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Revision: 1.108
Committed: Sun Nov 29 09:41:28 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +4 -4 lines
Log Message:
speed is positive inside the server

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