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Revision: 1.80
Committed: Mon Sep 29 08:25:02 2008 UTC (15 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.79: +19 -22 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <spells.h>
26 #include <object.h>
27 #include <errno.h>
28 #include <sproto.h>
29 #include <sounds.h>
30
31 extern char *spell_mapping[];
32
33 /* This returns a random spell from 'ob'. If skill is set, then
34 * the spell must be of this skill, it can be NULL in which case all
35 * matching spells are used.
36 */
37 object *
38 find_random_spell_in_ob (object *ob, const char *skill)
39 {
40 int k = 0, s;
41
42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
44 k++;
45
46 /* No spells, no need to progess further */
47 if (!k)
48 return NULL;
49
50 s = RANDOM () % k;
51
52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
54 if (!s)
55 return tmp;
56 else
57 s--;
58
59 /* Should never get here, but just in case */
60 return 0;
61 }
62
63 /* Relatively simple function that gets used a lot.
64 * Basically, it sets up the skill pointer for the spell being
65 * cast. If op is really casting the spell, then the skill
66 * is whatever skill the spell requires.
67 * if instead caster (rod, horn, wand, etc) is casting the skill,
68 * then they get exp for the skill that you need to use for
69 * that object (use magic device).
70 */
71 void
72 set_spell_skill (object *op, object *caster, object *spob, object *dest)
73 {
74 if (caster == op && spob->skill)
75 dest->skill = spob->skill;
76 else
77 dest->skill = caster->skill;
78 }
79
80 /* pretty basic function - basically just takes
81 * an object, sets the x,y, and calls insert_ob_in_map
82 */
83 void
84 spell_effect (object *spob, int x, int y, maptile *map, object *originator)
85 {
86 if (spob->other_arch)
87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88 }
89
90 static int
91 attuned_bonus (object *caster, object *spell, int level)
92 {
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
98 }
99
100 /*
101 * This function takes a caster and spell and presents the
102 * effective level the caster needs to be to cast the spell.
103 * basically, it just adjusts the spell->level with attuned/repelled
104 * spellpaths. Was called path_level_mod.
105 *
106 * caster is person casting the spell.
107 * spell is the spell object.
108 * Returns modified level.
109 */
110 int
111 min_casting_level (object *caster, object *spell)
112 {
113 if (caster->path_denied & spell->path_attuned)
114 return 500;
115
116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
117 }
118
119 /* This function returns the effective level the spell
120 * is being cast at.
121 */
122 int
123 casting_level (object *caster, object *spell)
124 {
125 int level = caster->level;
126
127 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 {
130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
131 int sk_level = skill ? skill->level : 1;
132
133 level = min (level, sk_level + level / 10 + 1);
134 }
135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
136 if (object *skill = caster->contr->find_skill (spell->skill))
137 level = skill->level;
138
139 int bonus = attuned_bonus (caster, spell, level);
140
141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
146
147 /* Always make this at least 1. If this is zero, we get divide by zero
148 * errors in various places.
149 */
150 return max (level, 1);
151 }
152
153 /* The following function scales the spellpoint cost of
154 * a spell by it's increased effectiveness. Some of the
155 * lower level spells become incredibly vicious at high
156 * levels. Very cheap mass destruction. This function is
157 * intended to keep the sp cost related to the effectiveness.
158 * op is the player/monster
159 * caster is what is casting the spell, can be op.
160 * spell is the spell object.
161 * Note that it is now possible for a spell to cost both grace and
162 * mana. In that case, we return which ever value is higher.
163 */
164 sint16
165 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166 {
167 int sp, grace, level = casting_level (caster, spell);
168
169 if (settings.spellpoint_level_depend == TRUE)
170 {
171 if (spell->stats.sp && spell->stats.maxsp)
172 {
173 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
174 }
175 else
176 sp = spell->stats.sp;
177
178 sp *= (int) PATH_SP_MULT (caster, spell);
179 if (!sp && spell->stats.sp)
180 sp = 1;
181
182 if (spell->stats.grace && spell->stats.maxgrace)
183 {
184 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
185 }
186 else
187 grace = spell->stats.grace;
188
189 grace *= (int) PATH_SP_MULT (caster, spell);
190 if (spell->stats.grace && !grace)
191 grace = 1;
192 }
193 else
194 {
195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
196 if (spell->stats.sp && !sp)
197 sp = 1;
198
199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
200 if (spell->stats.grace && !grace)
201 grace = 1;
202 }
203
204 if (flags == SPELL_HIGHEST)
205 return MAX (sp, grace);
206 else if (flags == SPELL_GRACE)
207 return grace;
208 else if (flags == SPELL_MANA)
209 return sp;
210 else
211 {
212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
213 return 0;
214 }
215 }
216
217 /*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222 static int
223 SP_casting_level (object *caster, object *spell)
224 {
225 return casting_level (caster, spell);
226 }
227
228 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
229 * spob is the spell we are adjusting.
230 */
231 int
232 SP_level_dam_adjust (object *caster, object *spob)
233 {
234 if (!spob->dam_modifier)
235 return 0;
236
237 return SP_casting_level (caster, spob) / spob->dam_modifier;
238 }
239
240 /* Adjust the strength of the spell based on level.
241 * This is basically the same as SP_level_dam_adjust above,
242 * but instead looks at the level_modifier value.
243 */
244 int
245 SP_level_duration_adjust (object *caster, object *spob)
246 {
247 if (!spob->duration_modifier)
248 return 0;
249
250 return SP_casting_level (caster, spob) / spob->duration_modifier;
251 }
252
253 /* Adjust the strength of the spell based on level.
254 * This is basically the same as SP_level_dam_adjust above,
255 * but instead looks at the level_modifier value.
256 */
257 int
258 SP_level_range_adjust (object *caster, object *spob)
259 {
260 if (!spob->range_modifier)
261 return 0;
262
263 return SP_casting_level (caster, spob) / spob->range_modifier;
264 }
265
266 /* Checks to see if player knows the spell. If the name is the same
267 * as an existing spell, we presume they know it.
268 * returns 1 if they know the spell, 0 if they don't.
269 */
270 object *
271 check_spell_known (object *op, const char *name)
272 {
273 object *spop;
274 shstr_cmp name_ (name);
275
276 for (spop = op->inv; spop; spop = spop->below)
277 if (spop->type == SPELL && spop->name == name)
278 return spop;
279
280 return 0;
281 }
282
283 /*
284 * Look at object 'op' and see if they know the spell
285 * spname. This is pretty close to check_spell_known
286 * above, but it uses a looser matching mechanism.
287 * returns the matching spell object, or NULL.
288 * If we match multiple spells but don't get an
289 * exact match, we also return NULL.
290 */
291 object *
292 lookup_spell_by_name (object *op, const char *spname)
293 {
294 object *spob1 = NULL, *spob2 = NULL, *spob;
295 int nummatch = 0;
296
297 if (spname == NULL)
298 return NULL;
299
300 /* Try to find the spell. We store the results in spob1
301 * and spob2 - spob1 is only taking the length of
302 * the past spname, spob2 uses the length of the spell name.
303 */
304 for (spob = op->inv; spob; spob = spob->below)
305 {
306 if (spob->type == SPELL)
307 {
308 if (!strncmp (spob->name, spname, strlen (spname)))
309 {
310 nummatch++;
311 spob1 = spob;
312 }
313 else if (!strncmp (spob->name, spname, strlen (spob->name)))
314 {
315 /* if spells have ambiguous names, it makes matching
316 * really difficult. (eg, fire and fireball would
317 * fall into this category). It shouldn't be hard to
318 * make sure spell names don't overlap in that fashion.
319 */
320 if (spob2)
321 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
322 spob2 = spob;
323 }
324 }
325 }
326 /* if we have best match, return it. Otherwise, if we have one match
327 * on the loser match, return that, otehrwise null
328 */
329 if (spob2)
330 return spob2;
331 if (spob1 && nummatch == 1)
332 return spob1;
333 return NULL;
334 }
335
336 /* reflwall - decides weither the (spell-)object sp_op will
337 * be reflected from the given mapsquare. Returns 1 if true.
338 * (Note that for living creatures there is a small chance that
339 * reflect_spell fails.)
340 * Caller should be sure it passes us valid map coordinates
341 * eg, updated for tiled maps.
342 */
343 int
344 reflwall (maptile *m, int x, int y, object *sp_op)
345 {
346 if (OUT_OF_REAL_MAP (m, x, y))
347 return 0;
348
349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
351 && (!QUERY_FLAG (op, FLAG_ALIVE)
352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
353 return 1;
354
355 return 0;
356 }
357
358 /* cast_create_object: creates object new_op in direction dir
359 * or if that is blocked, beneath the player (op).
360 * we pass 'caster', but don't use it for anything.
361 * This is really just a simple wrapper function .
362 * returns the direction that the object was actually placed
363 * in.
364 */
365 int
366 cast_create_obj (object *op, object *caster, object *new_op, int dir)
367 {
368 maptile *m;
369 sint16 sx, sy;
370
371 if (dir &&
372 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
373 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
374 {
375 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
376 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
377 dir = 0;
378 }
379
380 SET_FLAG (new_op, FLAG_IDENTIFIED);
381 op->map->insert (new_op,
382 op->x + freearr_x[dir], op->y + freearr_y[dir],
383 op,
384 dir ? 0 : INS_BELOW_ORIGINATOR);
385
386 return dir;
387 }
388
389 /* Returns true if it is ok to put spell *op on the space/may provided.
390 * immune_stop is basically the attacktype of the spell (why
391 * passed as a different value, not sure of). If immune_stop
392 * has the AT_MAGIC bit set, and there is a counterwall
393 * on the space, the object doesn't get placed. if immune stop
394 * does not have AT_MAGIC, then counterwalls do not effect the spell.
395 *
396 */
397 int
398 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
399 {
400 if (!xy_normalise (m, x, y))
401 return 0;
402
403 mapspace &ms = m->at (x, y);
404 ms.update ();
405
406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
407 return 0;
408
409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
410 {
411 /* If there is a counterspell on the space, and this
412 * object is using magic, don't progress. I believe we could
413 * leave this out and let in progress, and other areas of the code
414 * will then remove it, but that would seem to to use more
415 * resources, and may not work as well if a player is standing
416 * on top of a counterwall spell (may hit the player before being
417 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up.
419 */
420 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER)
422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW)
425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
428 // we special case floor here because there
429 // are sometimes spell effect floors
430 // which are used to inflict damage
431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava
433 && (immune_stop & AT_MAGIC))
434 return 0;
435
436 /* This is to prevent 'out of control' spells. Basically, this
437 * limits one spell effect per space per spell. This is definately
438 * needed for performance reasons, and just for playability I believe.
439 * there are no such things as multispaced spells right now, so
440 * we don't need to worry about the head.
441 */
442 if ((tmp->stats.maxhp == op->stats.maxhp) && (tmp->type == op->type) && (tmp->subtype == op->subtype))
443 return 0;
444
445 /*
446 * Combine similar spell effects into one spell effect. Needed for
447 * performance reasons with meteor swarm and the like, but also for
448 * playability reasons.
449 */
450 if (tmp->arch == op->arch /* no harm if not comparing by name here */
451 && tmp->type == op->type
452 && tmp->subtype == op->subtype
453 && tmp->owner == op->owner
454 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
455 {
456 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
457 tmp->range = MAX (tmp->range, op->range);
458 tmp->duration = MAX (tmp->duration, op->duration);
459 return 0;
460 }
461
462 /* Perhaps we should also put checks in for no magic and unholy
463 * ground to prevent it from moving along?
464 */
465 }
466
467 /* If it passes the above tests, it must be OK */
468 return 1;
469 }
470
471 /* fire_arch_from_position: fires an archetype.
472 * op: person firing the object.
473 * caster: object casting the spell.
474 * x, y: where to fire the spell (note, it then uses op->map for the map
475 * for these coordinates, which is probably a really bad idea.
476 * dir: direction to fire in.
477 * spell: spell that is being fired. It uses other_arch for the archetype
478 * to fire.
479 * returns 0 on failure, 1 on success.
480 */
481 int
482 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
483 {
484 if (!spell->other_arch)
485 return 0;
486
487 object *tmp = spell->other_arch->instance ();
488
489 if (!tmp)
490 return 0;
491
492 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
494 /* code in time.c uses food for some things, duration for others */
495 tmp->stats.food = tmp->duration;
496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
497 tmp->attacktype = spell->attacktype;
498 tmp->direction = dir;
499 tmp->set_owner (op);
500 tmp->level = casting_level (caster, spell);
501 set_spell_skill (op, caster, spell, tmp);
502
503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
505 if (!tailor_god_spell (tmp, op))
506 return 0;
507
508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
509 SET_ANIMATION (tmp, dir);
510
511 if ((tmp = op->map->insert (tmp, x, y, op)))
512 move_spell_effect (tmp);
513
514 return 1;
515 }
516
517 /*****************************************************************************
518 *
519 * Code related to rods - perhaps better located in another file?
520 *
521 ****************************************************************************/
522 void
523 regenerate_rod (object *rod)
524 {
525 if (rod->stats.hp < rod->stats.maxhp)
526 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
527 }
528
529 void
530 drain_rod_charge (object *rod)
531 {
532 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
533 }
534
535 /* this function is commonly used to find a friendly target for
536 * spells such as heal or protection or armour
537 * op is what is looking for the target (which can be a player),
538 * dir is the direction we are looking in. Return object found, or
539 * NULL if no good object.
540 */
541 object *
542 find_target_for_friendly_spell (object *op, int dir)
543 {
544 object *tmp;
545
546 /* I don't really get this block - if op isn't a player or rune,
547 * we then make the owner of this object the target.
548 * The owner could very well be no where near op.
549 */
550 if (op->type != PLAYER && op->type != RUNE)
551 {
552 tmp = op->owner;
553 /* If the owner does not exist, or is not a monster, than apply the spell
554 * to the caster.
555 */
556 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
557 tmp = op;
558 }
559 else
560 {
561 maptile *m = op->map;
562 sint16 x = op->x + freearr_x[dir];
563 sint16 y = op->y + freearr_y[dir];
564
565 tmp = xy_normalise (m, x, y)
566 ? m->at (x, y).player ()
567 : 0;
568 }
569
570 /* didn't find a player there, look in current square for a player */
571 if (!tmp)
572 tmp = op->ms ().player ();
573
574 return tmp;
575 }
576
577 /* raytrace:
578 * spell_find_dir(map, x, y, exclude) will search first the center square
579 * then some close squares in the given map at the given coordinates for
580 * live objects.
581 * It will not consider the object given as exclude (= caster) among possible
582 * live objects. If the caster is a player, the spell will go after
583 * monsters/generators only. If not, the spell will hunt players only.
584 * It returns the direction toward the first/closest live object if it finds
585 * any, otherwise -1.
586 * note that exclude can be NULL, in which case all bets are off.
587 */
588 int
589 spell_find_dir (maptile *m, int x, int y, object *exclude)
590 {
591 int i, max = SIZEOFFREE;
592 sint16 nx, ny;
593 int owner_type = 0, mflags;
594 object *tmp;
595 maptile *mp;
596
597 if (exclude && exclude->head)
598 exclude = exclude->head;
599 if (exclude && exclude->type)
600 owner_type = exclude->type;
601
602 for (i = rndm (1, 8); i < max; i++)
603 {
604 nx = x + freearr_x[i];
605 ny = y + freearr_y[i];
606 mp = m;
607 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
608 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
609 continue;
610
611 tmp = GET_MAP_OB (mp, nx, ny);
612
613 while (tmp != NULL && (((owner_type == PLAYER &&
614 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
615 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
616 tmp = tmp->above;
617
618 if (tmp != NULL && can_see_monsterP (m, x, y, i))
619 return freedir[i];
620 }
621 return -1; /* flag for "keep going the way you were" */
622 }
623
624 /* put_a_monster: puts a monster named monstername near by
625 * op. This creates the treasures for the monsters, and
626 * also deals with multipart monsters properly.
627 */
628 void
629 put_a_monster (object *op, const char *monstername)
630 {
631 object *tmp, *head = NULL, *prev = NULL;
632 archetype *at;
633 int dir;
634
635 /* Handle cases where we are passed a bogus mosntername */
636
637 if ((at = archetype::find (monstername)) == NULL)
638 return;
639
640 /* find a free square nearby
641 * first we check the closest square for free squares
642 */
643
644 dir = find_first_free_spot (at, op->map, op->x, op->y);
645 if (dir != -1)
646 {
647 /* This is basically grabbed for generate monster. Fixed 971225 to
648 * insert multipart monsters properly
649 */
650 //TODO: use expand_tail + ...
651 while (at != NULL)
652 {
653 tmp = arch_to_object (at);
654 tmp->x = op->x + freearr_x[dir] + at->x;
655 tmp->y = op->y + freearr_y[dir] + at->y;
656 tmp->map = op->map;
657 if (head)
658 {
659 tmp->head = head;
660 prev->more = tmp;
661 }
662
663 if (!head)
664 head = tmp;
665
666 prev = tmp;
667
668 at = (archetype *)at->more;
669 }
670
671 if (head->randomitems)
672 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
673
674 insert_ob_in_map (head, op->map, op, 0);
675
676 /* thought it'd be cool to insert a burnout, too. */
677 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
678 }
679 }
680
681 /* peterm: function which summons hostile monsters and
682 * places them in nearby squares.
683 * op is the summoner.
684 * n is the number of monsters.
685 * monstername is the name of the monster.
686 * returns the number of monsters, which is basically n.
687 * it should really see how many it successfully replaced and
688 * return that instead.
689 * Note that this is not used by any spells (summon evil monsters
690 * use to call this, but best I can tell, that spell/ability was
691 * never used. This is however used by various failures on the
692 * players part (alchemy, reincarnation, etc)
693 */
694
695 int
696 summon_hostile_monsters (object *op, int n, const char *monstername)
697 {
698 int i;
699
700 for (i = 0; i < n; i++)
701 put_a_monster (op, monstername);
702
703 return n;
704 }
705
706
707 /* Some local definitions for shuffle-attack */
708 struct attacktype_shuffle
709 {
710 int attacktype;
711 int face;
712 } ATTACKS[22] =
713 {
714 { AT_PHYSICAL, 0},
715 { AT_PHYSICAL, 0}, /*face = explosion */
716 { AT_PHYSICAL, 0},
717 { AT_MAGIC, 1},
718 { AT_MAGIC, 1}, /* face = last-burnout */
719 { AT_MAGIC, 1},
720 { AT_FIRE, 2},
721 { AT_FIRE, 2}, /* face = fire.... */
722 { AT_FIRE, 2},
723 { AT_ELECTRICITY, 3},
724 { AT_ELECTRICITY, 3}, /* ball_lightning */
725 { AT_ELECTRICITY, 3},
726 { AT_COLD, 4},
727 { AT_COLD, 4}, /* face=icestorm */
728 { AT_COLD, 4},
729 { AT_CONFUSION, 5},
730 { AT_POISON, 7},
731 { AT_POISON, 7}, /* face = acid sphere. generator */
732 { AT_POISON, 7}, /* poisoncloud face */
733 { AT_SLOW, 8},
734 { AT_PARALYZE, 9},
735 { AT_FEAR, 10},
736 };
737
738 /* shuffle_attack: peterm
739 * This routine shuffles the attack of op to one of the
740 * ones in the list. It does this at random. It also
741 * chooses a face appropriate to the attack that is
742 * being committed by that square at the moment.
743 * right now it's being used by color spray and create pool of
744 * chaos.
745 * This could really be a better implementation - the
746 * faces and attacktypes above are hardcoded, which is never
747 * good. The faces refer to faces in the animation sequence.
748 * Not sure how to do better - but not having it hardcoded
749 * would be nice.
750 * I also fixed a bug here in that attacktype was |= -
751 * to me, that would be that it would quickly get all
752 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
753 */
754 void
755 shuffle_attack (object *op, int change_face)
756 {
757 int i;
758
759 i = rndm (0, 21);
760
761 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
762
763 if (change_face)
764 {
765 SET_ANIMATION (op, ATTACKS[i].face);
766 }
767 }
768
769
770 /* prayer_failure: This is called when a player fails
771 * at casting a prayer.
772 * op is the player.
773 * failure is basically how much grace they had.
774 * power is how much grace the spell would normally take to cast.
775 */
776
777 void
778 prayer_failure (object *op, int failure, int power)
779 {
780 const char *godname;
781 object *tmp;
782
783 if (!strcmp ((godname = determine_god (op)), "none"))
784 godname = "Your spirit";
785
786 if (failure <= -20 && failure > -40) /* wonder */
787 {
788 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
789 tmp = get_archetype (SPELL_WONDER);
790 cast_cone (op, op, 0, tmp);
791 tmp->destroy ();
792 }
793
794 else if (failure <= -40 && failure > -60) /* confusion */
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
797 confuse_player (op, op, 99);
798 }
799 else if (failure <= -60 && failure > -150) /* paralysis */
800 {
801 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
802 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
803 paralyze_player (op, op, 99);
804 }
805 else if (failure <= -150) /* blast the immediate area */
806 {
807 tmp = get_archetype (GOD_POWER);
808 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
809 cast_magic_storm (op, tmp, power);
810 }
811 }
812
813 /*
814 * spell_failure() handles the various effects for differing degrees
815 * of failure badness.
816 * op is the player that failed.
817 * failure is a random value of how badly you failed.
818 * power is how many spellpoints you'd normally need for the spell.
819 * skill is the skill you'd need to cast the spell.
820 */
821
822 void
823 spell_failure (object *op, int failure, int power, object *skill)
824 {
825 object *tmp;
826
827 if (settings.spell_failure_effects == FALSE)
828 return;
829
830 if (failure <= -20 && failure > -40) /* wonder */
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
833 tmp = get_archetype (SPELL_WONDER);
834 cast_cone (op, op, 0, tmp);
835 tmp->destroy ();
836 }
837
838 else if (failure <= -40 && failure > -60) /* confusion */
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
841 confuse_player (op, op, 99);
842 }
843 else if (failure <= -60 && failure > -80) /* paralysis */
844 {
845 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
846 paralyze_player (op, op, 99);
847 }
848 else if (failure <= -80) /* blast the immediate area */
849 {
850 object *tmp;
851
852 /* Safety check to make sure we don't get any mana storms in scorn */
853 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
856 hit_player (op, 9998, op, AT_INTERNAL, 1);
857
858 }
859 else
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
862 tmp = get_archetype (LOOSE_MANA);
863 tmp->level = skill->level;
864
865 /* increase the area of destruction a little for more powerful spells */
866 tmp->range += isqrt (power);
867
868 if (power > 25)
869 tmp->stats.dam = 25 + isqrt (power);
870 else
871 tmp->stats.dam = power; /* nasty recoils! */
872
873 tmp->stats.maxhp = tmp->count;
874
875 tmp->insert_at (op);
876 }
877 }
878 }
879
880 int
881 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
882 {
883 int success;
884 object *spell;
885
886 if (!spell_ob->other_arch)
887 {
888 LOG (llevError, "cast_party_spell: empty other arch\n");
889 return 0;
890 }
891
892 spell = arch_to_object (spell_ob->other_arch);
893
894 /* Always cast spell on caster */
895 success = cast_spell (op, caster, dir, spell, stringarg);
896
897 if (caster->contr->party == NULL)
898 {
899 spell->remove ();
900 return success;
901 }
902
903 for_all_players (pl)
904 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
905 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
906
907 spell->remove ();
908 return success;
909 }
910
911 /* This is where the main dispatch when someone casts a spell.
912 *
913 * op is the creature that is owner of the object that is casting the spell -
914 * eg, the player or monster.
915 * caster is the actual object (wand, potion) casting the spell. can be
916 * same as op.
917 * dir is the direction to cast in. Note in some cases, if the spell
918 * is self only, dir really doesn't make a difference.
919 * spell_ob is the spell object that is being cast. From that,
920 * we can determine what to do.
921 * stringarg is any options that are being used. It can be NULL. Almost
922 * certainly, only players will set it. It is basically used as optional
923 * parameters to a spell (eg, item to create, information for marking runes,
924 * etc.
925 * returns 1 on successful cast, or 0 on error. These values should really
926 * be swapped, so that 0 is successful, and non zero is failure, with a code
927 * of what it failed.
928 *
929 * Note that this function is really a dispatch routine that calls other
930 * functions - it just blindly returns what ever value those functions
931 * return. So if your writing a new function that is called from this,
932 * it shoudl also return 1 on success, 0 on failure.
933 *
934 * if it is a player casting the spell (op->type == PLAYER, op == caster),
935 * this function will decrease the mana/grace appropriately. For other
936 * objects, the caller should do what it considers appropriate.
937 */
938 int
939 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
940 {
941 const char *godname;
942 int success = 0, cast_level = 0;
943 object *skill = NULL;
944
945 if (!spell_ob)
946 {
947 LOG (llevError, "cast_spell: null spell object passed\n");
948 return 0;
949 }
950
951 if (!strcmp ((godname = determine_god (op)), "none"))
952 godname = "A random spirit";
953
954 /* the caller should set caster to op if appropriate */
955 if (!caster)
956 {
957 LOG (llevError, "cast_spell: null caster object passed\n");
958 return 0;
959 }
960
961 /* if caster is a spell casting object, this normally shouldn't be
962 * an issue, because they don't have any spellpaths set up.
963 */
964 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
965 {
966 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
967 return 0;
968 }
969
970 /* if it is a player casting the spell, and they are really casting it
971 * (vs it coming from a wand, scroll, or whatever else), do some
972 * checks. We let monsters do special things - eg, they
973 * don't need the skill, bypass level checks, etc. The monster function
974 * should take care of that.
975 * Remove the wiz check here and move it further down - some spells
976 * need to have the right skill pointer passed, so we need to
977 * at least process that code.
978 */
979 if (op->type == PLAYER && op == caster)
980 {
981 if (spell_ob->skill)
982 {
983 skill = find_skill_by_name (op, spell_ob->skill);
984
985 if (!skill)
986 {
987 op->failmsg (format ("You need the skill %s to cast %s! "
988 "H<You either need to learn the skill via a skill scroll "
989 "or you need to wear a talisman or holy symbol.>",
990 &spell_ob->skill, &spell_ob->name));
991 return 0;
992 }
993
994 const char *msg = "";
995
996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
999 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
1011 {
1012 op->failmsg (format ("You lack enough skill to cast that spell! "
1013 "H<Your effective cast level is %d%s, but level %d is required.>",
1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1016 return 0;
1017 }
1018 }
1019
1020 /* If the caster is the wiz, they don't ever fail, and don't have
1021 * to have sufficient grace/mana.
1022 */
1023 if (!QUERY_FLAG (op, FLAG_WIZ))
1024 {
1025 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1026 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1027 {
1028 op->failmsg ("You don't have enough mana!");
1029 return 0;
1030 }
1031
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1034 {
1035 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1036 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1037 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1038 else
1039 {
1040 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1041 op->failmsg (format ("%s ignores your prayer.", godname));
1042 return 0;
1043 }
1044 }
1045
1046 /* player/monster is trying to cast the spell. might fumble it */
1047 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1048 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1049 {
1050 op->contr->play_sound (sound_find ("fumble_spell"));
1051 op->failmsg ("You fumble the prayer.");
1052
1053 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1054 return 0;
1055 }
1056 else if (spell_ob->stats.sp)
1057 {
1058 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1059
1060 if (failure < 0)
1061 {
1062 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1063 if (settings.spell_failure_effects == TRUE)
1064 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1065
1066 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1067 return 0;
1068 }
1069 }
1070 }
1071 }
1072
1073 int mflags = op->ms ().flags ();
1074
1075 /* See if we can cast a spell here. If the caster and op are
1076 * not alive, then this would mean that the mapmaker put the
1077 * objects on the space - presume that they know what they are
1078 * doing.
1079 */
1080
1081 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1082 {
1083 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1084 return 0;
1085 }
1086
1087 if ((spell_ob->type == SPELL)
1088 && (caster->type != POTION)
1089 && !QUERY_FLAG (op, FLAG_WIZCAST)
1090 && (QUERY_FLAG (caster, FLAG_ALIVE)
1091 || QUERY_FLAG (op, FLAG_ALIVE))
1092 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1093 {
1094 if (op->type != PLAYER)
1095 return 0;
1096
1097 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1098 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1099 else if (object *item = op->contr->ranged_ob)
1100 {
1101 if (item->type == SPELL)
1102 op->failmsg ("Something blocks your spellcasting.");
1103 else if (item->type == SCROLL)
1104 op->failmsg ("Something blocks the magic of your scroll.");
1105 else
1106 op->failmsg ("Something blocks the magic of your item.");
1107 }
1108 else
1109 op->failmsg ("Something blocks the spell!");
1110
1111 return 0;
1112 }
1113
1114 /* Take into account how long it takes to cast the spell.
1115 * if the player is casting it, then we use the time in
1116 * the spell object. If it is a spell object, have it
1117 * take two ticks. Things that cast spells on the players
1118 * behalf (eg, altars, and whatever else) shouldn't cost
1119 * the player any time.
1120 * Ignore casting time for firewalls
1121 */
1122 if (caster == op && caster->type != FIREWALL)
1123 {
1124 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1125 /* Other portions of the code may also decrement the speed of the player, so
1126 * put a lower limit so that the player isn't stuck here too long
1127 */
1128 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1129 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1130 }
1131 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1132 op->speed_left -= 2 * FABS (op->speed);
1133
1134 if (op->type == PLAYER && op == caster)
1135 {
1136 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1137 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1138 }
1139
1140 /* We want to try to find the skill to properly credit exp.
1141 * for spell casting objects, the exp goes to the skill the casting
1142 * object requires.
1143 */
1144 if (op != caster && !skill && caster->skill)
1145 {
1146 skill = find_skill_by_name (op, caster->skill);
1147 if (!skill)
1148 {
1149 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1150 return 0;
1151 }
1152
1153 op->change_skill (skill); /* needed for proper exp credit */
1154 }
1155
1156 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1157 return RESULT_INT (0);
1158
1159 switch (spell_ob->subtype)
1160 {
1161 /* The order of case statements is same as the order they show up
1162 * in in spells.h.
1163 */
1164 case SP_RAISE_DEAD:
1165 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1166 break;
1167
1168 case SP_RUNE:
1169 success = write_rune (op, caster, spell_ob, dir, stringarg);
1170 break;
1171
1172 case SP_MAKE_MARK:
1173 success = write_mark (op, spell_ob, stringarg);
1174 break;
1175
1176 case SP_BOLT:
1177 success = fire_bolt (op, caster, dir, spell_ob, skill);
1178 break;
1179
1180 case SP_BULLET:
1181 success = fire_bullet (op, caster, dir, spell_ob);
1182 break;
1183
1184 case SP_CONE:
1185 success = cast_cone (op, caster, dir, spell_ob);
1186 break;
1187
1188 case SP_BOMB:
1189 success = create_bomb (op, caster, dir, spell_ob);
1190 break;
1191
1192 case SP_WONDER:
1193 success = cast_wonder (op, caster, dir, spell_ob);
1194 break;
1195
1196 case SP_SMITE:
1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1198 break;
1199
1200 case SP_MAGIC_MISSILE:
1201 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1202 break;
1203
1204 case SP_SUMMON_GOLEM:
1205 success = summon_golem (op, caster, dir, spell_ob);
1206 break;
1207
1208 case SP_DIMENSION_DOOR:
1209 /* dimension door needs the actual caster, because that is what is
1210 * moved.
1211 */
1212 success = dimension_door (op, caster, spell_ob, dir);
1213 break;
1214
1215 case SP_MAGIC_MAPPING:
1216 if (op->type == PLAYER)
1217 {
1218 spell_effect (spell_ob, op->x, op->y, op->map, op);
1219 draw_magic_map (op);
1220 success = 1;
1221 }
1222 else
1223 success = 0;
1224 break;
1225
1226 case SP_MAGIC_WALL:
1227 success = magic_wall (op, caster, dir, spell_ob);
1228 break;
1229
1230 case SP_DESTRUCTION:
1231 success = cast_destruction (op, caster, spell_ob);
1232 break;
1233
1234 case SP_PERCEIVE_SELF:
1235 success = perceive_self (op);
1236 break;
1237
1238 case SP_WORD_OF_RECALL:
1239 success = cast_word_of_recall (op, caster, spell_ob);
1240 break;
1241
1242 case SP_INVISIBLE:
1243 success = cast_invisible (op, caster, spell_ob);
1244 break;
1245
1246 case SP_PROBE:
1247 success = probe (op, caster, spell_ob, dir);
1248 break;
1249
1250 case SP_HEALING:
1251 success = cast_heal (op, caster, spell_ob, dir);
1252 break;
1253
1254 case SP_CREATE_FOOD:
1255 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1256 break;
1257
1258 case SP_EARTH_TO_DUST:
1259 success = cast_earth_to_dust (op, caster, spell_ob);
1260 break;
1261
1262 case SP_CHANGE_ABILITY:
1263 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1264 break;
1265
1266 case SP_BLESS:
1267 success = cast_bless (op, caster, spell_ob, dir);
1268 break;
1269
1270 case SP_CURSE:
1271 success = cast_curse (op, caster, spell_ob, dir);
1272 break;
1273
1274 case SP_SUMMON_MONSTER:
1275 success = summon_object (op, caster, spell_ob, dir, stringarg);
1276 break;
1277
1278 case SP_CHARGING:
1279 success = recharge (op, caster, spell_ob);
1280 break;
1281
1282 case SP_POLYMORPH:
1283 #ifdef NO_POLYMORPH
1284 /* Not great, but at least provide feedback so if players do have
1285 * polymorph (ie, find it as a preset item or left over from before
1286 * it was disabled), they get some feedback.
1287 */
1288 op->failmsg ("The spell fizzles!");
1289 success = 0;
1290 #else
1291 success = cast_polymorph (op, caster, spell_ob, dir);
1292 #endif
1293 break;
1294
1295 case SP_ALCHEMY:
1296 success = alchemy (op, caster, spell_ob);
1297 break;
1298
1299 case SP_REMOVE_CURSE:
1300 success = remove_curse (op, caster, spell_ob);
1301 break;
1302
1303 case SP_IDENTIFY:
1304 success = cast_identify (op, caster, spell_ob);
1305 break;
1306
1307 case SP_DETECTION:
1308 success = cast_detection (op, caster, spell_ob, skill);
1309 break;
1310
1311 case SP_MOOD_CHANGE:
1312 success = mood_change (op, caster, spell_ob);
1313 break;
1314
1315 case SP_MOVING_BALL:
1316 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1317 {
1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1319 success = 0;
1320 }
1321 else
1322 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1323 break;
1324
1325 case SP_SWARM:
1326 success = fire_swarm (op, caster, spell_ob, dir);
1327 break;
1328
1329 case SP_CHANGE_MANA:
1330 success = cast_transfer (op, caster, spell_ob, dir);
1331 break;
1332
1333 case SP_DISPEL_RUNE:
1334 /* in rune.c */
1335 success = dispel_rune (op, caster, spell_ob, skill, dir);
1336 break;
1337
1338 case SP_CREATE_MISSILE:
1339 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1340 break;
1341
1342 case SP_CONSECRATE:
1343 success = cast_consecrate (op, caster, spell_ob);
1344 break;
1345
1346 case SP_ANIMATE_WEAPON:
1347 success = animate_weapon (op, caster, spell_ob, dir);
1348 break;
1349
1350 case SP_LIGHT:
1351 success = cast_light (op, caster, spell_ob, dir);
1352 break;
1353
1354 case SP_CHANGE_MAP_LIGHT:
1355 success = cast_change_map_lightlevel (op, caster, spell_ob);
1356 break;
1357
1358 case SP_FAERY_FIRE:
1359 success = cast_destruction (op, caster, spell_ob);
1360 break;
1361
1362 case SP_CAUSE_DISEASE:
1363 success = cast_cause_disease (op, caster, spell_ob, dir);
1364 break;
1365
1366 case SP_AURA:
1367 success = create_aura (op, caster, spell_ob);
1368 break;
1369
1370 case SP_PARTY_SPELL:
1371 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1372 break;
1373
1374 default:
1375 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1376 }
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 checks to see if something special should happen if
1441 * something runs into the object.
1442 */
1443 void
1444 check_spell_effect (object *op)
1445 {
1446 switch (op->subtype)
1447 {
1448 case SP_BOLT:
1449 move_bolt (op);
1450 return;
1451
1452 case SP_BULLET:
1453 check_bullet (op);
1454 return;
1455 }
1456 }
1457
1458 /* This is called by move_apply. Basically, if someone
1459 * moves onto a spell effect and the walk_on or fly_on flags
1460 * are set, this is called. This should only be called for
1461 * objects of the appropriate type.
1462 */
1463 void
1464 apply_spell_effect (object *spell, object *victim)
1465 {
1466 switch (spell->subtype)
1467 {
1468 case SP_CONE:
1469 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1470 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1471 break;
1472
1473 case SP_MAGIC_MISSILE:
1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1475 {
1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1477
1478 if (!spell->destroyed ())
1479 spell->destroy ();
1480 }
1481 break;
1482
1483 case SP_MOVING_BALL:
1484 if (QUERY_FLAG (victim, FLAG_ALIVE))
1485 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1486 else if (victim->materialname)
1487 save_throw_object (victim, spell->attacktype, spell);
1488 break;
1489 }
1490 }
1491