list. It does this at random. It also
755 * chooses a face appropriate to the attack that is
756 * being committed by that square at the moment.
757 * right now it's being used by color spray and create pool of
758 * chaos.
759 * This could really be a better implementation - the
760 * faces and attacktypes above are hardcoded, which is never
761 * good. The faces refer to faces in the animation sequence.
762 * Not sure how to do better - but not having it hardcoded
763 * would be nice.
764 * I also fixed a bug here in that attacktype was |= -
765 * to me, that would be that it would quickly get all
766 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
767 */
768 void
769 shuffle_attack (object *op, int change_face)
770 {
771 int i;
772
773 i = rndm (0, 21);
774
775 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
776
777 if (change_face)
778 {
779 SET_ANIMATION (op, ATTACKS[i].face);
780 }
781 }
782
783 /* prayer_failure: This is called when a player fails
784 * at casting a prayer.
785 * op is the player.
786 * failure is basically how much grace they had.
787 * power is how much grace the spell would normally take to cast.
788 */
789 static void
790 prayer_failure (object *op, int failure, int power)
791 {
792 const char *godname;
793 object *tmp;
794
795 if (!strcmp ((godname = determine_god (op)), "none"))
796 godname = "Your spirit";
797
798 if (failure <= -20 && failure > -40) /* wonder */
799 {
800 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
801 tmp = get_archetype (SPELL_WONDER);
802 cast_cone (op, op, 0, tmp);
803 tmp->destroy ();
804 }
805
806 else if (failure <= -40 && failure > -60) /* confusion */
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
809 confuse_player (op, op, 99);
810 }
811 else if (failure <= -60 && failure > -150) /* paralysis */
812 {
813 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
814 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
815 paralyze_player (op, op, 99);
816 }
817 else if (failure <= -150) /* blast the immediate area */
818 {
819 tmp = get_archetype (GOD_POWER);
820 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
821 cast_magic_storm (op, tmp, power);
822 }
823 }
824
825 /*
826 * spell_failure() handles the various effects for differing degrees
827 * of failure badness.
828 * op is the player that failed.
829 * failure is a random value of how badly you failed.
830 * power is how many spellpoints you'd normally need for the spell.
831 * skill is the skill you'd need to cast the spell.
832 */
833
834 void
835 spell_failure (object *op, int failure, int power, object *skill)
836 {
837 object *tmp;
838
839 if (settings.spell_failure_effects == FALSE)
840 return;
841
842 if (failure <= -20 && failure > -40) /* wonder */
843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
845 tmp = get_archetype (SPELL_WONDER);
846 cast_cone (op, op, 0, tmp);
847 tmp->destroy ();
848 }
849
850 else if (failure <= -40 && failure > -60) /* confusion */
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
853 confuse_player (op, op, 99);
854 }
855 else if (failure <= -60 && failure > -80) /* paralysis */
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
858 paralyze_player (op, op, 99);
859 }
860 else if (failure <= -80) /* blast the immediate area */
861 {
862 object *tmp;
863
864 /* Safety check to make sure we don't get any mana storms in scorn */
865 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
866 {
867 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
868 hit_player (op, 9998, op, AT_INTERNAL, 1);
869
870 }
871 else
872 {
873 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
874 tmp = get_archetype (LOOSE_MANA);
875 tmp->level = skill->level;
876
877 /* increase the area of destruction a little for more powerful spells */
878 tmp->range += isqrt (power);
879
880 if (power > 25)
881 tmp->stats.dam = 25 + isqrt (power);
882 else
883 tmp->stats.dam = power; /* nasty recoils! */
884
885 tmp->stats.maxhp = tmp->count;
886
887 tmp->insert_at (op);
888 }
889 }
890 }
891
892 static int
893 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
894 {
895 if (!spell_ob->other_arch)
896 {
897 LOG (llevError, "cast_party_spell: empty other arch\n");
898 return 0;
899 }
900
901 object *spell = arch_to_object (spell_ob->other_arch);
902
903 /* Always cast spell on caster */
904 int success = cast_spell (op, caster, dir, spell, spellparam);
905
906 if (!op->contr || !op->contr->party)
907 {
908 spell->remove ();
909 return success;
910 }
911
912 for_all_players (pl)
913 if ((pl->ob->contr->party == op->contr->party)
914 && on_same_map (pl->ob, op)
915 && pl->ob != op)
916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
917
918 spell->remove ();
919 return success;
920 }
921
922 /* This is where the main dispatch when someone casts a spell.
923 *
924 * op is the creature that is owner of the object that is casting the spell -
925 * eg, the player or monster.
926 * caster is the actual object (wand, potion) casting the spell. can be
927 * same as op.
928 * dir is the direction to cast in. Note in some cases, if the spell
929 * is self only, dir really doesn't make a difference.
930 * spell_ob is the spell object that is being cast. From that,
931 * we can determine what to do.
932 * spellparam is any options that are being used. It can be NULL. Almost
933 * certainly, only players will set it. It is basically used as optional
934 * parameters to a spell (eg, item to create, information for marking runes,
935 * etc.
936 * returns 1 on successful cast, or 0 on error. These values should really
937 * be swapped, so that 0 is successful, and non zero is failure, with a code
938 * of what it failed.
939 *
940 * Note that this function is really a dispatch routine that calls other
941 * functions - it just blindly returns what ever value those functions
942 * return. So if your writing a new function that is called from this,
943 * it shoudl also return 1 on success, 0 on failure.
944 *
945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
946 * this function will decrease the mana/grace appropriately. For other
947 * objects, the caller should do what it considers appropriate.
948 */
949 int
950 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951 {
952 const char *godname;
953 int success = 0;
954 object *skill = NULL;
955
956 if (!spell_ob)
957 {
958 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0;
960 }
961
962 if (!strcmp ((godname = determine_god (op)), "none"))
963 godname = "A random spirit";
964
965 /* the caller should set caster to op if appropriate */
966 if (!caster)
967 {
968 LOG (llevError, "cast_spell: null caster object passed\n");
969 return 0;
970 }
971
972 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up.
974 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
976 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
978 return 0;
979 }
980
981 /* if it is a player casting the spell, and they are really casting it
982 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function
985 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells
987 * need to have the right skill pointer passed, so we need to
988 * at least process that code.
989 */
990 if (op->type == PLAYER && op == caster)
991 {
992 if (spell_ob->skill)
993 {
994 skill = find_skill_by_name (op, spell_ob->skill);
995
996 if (!skill)
997 {
998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1002 return 0;
1003 }
1004
1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1010 {
1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1027 return 0;
1028 }
1029 }
1030
1031 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana.
1033 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1035 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 {
1039 op->failmsg ("You don't have enough mana!");
1040 return 0;
1041 }
1042
1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1045 {
1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else
1050 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 op->failmsg (format ("%s ignores your prayer.", godname));
1053 return 0;
1054 }
1055 }
1056
1057 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1060 {
1061 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer.");
1063
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1065 return 0;
1066 }
1067 else if (spell_ob->stats.sp)
1068 {
1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1070
1071 if (failure < 0)
1072 {
1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1074 if (settings.spell_failure_effects == TRUE)
1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1076
1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1078 return 0;
1079 }
1080 }
1081 }
1082 }
1083
1084 int mflags = op->ms ().flags ();
1085
1086 /* See if we can cast a spell here. If the caster and op are
1087 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are
1089 * doing.
1090 */
1091
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 {
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0;
1096 }
1097
1098 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST)
1101 && (QUERY_FLAG (caster, FLAG_ALIVE)
1102 || QUERY_FLAG (op, FLAG_ALIVE))
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 {
1105 if (op->type != PLAYER)
1106 return 0;
1107
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1110 else if (object *item = op->contr->ranged_ob)
1111 {
1112 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL)
1115 op->failmsg ("Something blocks the magic of your scroll.");
1116 else
1117 op->failmsg ("Something blocks the magic of your item.");
1118 }
1119 else
1120 op->failmsg ("Something blocks the spell!");
1121
1122 return 0;
1123 }
1124
1125 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time.
1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long
1138 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1141 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed);
1144
1145 if (op->type == PLAYER && op == caster)
1146 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 }
1150
1151 /* We want to try to find the skill to properly credit exp.
1152 * for spell casting objects, the exp goes to the skill the casting
1153 * object requires.
1154 */
1155 if (op != caster && !skill && caster->skill)
1156 {
1157 skill = find_skill_by_name (op, caster->skill);
1158 if (!skill)
1159 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1161 return 0;
1162 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1169
1170 switch (spell_ob->subtype)
1171 {
1172 /* The order of case statements is same as the order they show up
1173 * in spells.h.
1174 */
1175 case SP_RAISE_DEAD:
1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1177 break;
1178
1179 case SP_RUNE:
1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1181 break;
1182
1183 case SP_MAKE_MARK:
1184 success = write_mark (op, spell_ob, spellparam);
1185 break;
1186
1187 case SP_BOLT:
1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1189 break;
1190
1191 case SP_BULLET:
1192 success = fire_bullet (op, caster, dir, spell_ob);
1193 break;
1194
1195 case SP_CONE:
1196 success = cast_cone (op, caster, dir, spell_ob);
1197 break;
1198
1199 case SP_BOMB:
1200 success = create_bomb (op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_WONDER:
1204 success = cast_wonder (op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_SMITE:
1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1209 break;
1210
1211 case SP_MAGIC_MISSILE:
1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1213 break;
1214
1215 case SP_SUMMON_GOLEM:
1216 success = summon_golem (op, caster, dir, spell_ob);
1217 break;
1218
1219 case SP_DIMENSION_DOOR:
1220 /* dimension door needs the actual caster, because that is what is
1221 * moved.
1222 */
1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1224 break;
1225
1226 case SP_MAGIC_MAPPING:
1227 if (op->type == PLAYER)
1228 {
1229 spell_effect (spell_ob, op->x, op->y, op->map, op);
1230 draw_magic_map (op);
1231 success = 1;
1232 }
1233 else
1234 success = 0;
1235 break;
1236
1237 case SP_MAGIC_WALL:
1238 success = magic_wall (op, caster, dir, spell_ob);
1239 break;
1240
1241 case SP_DESTRUCTION:
1242 success = cast_destruction (op, caster, spell_ob);
1243 break;
1244
1245 case SP_PERCEIVE_SELF:
1246 success = perceive_self (op);
1247 break;
1248
1249 case SP_WORD_OF_RECALL:
1250 success = cast_word_of_recall (op, caster, spell_ob);
1251 break;
1252
1253 case SP_INVISIBLE:
1254 success = cast_invisible (op, caster, spell_ob);
1255 break;
1256
1257 case SP_PROBE:
1258 success = probe (op, caster, spell_ob, dir);
1259 break;
1260
1261 case SP_HEALING:
1262 success = cast_heal (op, caster, spell_ob, dir);
1263 break;
1264
1265 case SP_CREATE_FOOD:
1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1267 break;
1268
1269 case SP_EARTH_TO_DUST:
1270 success = cast_earth_to_dust (op, caster, spell_ob);
1271 break;
1272
1273 case SP_CHANGE_ABILITY:
1274 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1275 break;
1276
1277 case SP_BLESS:
1278 success = cast_bless (op, caster, spell_ob, dir);
1279 break;
1280
1281 case SP_CURSE:
1282 success = cast_curse (op, caster, spell_ob, dir);
1283 break;
1284
1285 case SP_SUMMON_MONSTER:
1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1287 break;
1288
1289 case SP_CHARGING:
1290 success = recharge (op, caster, spell_ob);
1291 break;
1292
1293 case SP_POLYMORPH:
1294 #ifdef NO_POLYMORPH
1295 /* Not great, but at least provide feedback so if players do have
1296 * polymorph (ie, find it as a preset item or left over from before
1297 * it was disabled), they get some feedback.
1298 */
1299 op->failmsg ("The spell fizzles!");
1300 success = 0;
1301 #else
1302 success = cast_polymorph (op, caster, spell_ob, dir);
1303 #endif
1304 break;
1305
1306 case SP_ALCHEMY:
1307 success = alchemy (op, caster, spell_ob);
1308 break;
1309
1310 case SP_REMOVE_CURSE:
1311 success = remove_curse (op, caster, spell_ob);
1312 break;
1313
1314 case SP_IDENTIFY:
1315 success = cast_identify (op, caster, spell_ob);
1316 break;
1317
1318 case SP_DETECTION:
1319 success = cast_detection (op, caster, spell_ob, skill);
1320 break;
1321
1322 case SP_MOOD_CHANGE:
1323 success = mood_change (op, caster, spell_ob);
1324 break;
1325
1326 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1330 success = 0;
1331 }
1332 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break;
1335
1336 case SP_SWARM:
1337 success = fire_swarm (op, caster, spell_ob, dir);
1338 break;
1339
1340 case SP_CHANGE_MANA:
1341 success = cast_transfer (op, caster, spell_ob, dir);
1342 break;
1343
1344 case SP_DISPEL_RUNE:
1345 /* in rune.c */
1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1347 break;
1348
1349 case SP_CREATE_MISSILE:
1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1351 break;
1352
1353 case SP_CONSECRATE:
1354 success = cast_consecrate (op, caster, spell_ob);
1355 break;
1356
1357 case SP_ANIMATE_WEAPON:
1358 success = animate_weapon (op, caster, spell_ob, dir);
1359 break;
1360
1361 case SP_LIGHT:
1362 success = cast_light (op, caster, spell_ob, dir);
1363 break;
1364
1365 case SP_CHANGE_MAP_LIGHT:
1366 success = cast_change_map_lightlevel (op, caster, spell_ob);
1367 break;
1368
1369 case SP_FAERY_FIRE:
1370 success = cast_destruction (op, caster, spell_ob);
1371 break;
1372
1373 case SP_CAUSE_DISEASE:
1374 success = cast_cause_disease (op, caster, spell_ob, dir);
1375 break;
1376
1377 case SP_AURA:
1378 success = create_aura (op, caster, spell_ob);
1379 break;
1380
1381 case SP_PARTY_SPELL:
1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1383 break;
1384
1385 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 }
1388
1389 op->play_sound (
1390 success
1391 ? spell_ob->sound
1392 ? spell_ob->sound
1393 : sound_find ("spell_success")
1394 : sound_find ("fumble_spell")
1395 );
1396
1397 return success;
1398 }
1399
1400 /* This is called from time.c/process_object(). That function
1401 * calls this for any SPELL_EFFECT type objects. This function
1402 * then dispatches them to the appropriate specific routines.
1403 */
1404 void
1405 move_spell_effect (object *op)
1406 {
1407 switch (op->subtype)
1408 {
1409 case SP_BOLT:
1410 move_bolt (op);
1411 break;
1412
1413 case SP_BULLET:
1414 move_bullet (op);
1415 break;
1416
1417 case SP_EXPLOSION:
1418 explosion (op);
1419 break;
1420
1421 case SP_CONE:
1422 move_cone (op);
1423 break;
1424
1425 case SP_BOMB:
1426 animate_bomb (op);
1427 break;
1428
1429 case SP_MAGIC_MISSILE:
1430 move_missile (op);
1431 break;
1432
1433 case SP_WORD_OF_RECALL:
1434 execute_word_of_recall (op);
1435 break;
1436
1437 case SP_MOVING_BALL:
1438 move_ball_spell (op);
1439 break;
1440
1441 case SP_SWARM:
1442 move_swarm_spell (op);
1443 break;
1444
1445 case SP_AURA:
1446 move_aura (op);
1447 break;
1448 }
1449 }
1450
1451 /* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454 static void
1455 check_spell_effect (object *op)
1456 {
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467 }
1468
1469 /* This is called by move_apply. Basically, if someone
1470 * moves onto a spell effect and the walk_on or fly_on flags
1471 * are set, this is called. This should only be called for
1472 * objects of the appropriate type.
1473 */
1474 void
1475 apply_spell_effect (object *spell, object *victim)
1476 {
1477 switch (spell->subtype)
1478 {
1479 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break;
1483
1484 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1486 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy ();
1489 }
1490 break;
1491
1492 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname)
1496 save_throw_object (victim, spell->attacktype, spell);
1497
1498 break;
1499 }
1500 }
1501
1502 /**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506 void
1507 create_exploding_ball_at (object *victim, int level)
1508 {
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513 }