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Revision: 1.132
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.131: +5 -10 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <spells.h>
28 #include <object.h>
29 #include <errno.h>
30 #include <sproto.h>
31 #include <sounds.h>
32
33 extern char *spell_mapping[];
34
35 /* This returns a random spell from 'ob'. If skill is set, then
36 * the spell must be of this skill, it can be NULL in which case all
37 * matching spells are used.
38 */
39 object *
40 find_random_spell_in_ob (object *ob, shstr_cmp skill)
41 {
42 int k = 0, s;
43
44 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
45 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
46 k++;
47
48 /* No spells, no need to progess further */
49 if (!k)
50 return NULL;
51
52 s = rndm (k);
53
54 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
55 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
56 if (!s)
57 return tmp;
58 else
59 s--;
60
61 /* Should never get here, but just in case */
62 return 0;
63 }
64
65 /* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill
68 * is whatever skill the spell requires.
69 * if instead caster (rod, horn, wand, etc) is casting the skill,
70 * then they get exp for the skill that you need to use for
71 * that object (use magic device).
72 */
73 void
74 set_spell_skill (object *op, object *caster, object *spob, object *dest)
75 {
76 if (caster == op && spob->skill)
77 dest->skill = spob->skill;
78 else
79 dest->skill = caster->skill;
80 }
81
82 /* pretty basic function - basically just takes
83 * an object, sets the x,y, and calls insert_ob_in_map
84 */
85 void
86 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87 {
88 if (spob->other_arch)
89 map->insert (spob->other_arch->instance (), x, y, originator);
90 }
91
92 static int
93 attuned_bonus (object *caster, object *spell, int level)
94 {
95 // compute the attuned/repelled bonus
96 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
97 // repell has no such quarrels
98 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
99 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
100 }
101
102 /* This function returns the effective level the spell
103 * is being cast at.
104 */
105 int
106 casting_level (object *caster, object *spell)
107 {
108 int level = caster->level;
109
110 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
111 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
112 {
113 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
114 int sk_level = skill ? skill->level : 1;
115
116 level = min (level, sk_level + level / 10 + 1);
117 }
118 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
119 if (object *skill = caster->contr->find_skill (spell->skill))
120 level = skill->level;
121
122 int bonus = attuned_bonus (caster, spell, level);
123
124 level += bonus;
125
126 // now scale the effective level from the startinglevel..100 range to 1..100
127 if (level < 100)
128 level = lerp (level, (int)spell->level, 100, 1, 100);
129
130 /* Always make this at least 1. If this is zero, we get divide by zero
131 * errors in various places.
132 */
133 return clamp (level, 1, settings.max_level);
134 }
135
136 /* The following function scales the spellpoint cost of
137 * a spell by it's increased effectiveness. Some of the
138 * lower level spells become incredibly vicious at high
139 * levels. Very cheap mass destruction. This function is
140 * intended to keep the sp cost related to the effectiveness.
141 * op is the player/monster
142 * caster is what is casting the spell, can be op.
143 * spell is the spell object.
144 * Note that it is now possible for a spell to cost both grace and
145 * mana. In that case, we return which ever value is higher.
146 */
147 sint16
148 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
149 {
150 int sp, grace, level = casting_level (caster, spell);
151
152 if (settings.spellpoint_level_depend == TRUE)
153 {
154 if (spell->stats.sp && spell->stats.maxsp)
155 sp = spell->stats.sp * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxsp));
156 else
157 sp = spell->stats.sp;
158
159 sp *= (int) PATH_SP_MULT (caster, spell);
160 if (!sp && spell->stats.sp)
161 sp = 1;
162
163 if (spell->stats.grace && spell->stats.maxgrace)
164 grace = spell->stats.grace * (1.f + max (0.f, float (level - spell->level) / spell->stats.maxgrace));
165 else
166 grace = spell->stats.grace;
167
168 grace *= PATH_SP_MULT (caster, spell);
169 if (spell->stats.grace && !grace)
170 grace = 1;
171 }
172 else
173 {
174 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
175 if (spell->stats.sp && !sp)
176 sp = 1;
177
178 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
179 if (spell->stats.grace && !grace)
180 grace = 1;
181 }
182
183 if (flags == SPELL_HIGHEST)
184 return max (sp, grace);
185 else if (flags == SPELL_GRACE)
186 return grace;
187 else if (flags == SPELL_MANA)
188 return sp;
189 else
190 {
191 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
192 return 0;
193 }
194 }
195
196 /*
197 * Return the effective casting level of the spell.
198 * To make spells independent of their starting level, this function
199 * scales the range spellstartlevel .. 100 into the range 1..100
200 */
201 static int
202 SP_casting_level (object *caster, object *spell)
203 {
204 return casting_level (caster, spell);
205 }
206
207 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
208 * spob is the spell we are adjusting.
209 */
210 int
211 SP_level_dam_adjust (object *caster, object *spob)
212 {
213 if (!spob->dam_modifier)
214 return 0;
215
216 return SP_casting_level (caster, spob) / spob->dam_modifier;
217 }
218
219 /* Adjust the strength of the spell based on level.
220 * This is basically the same as SP_level_dam_adjust above,
221 * but instead looks at the level_modifier value.
222 */
223 int
224 SP_level_duration_adjust (object *caster, object *spob)
225 {
226 if (!spob->duration_modifier)
227 return 0;
228
229 return SP_casting_level (caster, spob) / spob->duration_modifier;
230 }
231
232 /* Adjust the strength of the spell based on level.
233 * This is basically the same as SP_level_dam_adjust above,
234 * but instead looks at the level_modifier value.
235 */
236 int
237 SP_level_range_adjust (object *caster, object *spob)
238 {
239 if (!spob->range_modifier)
240 return 0;
241
242 return SP_casting_level (caster, spob) / spob->range_modifier;
243 }
244
245 /* Checks to see if player knows the spell. If the name is the same
246 * as an existing spell, we presume they know it.
247 * returns 1 if they know the spell, 0 if they don't.
248 */
249 object *
250 check_spell_known (object *op, shstr_cmp name)
251 {
252 object *spop;
253
254 for (spop = op->inv; spop; spop = spop->below)
255 if (spop->type == SPELL && spop->name == name)
256 return spop;
257
258 return 0;
259 }
260
261 /*
262 * Look at object 'op' and see if they know the spell
263 * spname. This is pretty close to check_spell_known
264 * above, but it uses a looser matching mechanism.
265 * returns the matching spell object, or NULL.
266 * If we match multiple spells but don't get an
267 * exact match, we also return NULL.
268 */
269 object *
270 object::find_spell (const_utf8_string prefix) const
271 {
272 if (shstr_cmp name = prefix)
273 {
274 // case 1, match spell name exactly
275 for (object *spob = inv; spob; spob = spob->below)
276 if (spob->name == name && spob->type == SPELL)
277 return spob;
278 }
279 else
280 {
281 // case 2, match prefix
282 int len = strlen (prefix);
283
284 for (object *spob = inv; spob; spob = spob->below)
285 if (spob->type == SPELL
286 && spob->name.length () < len
287 && prefix [spob->name.length ()] <= ' '
288 && !memcmp (prefix, spob->name, spob->name.length ()))
289 return spob;
290 }
291
292 return 0;
293 }
294
295 /* reflwall - decides weither the (spell-)object sp_op will
296 * be reflected from the given mapsquare. Returns 1 if true.
297 * (Note that for living creatures there is a small chance that
298 * reflect_spell fails.)
299 * Caller should be sure it passes us valid map coordinates
300 * eg, updated for tiled maps.
301 */
302 int
303 reflwall (maptile *m, int x, int y, object *sp_op)
304 {
305 if (OUT_OF_REAL_MAP (m, x, y))
306 return 0;
307
308 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
309 if (op->flag [FLAG_REFL_SPELL]
310 && (!op->flag [FLAG_ALIVE]
311 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
312 return 1;
313
314 return 0;
315 }
316
317 /* cast_create_object: creates object new_op in direction dir
318 * or if that is blocked, beneath the player (op).
319 * we pass 'caster', but don't use it for anything.
320 * This is really just a simple wrapper function .
321 * returns true to indicate whether the operation was successful.
322 * destroys the object is unsuccessful.
323 */
324 bool
325 cast_create_obj (object *op, object *caster, object *new_op, int dir)
326 {
327 mapxy pos (op);
328 pos.move (dir);
329
330 if (!pos.normalise ()
331 || pos->blocks (op) // perversely enough, we check if the palyer can reach that space
332 || !new_op->can_drop_at (pos.m, pos.x, pos.y)
333 )
334 {
335 op->failmsg ("Your spell fizzles! H<Something is in the way.>");
336 new_op->destroy ();
337 return 0;
338 }
339
340 new_op->set_flag (FLAG_IDENTIFIED);
341
342 pos.insert (new_op, op, dir ? 0 : INS_BELOW_ORIGINATOR);
343
344 return 1;
345 }
346
347 static bool
348 mergable_owner (object *o1, object *o2)
349 {
350 if (o1 == o2)
351 return 1;
352
353 if (!o1 || !o2)
354 return 0;
355
356 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
357 return 0;
358
359 if (o1->is_player () || o2->is_player ())
360 return 0;
361
362 return 1;
363 }
364
365 /* Returns true if it is ok to put spell *op on the space/may provided.
366 * immune_stop is basically the attacktype of the spell (why
367 * passed as a different value, not sure of). If immune_stop
368 * has the AT_MAGIC bit set, and there is a counterwall
369 * on the space, the object doesn't get placed. if immune stop
370 * does not have AT_MAGIC, then counterwalls do not effect the spell.
371 */
372 int
373 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
374 {
375 if (!xy_normalise (m, x, y))
376 return 0;
377
378 mapspace &ms = m->at (x, y);
379 ms.update ();
380
381 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
382 return 0;
383
384 int max_effects = 5; // max. number of similar spells per mapspace
385
386 for (object *tmp = ms.top; tmp; tmp = tmp->below)
387 {
388 /* If there is a counterspell on the space, and this
389 * object is using magic, don't progress. I believe we could
390 * leave this out and let in progress, and other areas of the code
391 * will then remove it, but that would seem to to use more
392 * resources, and may not work as well if a player is standing
393 * on top of a counterwall spell (may hit the player before being
394 * removed.) On the other hand, it may be more dramatic for the
395 * spell to actually hit the counterwall and be sucked up.
396 */
397 if ((tmp->attacktype & AT_COUNTERSPELL)
398 && !tmp->flag [FLAG_MONSTER]
399 && (tmp->type != PLAYER)
400 && (tmp->type != WEAPON)
401 && (tmp->type != BOW)
402 && (tmp->type != ARROW)
403 && (tmp->type != GOLEM)
404 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
405 // we special case floor here because there
406 // are sometimes spell effect floors
407 // which are used to inflict damage
408 // (and those shouldn't go away from
409 // sanctuary) see also: permanent lava
410 && (immune_stop & AT_MAGIC))
411 return 0;
412
413 if (tmp->type == op->type)
414 {
415 if (tmp->subtype == op->subtype
416 && tmp->arch == op->arch /* no harm if not comparing by name here */)
417 {
418 /* This is to prevent 'out of control' spells. Basically, this
419 * limits one spell effect per space per spell. This is definately
420 * needed for performance reasons, and just for playability I believe.
421 * there are no such things as multispaced spells right now, so
422 * we don't need to worry about the head.
423 */
424 if (tmp->stats.maxhp == op->stats.maxhp)
425 return 0;
426
427 /*
428 * Combine similar spell effects into one spell effect. Needed for
429 * performance reasons with meteor swarm and the like, but also for
430 * playability reasons.
431 */
432 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
433 if (mergable_owner (tmp, op))
434 {
435 // if same owner, then combine, but reduce advantage of multiple spells
436 max_it (tmp->stats.dam, op->stats.dam);
437 max_it (tmp->range , op->range);
438 max_it (tmp->duration , op->duration);
439 return 0;
440 }
441 }
442
443 // if there are too many spell effects on this space,
444 // then don't allow more of them, for performance reasons.
445 if (tmp->type == SPELL_EFFECT
446 && !--max_effects)
447 return 0;
448 }
449
450 /* Perhaps we should also put checks in for no magic and unholy
451 * ground to prevent it from moving along?
452 */
453 }
454
455 /* If it passes the above tests, it must be OK */
456 return 1;
457 }
458
459 /* fire_arch_from_position: fires an archetype.
460 * op: person firing the object.
461 * caster: object casting the spell.
462 * x, y: where to fire the spell (note, it then uses op->map for the map
463 * for these coordinates, which is probably a really bad idea.
464 * dir: direction to fire in.
465 * spell: spell that is being fired. It uses other_arch for the archetype
466 * to fire.
467 * returns 0 on failure, 1 on success.
468 */
469 int
470 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
471 {
472 if (!spell->other_arch)
473 return 0;
474
475 object *tmp = spell->other_arch->instance ();
476
477 if (!tmp)
478 return 0;
479
480 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
481 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
482 /* code in time.c uses food for some things, duration for others */
483 tmp->stats.food = tmp->duration;
484 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
485 tmp->attacktype = spell->attacktype;
486 tmp->direction = dir;
487 tmp->set_owner (op);
488 tmp->level = casting_level (caster, spell);
489 set_spell_skill (op, caster, spell, tmp);
490
491 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
492 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
493 if (!tailor_god_spell (tmp, op))
494 return 0;
495
496 if (tmp->flag [FLAG_IS_TURNABLE])
497 tmp->set_anim_frame (dir);
498
499 if ((tmp = op->map->insert (tmp, x, y, op)))
500 move_spell_effect (tmp);
501
502 return 1;
503 }
504
505 /*****************************************************************************
506 *
507 * Code related to rods - perhaps better located in another file?
508 *
509 ****************************************************************************/
510 void
511 regenerate_rod (object *rod)
512 {
513 if (rod->stats.hp < rod->stats.maxhp)
514 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 20);
515 }
516
517 void
518 drain_rod_charge (object *rod)
519 {
520 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
521 }
522
523 /* this function is commonly used to find a friendly target for
524 * spells such as heal or protection or armour
525 * op is what is looking for the target (which can be a player),
526 * dir is the direction we are looking in. Return object found, or
527 * NULL if no good object.
528 */
529 object *
530 find_target_for_friendly_spell (object *op, int dir)
531 {
532 object *tmp;
533
534 /* I don't really get this block - if op isn't a player or rune,
535 * we then make the owner of this object the target.
536 * The owner could very well be no where near op.
537 */
538 if (op->type != PLAYER && op->type != RUNE)
539 {
540 tmp = op->owner;
541 /* If the owner does not exist, or is not a monster, than apply the spell
542 * to the caster.
543 */
544 if (!tmp || !tmp->flag [FLAG_MONSTER])
545 tmp = op;
546 }
547 else
548 {
549 maptile *m = op->map;
550 sint16 x = op->x + DIRX (dir);
551 sint16 y = op->y + DIRY (dir);
552
553 tmp = xy_normalise (m, x, y)
554 ? m->at (x, y).player ()
555 : 0;
556 }
557
558 /* didn't find a player there, look in current square for a player */
559 if (!tmp)
560 tmp = op->ms ().player ();
561
562 return tmp;
563 }
564
565 /* raytrace:
566 * spell_find_dir(map, x, y, exclude) will search first the center square
567 * then some close squares in the given map at the given coordinates for
568 * live objects.
569 * It will not consider the object given as exclude (= caster) among possible
570 * live objects. If the caster is a player, the spell will go after
571 * monsters/generators only. If not, the spell will hunt players only.
572 * It returns the direction toward the first/closest live object if it finds
573 * any, otherwise -1.
574 * note that exclude can be NULL, in which case all bets are off.
575 */
576 int
577 spell_find_dir (maptile *m, int x, int y, object *exclude)
578 {
579 int i, max = SIZEOFFREE;
580 sint16 nx, ny;
581 int owner_type = 0, mflags;
582 object *tmp;
583 maptile *mp;
584
585 if (exclude && exclude->head)
586 exclude = exclude->head;
587 if (exclude && exclude->type)
588 owner_type = exclude->type;
589
590 for (i = rndm (1, 8); i < max; i++)
591 {
592 nx = x + DIRX (i);
593 ny = y + DIRY (i);
594 mp = m;
595 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
596 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
597 continue;
598
599 tmp = GET_MAP_OB (mp, nx, ny);
600
601 while (tmp != NULL && (((owner_type == PLAYER &&
602 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
603 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
604 tmp = tmp->above;
605
606 if (tmp != NULL && can_see_monsterP (m, x, y, i))
607 return freedir[i];
608 }
609 return -1; /* flag for "keep going the way you were" */
610 }
611
612 /* put_a_monster: puts a monster named monstername near by
613 * op. This creates the treasures for the monsters, and
614 * also deals with multipart monsters properly.
615 */
616 static void
617 put_a_monster (object *op, const char *monstername)
618 {
619 object *tmp, *head = NULL, *prev = NULL;
620 archetype *at;
621 int dir;
622
623 /* Handle cases where we are passed a bogus mosntername */
624
625 if ((at = archetype::find (monstername)) == NULL)
626 return;
627
628 /* find a free square nearby
629 * first we check the closest square for free squares
630 */
631
632 dir = find_first_free_spot (at, op->map, op->x, op->y);
633 if (dir != -1)
634 {
635 /* This is basically grabbed for generate monster. Fixed 971225 to
636 * insert multipart monsters properly
637 */
638 //TODO: use expand_tail + ...
639 while (at != NULL)
640 {
641 tmp = at->instance ();
642 tmp->x = op->x + DIRX (dir) + at->x;
643 tmp->y = op->y + DIRY (dir) + at->y;
644 tmp->map = op->map;
645 if (head)
646 {
647 tmp->head = head;
648 prev->more = tmp;
649 }
650
651 if (!head)
652 head = tmp;
653
654 prev = tmp;
655
656 at = (archetype *)at->more;
657 }
658
659 if (head->randomitems)
660 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
661
662 insert_ob_in_map (head, op->map, op, 0);
663
664 /* thought it'd be cool to insert a burnout, too. */
665 op->map->insert (archetype::get (shstr_burnout), op->x + DIRX (dir), op->y + DIRY (dir), op);
666 }
667 }
668
669 /* peterm: function which summons hostile monsters and
670 * places them in nearby squares.
671 * op is the summoner.
672 * n is the number of monsters.
673 * monstername is the name of the monster.
674 * returns the number of monsters, which is basically n.
675 * it should really see how many it successfully replaced and
676 * return that instead.
677 * Note that this is not used by any spells (summon evil monsters
678 * use to call this, but best I can tell, that spell/ability was
679 * never used. This is however used by various failures on the
680 * players part (alchemy, reincarnation, etc)
681 */
682 int
683 summon_hostile_monsters (object *op, int n, const char *monstername)
684 {
685 int i;
686
687 for (i = 0; i < n; i++)
688 put_a_monster (op, monstername);
689
690 return n;
691 }
692
693 /* Some local definitions for shuffle-attack */
694 struct attacktype_shuffle
695 {
696 int attacktype;
697 int face;
698 } ATTACKS[] =
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 = rndm (ecb_array_length (ATTACKS));
744
745 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
746
747 if (change_face)
748 op->set_anim_frame (ATTACKS[i].face);
749 }
750
751 /* prayer_failure: This is called when a player fails
752 * at casting a prayer.
753 * op is the player.
754 * failure is basically how much grace they had.
755 * power is how much grace the spell would normally take to cast.
756 */
757
758 #define HINT_GRACE " H<Make sure you always have enough grace points for your prayers.>"
759
760 static void
761 prayer_failure (object *op, int failure, int power)
762 {
763 const char *godname;
764 object *tmp;
765
766 if (!strcmp ((godname = determine_god (op)), "none"))
767 godname = "Your spirit";
768
769 if (failure <= -20 && failure > -40) /* wonder */
770 {
771 op->failmsgf ("%s gives a sign to renew your faith." HINT_GRACE, godname);
772 tmp = archetype::get (SPELL_WONDER);
773 cast_cone (op, op, 0, tmp);
774 tmp->destroy ();
775 }
776
777 else if (failure <= -40 && failure > -60) /* confusion */
778 {
779 op->failmsg ("Your diety touches your mind!" HINT_GRACE);
780 confuse_player (op, op, 99);
781 }
782 else if (failure <= -60 && failure > -150) /* paralysis */
783 {
784 op->failmsgf ("%s requires you to pray NOW. "
785 "You comply, ignoring all else." HINT_GRACE,
786 godname);
787 paralyze_player (op, op, 99);
788 }
789 else if (failure <= -150) /* blast the immediate area */
790 {
791 tmp = archetype::get (GOD_POWER);
792 op->failmsgf ("%s smites you!" HINT_GRACE, godname);
793 cast_magic_storm (op, tmp, power);
794 }
795 }
796
797 /*
798 * spell_failure() handles the various effects for differing degrees
799 * of failure badness.
800 * op is the player that failed.
801 * failure is a random value of how badly you failed.
802 * power is how many spellpoints you'd normally need for the spell.
803 * skill is the skill you'd need to cast the spell.
804 */
805 void
806 spell_failure (object *op, int failure, int power, object *skill)
807 {
808 object *tmp;
809
810 if (settings.spell_failure_effects == FALSE)
811 return;
812
813 if (failure <= -20 && failure > -40) /* wonder */
814 {
815 op->failmsg ("Your spell causes an unexpected effect.");
816 tmp = archetype::get (SPELL_WONDER);
817 cast_cone (op, op, 0, tmp);
818 tmp->destroy ();
819 }
820
821 else if (failure <= -40 && failure > -60) /* confusion */
822 {
823 op->failmsg ("Your magic recoils on you, making you confused!");
824 confuse_player (op, op, 99);
825 }
826 else if (failure <= -60 && failure > -80) /* paralysis */
827 {
828 op->failmsg ("Your magic stuns you!");
829 paralyze_player (op, op, 99);
830 }
831 else if (failure <= -80) /* blast the immediate area */
832 {
833 object *tmp;
834
835 /* Safety check to make sure we don't get any mana storms in scorn */
836 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
837 {
838 op->failmsg ("The magic warps and you are turned inside out!");
839 hit_player (op, 9998, op, AT_INTERNAL, 1);
840
841 }
842 else
843 {
844 op->failmsg ("You lose control of the mana! The uncontrolled magic blasts you!");
845 tmp = archetype::get (LOOSE_MANA);
846 tmp->level = skill->level;
847
848 /* increase the area of destruction a little for more powerful spells */
849 tmp->range += isqrt (power);
850
851 if (power > 25)
852 tmp->stats.dam = 25 + isqrt (power);
853 else
854 tmp->stats.dam = power; /* nasty recoils! */
855
856 tmp->stats.maxhp = tmp->count;
857
858 tmp->insert_at (op);
859 }
860 }
861 }
862
863 static int
864 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
865 {
866 if (!spell_ob->other_arch)
867 {
868 LOG (llevError, "cast_party_spell: empty other arch\n");
869 return 0;
870 }
871
872 object *spell = spell_ob->other_arch->instance ();
873
874 /* Always cast spell on caster */
875 int success = cast_spell (op, caster, dir, spell, spellparam);
876
877 if (!op->contr || !op->contr->party)
878 {
879 spell->remove ();
880 return success;
881 }
882
883 for_all_players (pl)
884 if ((pl->ob->contr->party == op->contr->party)
885 && on_same_map (pl->ob, op)
886 && pl->ob != op)
887 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
888
889 spell->remove ();
890 return success;
891 }
892
893 /* This is where the main dispatch when someone casts a spell.
894 *
895 * op is the creature that is owner of the object that is casting the spell -
896 * eg, the player or monster.
897 * caster is the actual object (wand, potion) casting the spell. can be
898 * same as op.
899 * dir is the direction to cast in. Note in some cases, if the spell
900 * is self only, dir really doesn't make a difference.
901 * spell_ob is the spell object that is being cast. From that,
902 * we can determine what to do.
903 * spellparam is any options that are being used. It can be NULL. Almost
904 * certainly, only players will set it. It is basically used as optional
905 * parameters to a spell (eg, item to create, information for marking runes,
906 * etc.
907 * returns 1 on successful cast, or 0 on error. These values should really
908 * be swapped, so that 0 is successful, and non zero is failure, with a code
909 * of what it failed.
910 *
911 * Note that this function is really a dispatch routine that calls other
912 * functions - it just blindly returns what ever value those functions
913 * return. So if your writing a new function that is called from this,
914 * it shoudl also return 1 on success, 0 on failure.
915 *
916 * if it is a player casting the spell (op->type == PLAYER, op == caster),
917 * this function will decrease the mana/grace appropriately. For other
918 * objects, the caller should do what it considers appropriate.
919 */
920 int
921 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
922 {
923 const char *godname;
924 int success = 0;
925
926 // make sure spells always take a while, so a) we don't flood the
927 // user with messages and b) too many failures can be harmful (smiting).
928 op->speed_left -= 4 * op->speed; // ~0.5s on failure
929
930 if (!spell_ob)
931 {
932 LOG (llevError, "cast_spell: null spell object passed\n");
933 return 0;
934 }
935
936 if (!strcmp ((godname = determine_god (op)), "none"))
937 godname = "A random spirit";
938
939 /* the caller should set caster to op if appropriate */
940 if (!caster)
941 {
942 LOG (llevError, "cast_spell: null caster object passed\n");
943 return 0;
944 }
945
946 /* if caster is a spell casting object, this normally shouldn't be
947 * an issue, because they don't have any spellpaths set up.
948 */
949 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
950 {
951 op->failmsg ("That spell path is denied to you.");
952 return 0;
953 }
954
955 object *skill = 0;
956
957 /* if it is a player casting the spell, and they are really casting it
958 * (vs it coming from a wand, scroll, or whatever else), do some
959 * checks. We let monsters do special things - eg, they
960 * don't need the SKILL, BYpass level checks, etc. The monster function
961 * should take care of that.
962 * Remove the wiz check here and move it further down - some spells
963 * need to have the right skill pointer passed, so we need to
964 * at least process that code.
965 */
966 if (op->type == PLAYER && op == caster)
967 {
968 if (spell_ob->skill)
969 {
970 skill = find_skill_by_name (op, spell_ob->skill);
971
972 if (!skill)
973 {
974 op->failmsgf ("You need the %s skill to cast %s! "
975 "H<You either need to learn the skill via a skill scroll "
976 "or you need to wear a talisman, holy symbol or another skill tool.>",
977 &spell_ob->skill, &spell_ob->name);
978 return 0;
979 }
980
981 const char *msg = "";
982
983 int caster_level = skill->level;
984
985 if (op->path_attuned & spell_ob->path_attuned)
986 {
987 caster_level += min (caster_level, ATTUNE_REPELL);
988 msg = " (attuned)";
989 }
990
991 if (op->path_repelled & spell_ob->path_attuned)
992 {
993 caster_level -= ATTUNE_REPELL; // negative is ok
994 msg = " (repelled)";
995 }
996
997 if (spell_ob->level > caster_level)
998 {
999 op->failmsgf ("You lack enough skill to cast that spell! "
1000 "H<Your effective cast level is %d%s, but level %d is required.>",
1001 caster_level, msg, spell_ob->level);
1002 if (!op->is_wiz ())
1003 return 0;
1004 }
1005 }
1006
1007 /* If the caster is the wiz, they don't ever fail, and don't have
1008 * to have sufficient grace/mana.
1009 */
1010 if (!op->flag [FLAG_WIZCAST])
1011 {
1012 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1013 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1014 {
1015 op->failmsg ("You don't have enough mana!");
1016 return 0;
1017 }
1018
1019 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1020 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1021 {
1022 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1023 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1024 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1025 else
1026 {
1027 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1028 op->failmsgf ("%s ignores your prayer.", godname);
1029 return 0;
1030 }
1031 }
1032
1033 /* player/monster is trying to cast the spell. might fumble it */
1034 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1035 (spell_ob->level / (float) max (1, op->level) * cleric_chance[op->stats.Wis]))
1036 {
1037 op->contr->play_sound (sound_find ("fumble_spell"));
1038 op->failmsg ("You fumble the prayer.");
1039
1040 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1041 return 0;
1042 }
1043 else if (spell_ob->stats.sp)
1044 {
1045 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1046
1047 if (failure < 0)
1048 {
1049 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1050 if (settings.spell_failure_effects == TRUE)
1051 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1052
1053 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1054 return 0;
1055 }
1056 }
1057 }
1058 }
1059
1060 int mflags = op->ms ().flags ();
1061
1062 /* See if we can cast a spell here. If the caster and op are
1063 * not alive, then this would mean that the mapmaker put the
1064 * objects on the space - presume that they know what they are
1065 * doing.
1066 */
1067
1068 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1069 {
1070 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1071 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1072 return 0;
1073 }
1074
1075 if ((spell_ob->type == SPELL)
1076 && (caster->type != POTION)
1077 && !op->flag [FLAG_WIZCAST]
1078 && (caster->flag [FLAG_ALIVE]
1079 || op->flag [FLAG_ALIVE])
1080 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1081 {
1082 if (op->type != PLAYER)
1083 return 0;
1084
1085 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1086 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1087 else if (object *item = op->contr->ranged_ob)
1088 {
1089 if (item->type == SPELL)
1090 op->failmsg ("Something blocks your spellcasting.");
1091 else if (item->type == SCROLL)
1092 op->failmsg ("Something blocks the magic of your scroll.");
1093 else
1094 op->failmsg ("Something blocks the magic of your item.");
1095 }
1096 else
1097 op->failmsg ("Something blocks the spell!");
1098
1099 return 0;
1100 }
1101
1102 // undo the flood protection from earlier
1103 op->speed_left += 4 * op->speed; // ~0.5s on failure
1104
1105 /* Take into account how long it takes to cast the spell.
1106 * if the player is casting it, then we use the time in
1107 * the spell object. If it is a spell object, have it
1108 * take two ticks. Things that cast spells on the players
1109 * behalf (eg, altars, and whatever else) shouldn't cost
1110 * the player any time.
1111 * Ignore casting time for firewalls
1112 */
1113 if (caster == op && caster->type != FIREWALL)
1114 {
1115 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1116 /* Other portions of the code may also decrement the speed of the player, so
1117 * put a lower limit so that the player isn't stuck here too long
1118 */
1119 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1120 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1121 }
1122 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1123 op->speed_left -= 2 * op->speed;
1124
1125 if (op->type == PLAYER && op == caster)
1126 {
1127 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1128 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1129 }
1130
1131 /* We want to try to find the skill to properly credit exp.
1132 * for spell casting objects, the exp goes to the skill the casting
1133 * object requires.
1134 */
1135 if (op != caster && !skill && caster->skill)
1136 {
1137 skill = find_skill_by_name (op, caster->skill);
1138
1139 if (!skill)
1140 {
1141 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1142 return 0;
1143 }
1144 }
1145
1146 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1147 return RESULT_INT (0);
1148
1149 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1150 // at least temporarily, which might not be true due to slot restrictions, but hey
1151 // invoke requires it basically.
1152
1153 object *chosen_skill = op->chosen_skill;
1154 op->chosen_skill = skill;
1155
1156 switch (spell_ob->subtype)
1157 {
1158 /* The order of case statements is same as the order they show up
1159 * in spells.h.
1160 */
1161 case SP_RAISE_DEAD:
1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1163 break;
1164
1165 case SP_RUNE:
1166 success = write_rune (op, caster, spell_ob, dir, spellparam);
1167 break;
1168
1169 case SP_MAKE_MARK:
1170 success = write_mark (op, spell_ob, spellparam);
1171 break;
1172
1173 case SP_BOLT:
1174 success = fire_bolt (op, caster, dir, spell_ob, skill);
1175 break;
1176
1177 case SP_BULLET:
1178 success = fire_bullet (op, caster, dir, spell_ob);
1179 break;
1180
1181 case SP_CONE:
1182 success = cast_cone (op, caster, dir, spell_ob);
1183 break;
1184
1185 case SP_BOMB:
1186 success = create_bomb (op, caster, dir, spell_ob);
1187 break;
1188
1189 case SP_WONDER:
1190 success = cast_wonder (op, caster, dir, spell_ob);
1191 break;
1192
1193 case SP_SMITE:
1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1195 break;
1196
1197 case SP_MAGIC_MISSILE:
1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1199 break;
1200
1201 case SP_SUMMON_GOLEM:
1202 success = summon_golem (op, caster, dir, spell_ob);
1203 break;
1204
1205 case SP_DIMENSION_DOOR:
1206 /* dimension door needs the actual caster, because that is what is
1207 * moved.
1208 */
1209 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1210 break;
1211
1212 case SP_MAGIC_MAPPING:
1213 if (op->type == PLAYER)
1214 {
1215 spell_effect (spell_ob, op->x, op->y, op->map, op);
1216 draw_magic_map (op);
1217 success = 1;
1218 }
1219 else
1220 success = 0;
1221 break;
1222
1223 case SP_MAGIC_WALL:
1224 success = magic_wall (op, caster, dir, spell_ob);
1225 break;
1226
1227 case SP_DESTRUCTION:
1228 success = cast_destruction (op, caster, spell_ob);
1229 break;
1230
1231 case SP_PERCEIVE_SELF:
1232 success = perceive_self (op);
1233 break;
1234
1235 case SP_WORD_OF_RECALL:
1236 success = cast_word_of_recall (op, caster, spell_ob);
1237 break;
1238
1239 case SP_INVISIBLE:
1240 success = cast_invisible (op, caster, spell_ob);
1241 break;
1242
1243 case SP_PROBE:
1244 success = probe (op, caster, spell_ob, dir);
1245 break;
1246
1247 case SP_HEALING:
1248 success = cast_heal (op, caster, spell_ob, dir);
1249 break;
1250
1251 case SP_CREATE_FOOD:
1252 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1253 break;
1254
1255 case SP_EARTH_TO_DUST:
1256 success = cast_earth_to_dust (op, caster, spell_ob);
1257 break;
1258
1259 case SP_CHANGE_ABILITY:
1260 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1261 break;
1262
1263 case SP_BLESS:
1264 success = cast_bless (op, caster, spell_ob, dir);
1265 break;
1266
1267 case SP_CURSE:
1268 success = cast_curse (op, caster, spell_ob, dir);
1269 break;
1270
1271 case SP_SUMMON_MONSTER:
1272 success = summon_object (op, caster, spell_ob, dir, spellparam);
1273 break;
1274
1275 case SP_CHARGING:
1276 success = recharge (op, caster, spell_ob);
1277 break;
1278
1279 case SP_POLYMORPH:
1280 #ifdef NO_POLYMORPH
1281 /* Not great, but at least provide feedback so if players do have
1282 * polymorph (ie, find it as a preset item or left over from before
1283 * it was disabled), they get some feedback.
1284 */
1285 op->failmsg ("The spell fizzles!");
1286 success = 0;
1287 #else
1288 success = cast_polymorph (op, caster, spell_ob, dir);
1289 #endif
1290 break;
1291
1292 case SP_ALCHEMY:
1293 success = alchemy (op, caster, spell_ob);
1294 break;
1295
1296 case SP_REMOVE_CURSE:
1297 success = remove_curse (op, caster, spell_ob);
1298 break;
1299
1300 case SP_IDENTIFY:
1301 success = cast_identify (op, caster, spell_ob);
1302 break;
1303
1304 case SP_DETECTION:
1305 success = cast_detection (op, caster, spell_ob, skill);
1306 break;
1307
1308 case SP_MOOD_CHANGE:
1309 success = mood_change (op, caster, spell_ob);
1310 break;
1311
1312 case SP_MOVING_BALL:
1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1314 {
1315 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1316 success = 0;
1317 }
1318 else
1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1320 break;
1321
1322 case SP_SWARM:
1323 success = fire_swarm (op, caster, spell_ob, dir);
1324 break;
1325
1326 case SP_CHANGE_MANA:
1327 success = cast_transfer (op, caster, spell_ob, dir);
1328 break;
1329
1330 case SP_DISPEL_RUNE:
1331 /* in rune.c */
1332 success = dispel_rune (op, caster, spell_ob, skill, dir);
1333 break;
1334
1335 case SP_CREATE_MISSILE:
1336 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1337 break;
1338
1339 case SP_CONSECRATE:
1340 success = cast_consecrate (op, caster, spell_ob);
1341 break;
1342
1343 case SP_ANIMATE_WEAPON:
1344 success = animate_weapon (op, caster, spell_ob, dir);
1345 break;
1346
1347 case SP_LIGHT:
1348 success = cast_light (op, caster, spell_ob, dir);
1349 break;
1350
1351 case SP_CHANGE_MAP_LIGHT:
1352 success = cast_change_map_lightlevel (op, caster, spell_ob);
1353 break;
1354
1355 case SP_FAERY_FIRE:
1356 success = cast_destruction (op, caster, spell_ob);
1357 break;
1358
1359 case SP_CAUSE_DISEASE:
1360 success = cast_cause_disease (op, caster, spell_ob, dir);
1361 break;
1362
1363 case SP_AURA:
1364 success = create_aura (op, caster, spell_ob);
1365 break;
1366
1367 case SP_PARTY_SPELL:
1368 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1369 break;
1370
1371 default:
1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1373 }
1374
1375 // restore chosen_skill
1376 op->chosen_skill = chosen_skill;
1377
1378 op->play_sound (
1379 success
1380 ? spell_ob->sound
1381 ? spell_ob->sound
1382 : sound_find ("spell_success")
1383 : sound_find ("fumble_spell")
1384 );
1385
1386 return success;
1387 }
1388
1389 /* This is called from time.c/process_object(). That function
1390 * calls this for any SPELL_EFFECT type objects. This function
1391 * then dispatches them to the appropriate specific routines.
1392 */
1393 void
1394 move_spell_effect (object *op)
1395 {
1396 switch (op->subtype)
1397 {
1398 case SP_BOLT:
1399 move_bolt (op);
1400 break;
1401
1402 case SP_BULLET:
1403 move_bullet (op);
1404 break;
1405
1406 case SP_EXPLOSION:
1407 explosion (op);
1408 break;
1409
1410 case SP_CONE:
1411 move_cone (op);
1412 break;
1413
1414 case SP_BOMB:
1415 animate_bomb (op);
1416 break;
1417
1418 case SP_MAGIC_MISSILE:
1419 move_missile (op);
1420 break;
1421
1422 case SP_WORD_OF_RECALL:
1423 execute_word_of_recall (op);
1424 break;
1425
1426 case SP_MOVING_BALL:
1427 move_ball_spell (op);
1428 break;
1429
1430 case SP_SWARM:
1431 move_swarm_spell (op);
1432 break;
1433
1434 case SP_AURA:
1435 move_aura (op);
1436 break;
1437 }
1438 }
1439
1440 /* This is called by move_apply. Basically, if someone
1441 * moves onto a spell effect and the walk_on or fly_on flags
1442 * are set, this is called. This should only be called for
1443 * objects of the appropriate type.
1444 */
1445 void
1446 apply_spell_effect (object *spell, object *victim)
1447 {
1448 switch (spell->subtype)
1449 {
1450 case SP_CONE:
1451 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1452 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1453 break;
1454
1455 case SP_MAGIC_MISSILE:
1456 if (victim->flag [FLAG_ALIVE])
1457 {
1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1459 spell->destroy ();
1460 }
1461 break;
1462
1463 case SP_MOVING_BALL:
1464 if (victim->flag [FLAG_ALIVE])
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 else if (victim->material != MATERIAL_NULL)
1467 save_throw_object (victim, spell->attacktype, spell);
1468
1469 break;
1470 }
1471 }
1472
1473 /**
1474 * This function will let a fireball explode at the position of
1475 * the victim with a specific maximum level.
1476 */
1477 void
1478 create_exploding_ball_at (object *victim, int level)
1479 {
1480 object *ball = archetype::get (EXPLODING_FIREBALL);
1481 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1482 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1483 ball->insert_at (victim);
1484 }