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Revision: 1.128
Committed: Wed Nov 16 23:42:03 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.127: +1 -1 lines
Log Message:
copyright update 2016

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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.f + max (0.f, 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 object::find_spell (const_utf8_string prefix) const
270 {
271 if (shstr_cmp name = prefix)
272 {
273 // case 1, match spell name exactly
274 for (object *spob = inv; spob; spob = spob->below)
275 if (spob->name == name && spob->type == SPELL)
276 return spob;
277 }
278 else
279 {
280 // case 2, match prefix
281 int len = strlen (prefix);
282
283 for (object *spob = inv; spob; spob = spob->below)
284 if (spob->type == SPELL
285 && spob->name.length () < len
286 && prefix [spob->name.length ()] <= ' '
287 && !memcmp (prefix, spob->name, spob->name.length ()))
288 return spob;
289 }
290
291 return 0;
292 }
293
294 /* reflwall - decides weither the (spell-)object sp_op will
295 * be reflected from the given mapsquare. Returns 1 if true.
296 * (Note that for living creatures there is a small chance that
297 * reflect_spell fails.)
298 * Caller should be sure it passes us valid map coordinates
299 * eg, updated for tiled maps.
300 */
301 int
302 reflwall (maptile *m, int x, int y, object *sp_op)
303 {
304 if (OUT_OF_REAL_MAP (m, x, y))
305 return 0;
306
307 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
308 if (op->flag [FLAG_REFL_SPELL]
309 && (!op->flag [FLAG_ALIVE]
310 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
311 return 1;
312
313 return 0;
314 }
315
316 /* cast_create_object: creates object new_op in direction dir
317 * or if that is blocked, beneath the player (op).
318 * we pass 'caster', but don't use it for anything.
319 * This is really just a simple wrapper function .
320 * returns true to indicate whether the operation was successful.
321 * destroys the object is unsuccessful.
322 */
323 bool
324 cast_create_obj (object *op, object *caster, object *new_op, int dir)
325 {
326 mapxy pos (op);
327 pos.move (dir);
328
329 if (!pos.normalise ()
330 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
331 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
332 )
333 {
334 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
335 new_op->destroy ();
336 return 0;
337 }
338
339 new_op->set_flag (FLAG_IDENTIFIED);
340
341 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
342
343 return 1;
344 }
345
346 static bool
347 mergable_owner (object *o1, object *o2)
348 {
349 if (o1 == o2)
350 return 1;
351
352 if (!o1 || !o2)
353 return 0;
354
355 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
356 return 0;
357
358 if (o1->is_player () || o2->is_player ())
359 return 0;
360
361 return 1;
362 }
363
364 /* Returns true if it is ok to put spell *op on the space/may provided.
365 * immune_stop is basically the attacktype of the spell (why
366 * passed as a different value, not sure of). If immune_stop
367 * has the AT_MAGIC bit set, and there is a counterwall
368 * on the space, the object doesn't get placed. if immune stop
369 * does not have AT_MAGIC, then counterwalls do not effect the spell.
370 */
371 int
372 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
373 {
374 if (!xy_normalise (m, x, y))
375 return 0;
376
377 mapspace &ms = m->at (x, y);
378 ms.update ();
379
380 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
381 return 0;
382
383 int max_effects = 5; // max. number of similar spells per mapspace
384
385 for (object *tmp = ms.top; tmp; tmp = tmp->below)
386 {
387 /* If there is a counterspell on the space, and this
388 * object is using magic, don't progress. I believe we could
389 * leave this out and let in progress, and other areas of the code
390 * will then remove it, but that would seem to to use more
391 * resources, and may not work as well if a player is standing
392 * on top of a counterwall spell (may hit the player before being
393 * removed.) On the other hand, it may be more dramatic for the
394 * spell to actually hit the counterwall and be sucked up.
395 */
396 if ((tmp->attacktype & AT_COUNTERSPELL)
397 && !tmp->flag [FLAG_MONSTER]
398 && (tmp->type != PLAYER)
399 && (tmp->type != WEAPON)
400 && (tmp->type != BOW)
401 && (tmp->type != ARROW)
402 && (tmp->type != GOLEM)
403 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
404 // we special case floor here because there
405 // are sometimes spell effect floors
406 // which are used to inflict damage
407 // (and those shouldn't go away from
408 // sanctuary) see also: permanent lava
409 && (immune_stop & AT_MAGIC))
410 return 0;
411
412 if (tmp->type == op->type)
413 {
414 if (tmp->subtype == op->subtype
415 && tmp->arch == op->arch /* no harm if not comparing by name here */)
416 {
417 /* This is to prevent 'out of control' spells. Basically, this
418 * limits one spell effect per space per spell. This is definately
419 * needed for performance reasons, and just for playability I believe.
420 * there are no such things as multispaced spells right now, so
421 * we don't need to worry about the head.
422 */
423 if (tmp->stats.maxhp == op->stats.maxhp)
424 return 0;
425
426 /*
427 * Combine similar spell effects into one spell effect. Needed for
428 * performance reasons with meteor swarm and the like, but also for
429 * playability reasons.
430 */
431 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
432 if (mergable_owner (tmp, op))
433 {
434 // if same owner, then combine, but reduce advantage of multiple spells
435 max_it (tmp->stats.dam, op->stats.dam);
436 max_it (tmp->range , op->range);
437 max_it (tmp->duration , op->duration);
438 return 0;
439 }
440 }
441
442 // if there are too many spell effects on this space,
443 // then don't allow more of them, for performance reasons.
444 if (tmp->type == SPELL_EFFECT
445 && !--max_effects)
446 return 0;
447 }
448
449 /* Perhaps we should also put checks in for no magic and unholy
450 * ground to prevent it from moving along?
451 */
452 }
453
454 /* If it passes the above tests, it must be OK */
455 return 1;
456 }
457
458 /* fire_arch_from_position: fires an archetype.
459 * op: person firing the object.
460 * caster: object casting the spell.
461 * x, y: where to fire the spell (note, it then uses op->map for the map
462 * for these coordinates, which is probably a really bad idea.
463 * dir: direction to fire in.
464 * spell: spell that is being fired. It uses other_arch for the archetype
465 * to fire.
466 * returns 0 on failure, 1 on success.
467 */
468 int
469 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
470 {
471 if (!spell->other_arch)
472 return 0;
473
474 object *tmp = spell->other_arch->instance ();
475
476 if (!tmp)
477 return 0;
478
479 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
480 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
481 /* code in time.c uses food for some things, duration for others */
482 tmp->stats.food = tmp->duration;
483 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
484 tmp->attacktype = spell->attacktype;
485 tmp->direction = dir;
486 tmp->set_owner (op);
487 tmp->level = casting_level (caster, spell);
488 set_spell_skill (op, caster, spell, tmp);
489
490 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
491 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
492 if (!tailor_god_spell (tmp, op))
493 return 0;
494
495 if (tmp->flag [FLAG_IS_TURNABLE])
496 SET_ANIMATION (tmp, dir);
497
498 if ((tmp = op->map->insert (tmp, x, y, op)))
499 move_spell_effect (tmp);
500
501 return 1;
502 }
503
504 /*****************************************************************************
505 *
506 * Code related to rods - perhaps better located in another file?
507 *
508 ****************************************************************************/
509 void
510 regenerate_rod (object *rod)
511 {
512 if (rod->stats.hp < rod->stats.maxhp)
513 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
514 }
515
516 void
517 drain_rod_charge (object *rod)
518 {
519 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
520 }
521
522 /* this function is commonly used to find a friendly target for
523 * spells such as heal or protection or armour
524 * op is what is looking for the target (which can be a player),
525 * dir is the direction we are looking in. Return object found, or
526 * NULL if no good object.
527 */
528 object *
529 find_target_for_friendly_spell (object *op, int dir)
530 {
531 object *tmp;
532
533 /* I don't really get this block - if op isn't a player or rune,
534 * we then make the owner of this object the target.
535 * The owner could very well be no where near op.
536 */
537 if (op->type != PLAYER && op->type != RUNE)
538 {
539 tmp = op->owner;
540 /* If the owner does not exist, or is not a monster, than apply the spell
541 * to the caster.
542 */
543 if (!tmp || !tmp->flag [FLAG_MONSTER])
544 tmp = op;
545 }
546 else
547 {
548 maptile *m = op->map;
549 sint16 x = op->x + freearr_x[dir];
550 sint16 y = op->y + freearr_y[dir];
551
552 tmp = xy_normalise (m, x, y)
553 ? m->at (x, y).player ()
554 : 0;
555 }
556
557 /* didn't find a player there, look in current square for a player */
558 if (!tmp)
559 tmp = op->ms ().player ();
560
561 return tmp;
562 }
563
564 /* raytrace:
565 * spell_find_dir(map, x, y, exclude) will search first the center square
566 * then some close squares in the given map at the given coordinates for
567 * live objects.
568 * It will not consider the object given as exclude (= caster) among possible
569 * live objects. If the caster is a player, the spell will go after
570 * monsters/generators only. If not, the spell will hunt players only.
571 * It returns the direction toward the first/closest live object if it finds
572 * any, otherwise -1.
573 * note that exclude can be NULL, in which case all bets are off.
574 */
575 int
576 spell_find_dir (maptile *m, int x, int y, object *exclude)
577 {
578 int i, max = SIZEOFFREE;
579 sint16 nx, ny;
580 int owner_type = 0, mflags;
581 object *tmp;
582 maptile *mp;
583
584 if (exclude && exclude->head)
585 exclude = exclude->head;
586 if (exclude && exclude->type)
587 owner_type = exclude->type;
588
589 for (i = rndm (1, 8); i < max; i++)
590 {
591 nx = x + freearr_x[i];
592 ny = y + freearr_y[i];
593 mp = m;
594 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
595 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
596 continue;
597
598 tmp = GET_MAP_OB (mp, nx, ny);
599
600 while (tmp != NULL && (((owner_type == PLAYER &&
601 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
602 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
603 tmp = tmp->above;
604
605 if (tmp != NULL && can_see_monsterP (m, x, y, i))
606 return freedir[i];
607 }
608 return -1; /* flag for "keep going the way you were" */
609 }
610
611 /* put_a_monster: puts a monster named monstername near by
612 * op. This creates the treasures for the monsters, and
613 * also deals with multipart monsters properly.
614 */
615 static void
616 put_a_monster (object *op, const char *monstername)
617 {
618 object *tmp, *head = NULL, *prev = NULL;
619 archetype *at;
620 int dir;
621
622 /* Handle cases where we are passed a bogus mosntername */
623
624 if ((at = archetype::find (monstername)) == NULL)
625 return;
626
627 /* find a free square nearby
628 * first we check the closest square for free squares
629 */
630
631 dir = find_first_free_spot (at, op->map, op->x, op->y);
632 if (dir != -1)
633 {
634 /* This is basically grabbed for generate monster. Fixed 971225 to
635 * insert multipart monsters properly
636 */
637 //TODO: use expand_tail + ...
638 while (at != NULL)
639 {
640 tmp = at->instance ();
641 tmp->x = op->x + freearr_x[dir] + at->x;
642 tmp->y = op->y + freearr_y[dir] + at->y;
643 tmp->map = op->map;
644 if (head)
645 {
646 tmp->head = head;
647 prev->more = tmp;
648 }
649
650 if (!head)
651 head = tmp;
652
653 prev = tmp;
654
655 at = (archetype *)at->more;
656 }
657
658 if (head->randomitems)
659 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
660
661 insert_ob_in_map (head, op->map, op, 0);
662
663 /* thought it'd be cool to insert a burnout, too. */
664 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
665 }
666 }
667
668 /* peterm: function which summons hostile monsters and
669 * places them in nearby squares.
670 * op is the summoner.
671 * n is the number of monsters.
672 * monstername is the name of the monster.
673 * returns the number of monsters, which is basically n.
674 * it should really see how many it successfully replaced and
675 * return that instead.
676 * Note that this is not used by any spells (summon evil monsters
677 * use to call this, but best I can tell, that spell/ability was
678 * never used. This is however used by various failures on the
679 * players part (alchemy, reincarnation, etc)
680 */
681 int
682 summon_hostile_monsters (object *op, int n, const char *monstername)
683 {
684 int i;
685
686 for (i = 0; i < n; i++)
687 put_a_monster (op, monstername);
688
689 return n;
690 }
691
692
693 /* Some local definitions for shuffle-attack */
694 struct attacktype_shuffle
695 {
696 int attacktype;
697 int face;
698 } ATTACKS[22] =
699 {
700 { AT_PHYSICAL, 0},
701 { AT_PHYSICAL, 0}, /*face = explosion */
702 { AT_PHYSICAL, 0},
703 { AT_MAGIC, 1},
704 { AT_MAGIC, 1}, /* face = last-burnout */
705 { AT_MAGIC, 1},
706 { AT_FIRE, 2},
707 { AT_FIRE, 2}, /* face = fire.... */
708 { AT_FIRE, 2},
709 { AT_ELECTRICITY, 3},
710 { AT_ELECTRICITY, 3}, /* ball_lightning */
711 { AT_ELECTRICITY, 3},
712 { AT_COLD, 4},
713 { AT_COLD, 4}, /* face=icestorm */
714 { AT_COLD, 4},
715 { AT_CONFUSION, 5},
716 { AT_POISON, 7},
717 { AT_POISON, 7}, /* face = acid sphere. generator */
718 { AT_POISON, 7}, /* poisoncloud face */
719 { AT_SLOW, 8},
720 { AT_PARALYZE, 9},
721 { AT_FEAR, 10},
722 };
723
724 /* shuffle_attack: peterm
725 * This routine shuffles the attack of op to one of the
726 * ones in the list. It does this at random. It also
727 * chooses a face appropriate to the attack that is
728 * being committed by that square at the moment.
729 * right now it's being used by color spray and create pool of
730 * chaos.
731 * This could really be a better implementation - the
732 * faces and attacktypes above are hardcoded, which is never
733 * good. The faces refer to faces in the animation sequence.
734 * Not sure how to do better - but not having it hardcoded
735 * would be nice.
736 * I also fixed a bug here in that attacktype was |= -
737 * to me, that would be that it would quickly get all
738 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
739 */
740 void
741 shuffle_attack (object *op, int change_face)
742 {
743 int i;
744
745 i = rndm (0, 21);
746
747 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
748
749 if (change_face)
750 {
751 SET_ANIMATION (op, ATTACKS[i].face);
752 }
753 }
754
755 /* prayer_failure: This is called when a player fails
756 * at casting a prayer.
757 * op is the player.
758 * failure is basically how much grace they had.
759 * power is how much grace the spell would normally take to cast.
760 */
761
762 #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
763
764 static void
765 prayer_failure (object *op, int failure, int power)
766 {
767 const char *godname;
768 object *tmp;
769
770 if (!strcmp ((godname = determine_god (op)), "none"))
771 godname = "Your spirit";
772
773 if (failure <= -20 && failure > -40) /* wonder */
774 {
775 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
776 tmp = archetype::get (SPELL_WONDER);
777 cast_cone (op, op, 0, tmp);
778 tmp->destroy ();
779 }
780
781 else if (failure <= -40 && failure > -60) /* confusion */
782 {
783 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
784 confuse_player (op, op, 99);
785 }
786 else if (failure <= -60 && failure > -150) /* paralysis */
787 {
788 op->failmsgf ("%s requires you to pray NOW. "
789 "You comply, ignoring all else." HINT_GRACE,
790 godname);
791 paralyze_player (op, op, 99);
792 }
793 else if (failure <= -150) /* blast the immediate area */
794 {
795 tmp = archetype::get (GOD_POWER);
796 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
797 cast_magic_storm (op, tmp, power);
798 }
799 }
800
801 /*
802 * spell_failure() handles the various effects for differing degrees
803 * of failure badness.
804 * op is the player that failed.
805 * failure is a random value of how badly you failed.
806 * power is how many spellpoints you'd normally need for the spell.
807 * skill is the skill you'd need to cast the spell.
808 */
809 void
810 spell_failure (object *op, int failure, int power, object *skill)
811 {
812 object *tmp;
813
814 if (settings.spell_failure_effects == FALSE)
815 return;
816
817 if (failure <= -20 && failure > -40) /* wonder */
818 {
819 op->failmsg ("Your spell causes an unexpected effect.");
820 tmp = archetype::get (SPELL_WONDER);
821 cast_cone (op, op, 0, tmp);
822 tmp->destroy ();
823 }
824
825 else if (failure <= -40 && failure > -60) /* confusion */
826 {
827 op->failmsg ("Your magic recoils on you, making you confused!");
828 confuse_player (op, op, 99);
829 }
830 else if (failure <= -60 && failure > -80) /* paralysis */
831 {
832 op->failmsg ("Your magic stuns you!");
833 paralyze_player (op, op, 99);
834 }
835 else if (failure <= -80) /* blast the immediate area */
836 {
837 object *tmp;
838
839 /* Safety check to make sure we don't get any mana storms in scorn */
840 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
841 {
842 op->failmsg ("The magic warps and you are turned inside out!");
843 hit_player (op, 9998, op, AT_INTERNAL, 1);
844
845 }
846 else
847 {
848 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
849 tmp = archetype::get (LOOSE_MANA);
850 tmp->level = skill->level;
851
852 /* increase the area of destruction a little for more powerful spells */
853 tmp->range += isqrt (power);
854
855 if (power > 25)
856 tmp->stats.dam = 25 + isqrt (power);
857 else
858 tmp->stats.dam = power; /* nasty recoils! */
859
860 tmp->stats.maxhp = tmp->count;
861
862 tmp->insert_at (op);
863 }
864 }
865 }
866
867 static int
868 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
869 {
870 if (!spell_ob->other_arch)
871 {
872 LOG (llevError, "cast_party_spell: empty other arch\n");
873 return 0;
874 }
875
876 object *spell = spell_ob->other_arch->instance ();
877
878 /* Always cast spell on caster */
879 int success = cast_spell (op, caster, dir, spell, spellparam);
880
881 if (!op->contr || !op->contr->party)
882 {
883 spell->remove ();
884 return success;
885 }
886
887 for_all_players (pl)
888 if ((pl->ob->contr->party == op->contr->party)
889 && on_same_map (pl->ob, op)
890 && pl->ob != op)
891 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
892
893 spell->remove ();
894 return success;
895 }
896
897 /* This is where the main dispatch when someone casts a spell.
898 *
899 * op is the creature that is owner of the object that is casting the spell -
900 * eg, the player or monster.
901 * caster is the actual object (wand, potion) casting the spell. can be
902 * same as op.
903 * dir is the direction to cast in. Note in some cases, if the spell
904 * is self only, dir really doesn't make a difference.
905 * spell_ob is the spell object that is being cast. From that,
906 * we can determine what to do.
907 * spellparam is any options that are being used. It can be NULL. Almost
908 * certainly, only players will set it. It is basically used as optional
909 * parameters to a spell (eg, item to create, information for marking runes,
910 * etc.
911 * returns 1 on successful cast, or 0 on error. These values should really
912 * be swapped, so that 0 is successful, and non zero is failure, with a code
913 * of what it failed.
914 *
915 * Note that this function is really a dispatch routine that calls other
916 * functions - it just blindly returns what ever value those functions
917 * return. So if your writing a new function that is called from this,
918 * it shoudl also return 1 on success, 0 on failure.
919 *
920 * if it is a player casting the spell (op->type == PLAYER, op == caster),
921 * this function will decrease the mana/grace appropriately. For other
922 * objects, the caller should do what it considers appropriate.
923 */
924 int
925 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
926 {
927 const char *godname;
928 int success = 0;
929
930 // make sure spells always take a while, so a) we don't flood the
931 // user with messages and b) too many failures can be harmful (smiting).
932 op->speed_left -= 4 * op->speed; // ~0.5s on failure
933
934 if (!spell_ob)
935 {
936 LOG (llevError, "cast_spell: null spell object passed\n");
937 return 0;
938 }
939
940 if (!strcmp ((godname = determine_god (op)), "none"))
941 godname = "A random spirit";
942
943 /* the caller should set caster to op if appropriate */
944 if (!caster)
945 {
946 LOG (llevError, "cast_spell: null caster object passed\n");
947 return 0;
948 }
949
950 /* if caster is a spell casting object, this normally shouldn't be
951 * an issue, because they don't have any spellpaths set up.
952 */
953 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
954 {
955 op->failmsg ("That spell path is denied to you.");
956 return 0;
957 }
958
959 object *skill = 0;
960
961 /* if it is a player casting the spell, and they are really casting it
962 * (vs it coming from a wand, scroll, or whatever else), do some
963 * checks. We let monsters do special things - eg, they
964 * don't need the SKILL, BYpass level checks, etc. The monster function
965 * should take care of that.
966 * Remove the wiz check here and move it further down - some spells
967 * need to have the right skill pointer passed, so we need to
968 * at least process that code.
969 */
970 if (op->type == PLAYER && op == caster)
971 {
972 if (spell_ob->skill)
973 {
974 skill = find_skill_by_name (op, spell_ob->skill);
975
976 if (!skill)
977 {
978 op->failmsgf ("You need the %s skill to cast %s! "
979 "H<You either need to learn the skill via a skill scroll "
980 "or you need to wear a talisman, holy symbol or another skill tool.>",
981 &spell_ob->skill, &spell_ob->name);
982 return 0;
983 }
984
985 const char *msg = "";
986
987 int caster_level = skill->level;
988
989 if (op->path_attuned & spell_ob->path_attuned)
990 {
991 caster_level += min (caster_level, ATTUNE_REPELL);
992 msg = " (attuned)";
993 }
994
995 if (op->path_repelled & spell_ob->path_attuned)
996 {
997 caster_level -= ATTUNE_REPELL; // negative is ok
998 msg = " (repelled)";
999 }
1000
1001 if (spell_ob->level > caster_level)
1002 {
1003 op->failmsgf ("You lack enough skill to cast that spell! "
1004 "H<Your effective cast level is %d%s, but level %d is required.>",
1005 caster_level, msg, spell_ob->level);
1006 if (!op->is_wiz ())
1007 return 0;
1008 }
1009 }
1010
1011 /* If the caster is the wiz, they don't ever fail, and don't have
1012 * to have sufficient grace/mana.
1013 */
1014 if (!op->flag [FLAG_WIZCAST])
1015 {
1016 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1017 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1018 {
1019 op->failmsg ("You don't have enough mana!");
1020 return 0;
1021 }
1022
1023 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1024 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1025 {
1026 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1027 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1028 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1029 else
1030 {
1031 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1032 op->failmsgf ("%s ignores your prayer.", godname);
1033 return 0;
1034 }
1035 }
1036
1037 /* player/monster is trying to cast the spell. might fumble it */
1038 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1039 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1040 {
1041 op->contr->play_sound (sound_find ("fumble_spell"));
1042 op->failmsg ("You fumble the prayer.");
1043
1044 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1045 return 0;
1046 }
1047 else if (spell_ob->stats.sp)
1048 {
1049 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1050
1051 if (failure < 0)
1052 {
1053 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1054 if (settings.spell_failure_effects == TRUE)
1055 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1056
1057 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1058 return 0;
1059 }
1060 }
1061 }
1062 }
1063
1064 int mflags = op->ms ().flags ();
1065
1066 /* See if we can cast a spell here. If the caster and op are
1067 * not alive, then this would mean that the mapmaker put the
1068 * objects on the space - presume that they know what they are
1069 * doing.
1070 */
1071
1072 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1073 {
1074 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1075 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1076 return 0;
1077 }
1078
1079 if ((spell_ob->type == SPELL)
1080 && (caster->type != POTION)
1081 && !op->flag [FLAG_WIZCAST]
1082 && (caster->flag [FLAG_ALIVE]
1083 || op->flag [FLAG_ALIVE])
1084 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1085 {
1086 if (op->type != PLAYER)
1087 return 0;
1088
1089 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1090 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1091 else if (object *item = op->contr->ranged_ob)
1092 {
1093 if (item->type == SPELL)
1094 op->failmsg ("Something blocks your spellcasting.");
1095 else if (item->type == SCROLL)
1096 op->failmsg ("Something blocks the magic of your scroll.");
1097 else
1098 op->failmsg ("Something blocks the magic of your item.");
1099 }
1100 else
1101 op->failmsg ("Something blocks the spell!");
1102
1103 return 0;
1104 }
1105
1106 // undo the flood protection from earlier
1107 op->speed_left += 4 * op->speed; // ~0.5s on failure
1108
1109 /* Take into account how long it takes to cast the spell.
1110 * if the player is casting it, then we use the time in
1111 * the spell object. If it is a spell object, have it
1112 * take two ticks. Things that cast spells on the players
1113 * behalf (eg, altars, and whatever else) shouldn't cost
1114 * the player any time.
1115 * Ignore casting time for firewalls
1116 */
1117 if (caster == op && caster->type != FIREWALL)
1118 {
1119 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1120 /* Other portions of the code may also decrement the speed of the player, so
1121 * put a lower limit so that the player isn't stuck here too long
1122 */
1123 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1124 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1125 }
1126 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1127 op->speed_left -= 2 * op->speed;
1128
1129 if (op->type == PLAYER && op == caster)
1130 {
1131 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1132 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1133 }
1134
1135 /* We want to try to find the skill to properly credit exp.
1136 * for spell casting objects, the exp goes to the skill the casting
1137 * object requires.
1138 */
1139 if (op != caster && !skill && caster->skill)
1140 {
1141 skill = find_skill_by_name (op, caster->skill);
1142
1143 if (!skill)
1144 {
1145 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1146 return 0;
1147 }
1148 }
1149
1150 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1151 return RESULT_INT (0);
1152
1153 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1154 // at least temporarily, which might not be true due to slot restrictions, but hey
1155 // invoke requires it basically.
1156
1157 object *chosen_skill = op->chosen_skill;
1158 op->chosen_skill = skill;
1159
1160 switch (spell_ob->subtype)
1161 {
1162 /* The order of case statements is same as the order they show up
1163 * in spells.h.
1164 */
1165 case SP_RAISE_DEAD:
1166 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1167 break;
1168
1169 case SP_RUNE:
1170 success = write_rune (op, caster, spell_ob, dir, spellparam);
1171 break;
1172
1173 case SP_MAKE_MARK:
1174 success = write_mark (op, spell_ob, spellparam);
1175 break;
1176
1177 case SP_BOLT:
1178 success = fire_bolt (op, caster, dir, spell_ob, skill);
1179 break;
1180
1181 case SP_BULLET:
1182 success = fire_bullet (op, caster, dir, spell_ob);
1183 break;
1184
1185 case SP_CONE:
1186 success = cast_cone (op, caster, dir, spell_ob);
1187 break;
1188
1189 case SP_BOMB:
1190 success = create_bomb (op, caster, dir, spell_ob);
1191 break;
1192
1193 case SP_WONDER:
1194 success = cast_wonder (op, caster, dir, spell_ob);
1195 break;
1196
1197 case SP_SMITE:
1198 success = cast_smite_spell (op, caster, dir, spell_ob);
1199 break;
1200
1201 case SP_MAGIC_MISSILE:
1202 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1203 break;
1204
1205 case SP_SUMMON_GOLEM:
1206 success = summon_golem (op, caster, dir, spell_ob);
1207 break;
1208
1209 case SP_DIMENSION_DOOR:
1210 /* dimension door needs the actual caster, because that is what is
1211 * moved.
1212 */
1213 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1214 break;
1215
1216 case SP_MAGIC_MAPPING:
1217 if (op->type == PLAYER)
1218 {
1219 spell_effect (spell_ob, op->x, op->y, op->map, op);
1220 draw_magic_map (op);
1221 success = 1;
1222 }
1223 else
1224 success = 0;
1225 break;
1226
1227 case SP_MAGIC_WALL:
1228 success = magic_wall (op, caster, dir, spell_ob);
1229 break;
1230
1231 case SP_DESTRUCTION:
1232 success = cast_destruction (op, caster, spell_ob);
1233 break;
1234
1235 case SP_PERCEIVE_SELF:
1236 success = perceive_self (op);
1237 break;
1238
1239 case SP_WORD_OF_RECALL:
1240 success = cast_word_of_recall (op, caster, spell_ob);
1241 break;
1242
1243 case SP_INVISIBLE:
1244 success = cast_invisible (op, caster, spell_ob);
1245 break;
1246
1247 case SP_PROBE:
1248 success = probe (op, caster, spell_ob, dir);
1249 break;
1250
1251 case SP_HEALING:
1252 success = cast_heal (op, caster, spell_ob, dir);
1253 break;
1254
1255 case SP_CREATE_FOOD:
1256 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1257 break;
1258
1259 case SP_EARTH_TO_DUST:
1260 success = cast_earth_to_dust (op, caster, spell_ob);
1261 break;
1262
1263 case SP_CHANGE_ABILITY:
1264 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1265 break;
1266
1267 case SP_BLESS:
1268 success = cast_bless (op, caster, spell_ob, dir);
1269 break;
1270
1271 case SP_CURSE:
1272 success = cast_curse (op, caster, spell_ob, dir);
1273 break;
1274
1275 case SP_SUMMON_MONSTER:
1276 success = summon_object (op, caster, spell_ob, dir, spellparam);
1277 break;
1278
1279 case SP_CHARGING:
1280 success = recharge (op, caster, spell_ob);
1281 break;
1282
1283 case SP_POLYMORPH:
1284 #ifdef NO_POLYMORPH
1285 /* Not great, but at least provide feedback so if players do have
1286 * polymorph (ie, find it as a preset item or left over from before
1287 * it was disabled), they get some feedback.
1288 */
1289 op->failmsg ("The spell fizzles!");
1290 success = 0;
1291 #else
1292 success = cast_polymorph (op, caster, spell_ob, dir);
1293 #endif
1294 break;
1295
1296 case SP_ALCHEMY:
1297 success = alchemy (op, caster, spell_ob);
1298 break;
1299
1300 case SP_REMOVE_CURSE:
1301 success = remove_curse (op, caster, spell_ob);
1302 break;
1303
1304 case SP_IDENTIFY:
1305 success = cast_identify (op, caster, spell_ob);
1306 break;
1307
1308 case SP_DETECTION:
1309 success = cast_detection (op, caster, spell_ob, skill);
1310 break;
1311
1312 case SP_MOOD_CHANGE:
1313 success = mood_change (op, caster, spell_ob);
1314 break;
1315
1316 case SP_MOVING_BALL:
1317 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1318 {
1319 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1320 success = 0;
1321 }
1322 else
1323 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1324 break;
1325
1326 case SP_SWARM:
1327 success = fire_swarm (op, caster, spell_ob, dir);
1328 break;
1329
1330 case SP_CHANGE_MANA:
1331 success = cast_transfer (op, caster, spell_ob, dir);
1332 break;
1333
1334 case SP_DISPEL_RUNE:
1335 /* in rune.c */
1336 success = dispel_rune (op, caster, spell_ob, skill, dir);
1337 break;
1338
1339 case SP_CREATE_MISSILE:
1340 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1341 break;
1342
1343 case SP_CONSECRATE:
1344 success = cast_consecrate (op, caster, spell_ob);
1345 break;
1346
1347 case SP_ANIMATE_WEAPON:
1348 success = animate_weapon (op, caster, spell_ob, dir);
1349 break;
1350
1351 case SP_LIGHT:
1352 success = cast_light (op, caster, spell_ob, dir);
1353 break;
1354
1355 case SP_CHANGE_MAP_LIGHT:
1356 success = cast_change_map_lightlevel (op, caster, spell_ob);
1357 break;
1358
1359 case SP_FAERY_FIRE:
1360 success = cast_destruction (op, caster, spell_ob);
1361 break;
1362
1363 case SP_CAUSE_DISEASE:
1364 success = cast_cause_disease (op, caster, spell_ob, dir);
1365 break;
1366
1367 case SP_AURA:
1368 success = create_aura (op, caster, spell_ob);
1369 break;
1370
1371 case SP_PARTY_SPELL:
1372 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1373 break;
1374
1375 default:
1376 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1377 }
1378
1379 // restore chosen_skill
1380 op->chosen_skill = chosen_skill;
1381
1382 op->play_sound (
1383 success
1384 ? spell_ob->sound
1385 ? spell_ob->sound
1386 : sound_find ("spell_success")
1387 : sound_find ("fumble_spell")
1388 );
1389
1390 return success;
1391 }
1392
1393 /* This is called from time.c/process_object(). That function
1394 * calls this for any SPELL_EFFECT type objects. This function
1395 * then dispatches them to the appropriate specific routines.
1396 */
1397 void
1398 move_spell_effect (object *op)
1399 {
1400 switch (op->subtype)
1401 {
1402 case SP_BOLT:
1403 move_bolt (op);
1404 break;
1405
1406 case SP_BULLET:
1407 move_bullet (op);
1408 break;
1409
1410 case SP_EXPLOSION:
1411 explosion (op);
1412 break;
1413
1414 case SP_CONE:
1415 move_cone (op);
1416 break;
1417
1418 case SP_BOMB:
1419 animate_bomb (op);
1420 break;
1421
1422 case SP_MAGIC_MISSILE:
1423 move_missile (op);
1424 break;
1425
1426 case SP_WORD_OF_RECALL:
1427 execute_word_of_recall (op);
1428 break;
1429
1430 case SP_MOVING_BALL:
1431 move_ball_spell (op);
1432 break;
1433
1434 case SP_SWARM:
1435 move_swarm_spell (op);
1436 break;
1437
1438 case SP_AURA:
1439 move_aura (op);
1440 break;
1441 }
1442 }
1443
1444 /* This is called by move_apply. Basically, if someone
1445 * moves onto a spell effect and the walk_on or fly_on flags
1446 * are set, this is called. This should only be called for
1447 * objects of the appropriate type.
1448 */
1449 void
1450 apply_spell_effect (object *spell, object *victim)
1451 {
1452 switch (spell->subtype)
1453 {
1454 case SP_CONE:
1455 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1456 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1457 break;
1458
1459 case SP_MAGIC_MISSILE:
1460 if (victim->flag [FLAG_ALIVE])
1461 {
1462 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1463 spell->destroy ();
1464 }
1465 break;
1466
1467 case SP_MOVING_BALL:
1468 if (victim->flag [FLAG_ALIVE])
1469 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1470 else if (victim->material != MATERIAL_NULL)
1471 save_throw_object (victim, spell->attacktype, spell);
1472
1473 break;
1474 }
1475 }
1476
1477 /**
1478 * This function will let a fireball explode at the position of
1479 * the victim with a specific maximum level.
1480 */
1481 void
1482 create_exploding_ball_at (object *victim, int level)
1483 {
1484 object *ball = archetype::get (EXPLODING_FIREBALL);
1485 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1486 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1487 ball->insert_at (victim);
1488 }