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Revision: 1.115
Committed: Sat Apr 10 05:12:57 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.114: +14 -4 lines
Log Message:
remove change_skill & weird skill update logic in cast_destruction

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 (spob->other_arch->instance (), 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 = at->instance ();
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 = spell_ob->other_arch->instance ();
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
951 if (!spell_ob)
952 {
953 LOG (llevError, "cast_spell: null spell object passed\n");
954 return 0;
955 }
956
957 if (!strcmp ((godname = determine_god (op)), "none"))
958 godname = "A random spirit";
959
960 /* the caller should set caster to op if appropriate */
961 if (!caster)
962 {
963 LOG (llevError, "cast_spell: null caster object passed\n");
964 return 0;
965 }
966
967 /* if caster is a spell casting object, this normally shouldn't be
968 * an issue, because they don't have any spellpaths set up.
969 */
970 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
971 {
972 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
973 return 0;
974 }
975
976 object *skill = 0;
977
978 /* if it is a player casting the spell, and they are really casting it
979 * (vs it coming from a wand, scroll, or whatever else), do some
980 * checks. We let monsters do special things - eg, they
981 * don't need the SKILL, BYpass level checks, etc. The monster function
982 * should take care of that.
983 * Remove the wiz check here and move it further down - some spells
984 * need to have the right skill pointer passed, so we need to
985 * at least process that code.
986 */
987 if (op->type == PLAYER && op == caster)
988 {
989 if (spell_ob->skill)
990 {
991 skill = find_skill_by_name (op, spell_ob->skill);
992
993 if (!skill)
994 {
995 op->failmsgf ("You need the %s skill to cast %s! "
996 "H<You either need to learn the skill via a skill scroll "
997 "or you need to wear a talisman, holy symbol or another skill tool.>",
998 &spell_ob->skill, &spell_ob->name);
999 return 0;
1000 }
1001
1002 const char *msg = "";
1003
1004 int caster_level = skill->level;
1005
1006 if (op->path_attuned & spell_ob->path_attuned)
1007 {
1008 caster_level += min (caster_level, ATTUNE_REPELL);
1009 msg = " (attuned)";
1010 }
1011
1012 if (op->path_repelled & spell_ob->path_attuned)
1013 {
1014 caster_level -= ATTUNE_REPELL; // negative is ok
1015 msg = " (repelled)";
1016 }
1017
1018 if (spell_ob->level > caster_level)
1019 {
1020 op->failmsgf ("You lack enough skill to cast that spell! "
1021 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 caster_level, msg, spell_ob->level);
1023 if (!op->is_wiz ())
1024 return 0;
1025 }
1026 }
1027
1028 /* If the caster is the wiz, they don't ever fail, and don't have
1029 * to have sufficient grace/mana.
1030 */
1031 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1032 {
1033 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1034 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1035 {
1036 op->failmsg ("You don't have enough mana!");
1037 return 0;
1038 }
1039
1040 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1041 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1042 {
1043 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1044 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1045 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1046 else
1047 {
1048 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1049 op->failmsgf ("%s ignores your prayer.", godname);
1050 return 0;
1051 }
1052 }
1053
1054 /* player/monster is trying to cast the spell. might fumble it */
1055 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1056 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1057 {
1058 op->contr->play_sound (sound_find ("fumble_spell"));
1059 op->failmsg ("You fumble the prayer.");
1060
1061 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1062 return 0;
1063 }
1064 else if (spell_ob->stats.sp)
1065 {
1066 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1067
1068 if (failure < 0)
1069 {
1070 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1071 if (settings.spell_failure_effects == TRUE)
1072 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1073
1074 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1075 return 0;
1076 }
1077 }
1078 }
1079 }
1080
1081 int mflags = op->ms ().flags ();
1082
1083 /* See if we can cast a spell here. If the caster and op are
1084 * not alive, then this would mean that the mapmaker put the
1085 * objects on the space - presume that they know what they are
1086 * doing.
1087 */
1088
1089 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1090 {
1091 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1092 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1093 return 0;
1094 }
1095
1096 if ((spell_ob->type == SPELL)
1097 && (caster->type != POTION)
1098 && !QUERY_FLAG (op, FLAG_WIZCAST)
1099 && (QUERY_FLAG (caster, FLAG_ALIVE)
1100 || QUERY_FLAG (op, FLAG_ALIVE))
1101 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1102 {
1103 if (op->type != PLAYER)
1104 return 0;
1105
1106 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1107 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1108 else if (object *item = op->contr->ranged_ob)
1109 {
1110 if (item->type == SPELL)
1111 op->failmsg ("Something blocks your spellcasting.");
1112 else if (item->type == SCROLL)
1113 op->failmsg ("Something blocks the magic of your scroll.");
1114 else
1115 op->failmsg ("Something blocks the magic of your item.");
1116 }
1117 else
1118 op->failmsg ("Something blocks the spell!");
1119
1120 return 0;
1121 }
1122
1123 /* Take into account how long it takes to cast the spell.
1124 * if the player is casting it, then we use the time in
1125 * the spell object. If it is a spell object, have it
1126 * take two ticks. Things that cast spells on the players
1127 * behalf (eg, altars, and whatever else) shouldn't cost
1128 * the player any time.
1129 * Ignore casting time for firewalls
1130 */
1131 if (caster == op && caster->type != FIREWALL)
1132 {
1133 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1134 /* Other portions of the code may also decrement the speed of the player, so
1135 * put a lower limit so that the player isn't stuck here too long
1136 */
1137 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1138 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1139 }
1140 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1141 op->speed_left -= 2 * op->speed;
1142
1143 if (op->type == PLAYER && op == caster)
1144 {
1145 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1146 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1147 }
1148
1149 /* We want to try to find the skill to properly credit exp.
1150 * for spell casting objects, the exp goes to the skill the casting
1151 * object requires.
1152 */
1153 if (op != caster && !skill && caster->skill)
1154 {
1155 skill = find_skill_by_name (op, caster->skill);
1156
1157 if (!skill)
1158 {
1159 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1160 return 0;
1161 }
1162 }
1163
1164 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1165 return RESULT_INT (0);
1166
1167 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1168 // at least temporarily, which might not be true due to slot restrictions, but hey
1169 // invoke requires it basically.
1170
1171 object *chosen_skill = op->chosen_skill;
1172 op->chosen_skill = skill;
1173
1174 switch (spell_ob->subtype)
1175 {
1176 /* The order of case statements is same as the order they show up
1177 * in spells.h.
1178 */
1179 case SP_RAISE_DEAD:
1180 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1181 break;
1182
1183 case SP_RUNE:
1184 success = write_rune (op, caster, spell_ob, dir, spellparam);
1185 break;
1186
1187 case SP_MAKE_MARK:
1188 success = write_mark (op, spell_ob, spellparam);
1189 break;
1190
1191 case SP_BOLT:
1192 success = fire_bolt (op, caster, dir, spell_ob, skill);
1193 break;
1194
1195 case SP_BULLET:
1196 success = fire_bullet (op, caster, dir, spell_ob);
1197 break;
1198
1199 case SP_CONE:
1200 success = cast_cone (op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_BOMB:
1204 success = create_bomb (op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_WONDER:
1208 success = cast_wonder (op, caster, dir, spell_ob);
1209 break;
1210
1211 case SP_SMITE:
1212 success = cast_smite_spell (op, caster, dir, spell_ob);
1213 break;
1214
1215 case SP_MAGIC_MISSILE:
1216 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1217 break;
1218
1219 case SP_SUMMON_GOLEM:
1220 success = summon_golem (op, caster, dir, spell_ob);
1221 break;
1222
1223 case SP_DIMENSION_DOOR:
1224 /* dimension door needs the actual caster, because that is what is
1225 * moved.
1226 */
1227 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1228 break;
1229
1230 case SP_MAGIC_MAPPING:
1231 if (op->type == PLAYER)
1232 {
1233 spell_effect (spell_ob, op->x, op->y, op->map, op);
1234 draw_magic_map (op);
1235 success = 1;
1236 }
1237 else
1238 success = 0;
1239 break;
1240
1241 case SP_MAGIC_WALL:
1242 success = magic_wall (op, caster, dir, spell_ob);
1243 break;
1244
1245 case SP_DESTRUCTION:
1246 success = cast_destruction (op, caster, spell_ob);
1247 break;
1248
1249 case SP_PERCEIVE_SELF:
1250 success = perceive_self (op);
1251 break;
1252
1253 case SP_WORD_OF_RECALL:
1254 success = cast_word_of_recall (op, caster, spell_ob);
1255 break;
1256
1257 case SP_INVISIBLE:
1258 success = cast_invisible (op, caster, spell_ob);
1259 break;
1260
1261 case SP_PROBE:
1262 success = probe (op, caster, spell_ob, dir);
1263 break;
1264
1265 case SP_HEALING:
1266 success = cast_heal (op, caster, spell_ob, dir);
1267 break;
1268
1269 case SP_CREATE_FOOD:
1270 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1271 break;
1272
1273 case SP_EARTH_TO_DUST:
1274 success = cast_earth_to_dust (op, caster, spell_ob);
1275 break;
1276
1277 case SP_CHANGE_ABILITY:
1278 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1279 break;
1280
1281 case SP_BLESS:
1282 success = cast_bless (op, caster, spell_ob, dir);
1283 break;
1284
1285 case SP_CURSE:
1286 success = cast_curse (op, caster, spell_ob, dir);
1287 break;
1288
1289 case SP_SUMMON_MONSTER:
1290 success = summon_object (op, caster, spell_ob, dir, spellparam);
1291 break;
1292
1293 case SP_CHARGING:
1294 success = recharge (op, caster, spell_ob);
1295 break;
1296
1297 case SP_POLYMORPH:
1298 #ifdef NO_POLYMORPH
1299 /* Not great, but at least provide feedback so if players do have
1300 * polymorph (ie, find it as a preset item or left over from before
1301 * it was disabled), they get some feedback.
1302 */
1303 op->failmsg ("The spell fizzles!");
1304 success = 0;
1305 #else
1306 success = cast_polymorph (op, caster, spell_ob, dir);
1307 #endif
1308 break;
1309
1310 case SP_ALCHEMY:
1311 success = alchemy (op, caster, spell_ob);
1312 break;
1313
1314 case SP_REMOVE_CURSE:
1315 success = remove_curse (op, caster, spell_ob);
1316 break;
1317
1318 case SP_IDENTIFY:
1319 success = cast_identify (op, caster, spell_ob);
1320 break;
1321
1322 case SP_DETECTION:
1323 success = cast_detection (op, caster, spell_ob, skill);
1324 break;
1325
1326 case SP_MOOD_CHANGE:
1327 success = mood_change (op, caster, spell_ob);
1328 break;
1329
1330 case SP_MOVING_BALL:
1331 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1332 {
1333 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1334 success = 0;
1335 }
1336 else
1337 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1338 break;
1339
1340 case SP_SWARM:
1341 success = fire_swarm (op, caster, spell_ob, dir);
1342 break;
1343
1344 case SP_CHANGE_MANA:
1345 success = cast_transfer (op, caster, spell_ob, dir);
1346 break;
1347
1348 case SP_DISPEL_RUNE:
1349 /* in rune.c */
1350 success = dispel_rune (op, caster, spell_ob, skill, dir);
1351 break;
1352
1353 case SP_CREATE_MISSILE:
1354 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1355 break;
1356
1357 case SP_CONSECRATE:
1358 success = cast_consecrate (op, caster, spell_ob);
1359 break;
1360
1361 case SP_ANIMATE_WEAPON:
1362 success = animate_weapon (op, caster, spell_ob, dir);
1363 break;
1364
1365 case SP_LIGHT:
1366 success = cast_light (op, caster, spell_ob, dir);
1367 break;
1368
1369 case SP_CHANGE_MAP_LIGHT:
1370 success = cast_change_map_lightlevel (op, caster, spell_ob);
1371 break;
1372
1373 case SP_FAERY_FIRE:
1374 success = cast_destruction (op, caster, spell_ob);
1375 break;
1376
1377 case SP_CAUSE_DISEASE:
1378 success = cast_cause_disease (op, caster, spell_ob, dir);
1379 break;
1380
1381 case SP_AURA:
1382 success = create_aura (op, caster, spell_ob);
1383 break;
1384
1385 case SP_PARTY_SPELL:
1386 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1387 break;
1388
1389 default:
1390 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1391 }
1392
1393 // restore chosen_skill
1394 op->chosen_skill = chosen_skill;
1395
1396 op->play_sound (
1397 success
1398 ? spell_ob->sound
1399 ? spell_ob->sound
1400 : sound_find ("spell_success")
1401 : sound_find ("fumble_spell")
1402 );
1403
1404 return success;
1405 }
1406
1407 /* This is called from time.c/process_object(). That function
1408 * calls this for any SPELL_EFFECT type objects. This function
1409 * then dispatches them to the appropriate specific routines.
1410 */
1411 void
1412 move_spell_effect (object *op)
1413 {
1414 switch (op->subtype)
1415 {
1416 case SP_BOLT:
1417 move_bolt (op);
1418 break;
1419
1420 case SP_BULLET:
1421 move_bullet (op);
1422 break;
1423
1424 case SP_EXPLOSION:
1425 explosion (op);
1426 break;
1427
1428 case SP_CONE:
1429 move_cone (op);
1430 break;
1431
1432 case SP_BOMB:
1433 animate_bomb (op);
1434 break;
1435
1436 case SP_MAGIC_MISSILE:
1437 move_missile (op);
1438 break;
1439
1440 case SP_WORD_OF_RECALL:
1441 execute_word_of_recall (op);
1442 break;
1443
1444 case SP_MOVING_BALL:
1445 move_ball_spell (op);
1446 break;
1447
1448 case SP_SWARM:
1449 move_swarm_spell (op);
1450 break;
1451
1452 case SP_AURA:
1453 move_aura (op);
1454 break;
1455 }
1456 }
1457
1458 /* This is called by move_apply. Basically, if someone
1459 * moves onto a spell effect and the walk_on or fly_on flags
1460 * are set, this is called. This should only be called for
1461 * objects of the appropriate type.
1462 */
1463 void
1464 apply_spell_effect (object *spell, object *victim)
1465 {
1466 switch (spell->subtype)
1467 {
1468 case SP_CONE:
1469 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype)
1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1471 break;
1472
1473 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477 spell->destroy ();
1478 }
1479 break;
1480
1481 case SP_MOVING_BALL:
1482 if (QUERY_FLAG (victim, FLAG_ALIVE))
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484 else if (victim->material != MATERIAL_NULL)
1485 save_throw_object (victim, spell->attacktype, spell);
1486
1487 break;
1488 }
1489 }
1490
1491 /**
1492 * This function will let a fireball explode at the position of
1493 * the victim with a specific maximum level.
1494 */
1495 void
1496 create_exploding_ball_at (object *victim, int level)
1497 {
1498 object *ball = get_archetype (EXPLODING_FIREBALL);
1499 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1500 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1501 ball->insert_at (victim);
1502 }