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Revision: 1.94
Committed: Tue Feb 17 03:53:31 2009 UTC (15 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.93: +4 -2 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
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, shstr_cmp 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 = rndm (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 /* This function returns the effective level the spell
101 * is being cast at.
102 */
103 int
104 casting_level (object *caster, object *spell)
105 {
106 int level = caster->level;
107
108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
110 {
111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
112 int sk_level = skill ? skill->level : 1;
113
114 level = min (level, sk_level + level / 10 + 1);
115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
119
120 int bonus = attuned_bonus (caster, spell, level);
121
122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
127
128 /* Always make this at least 1. If this is zero, we get divide by zero
129 * errors in various places.
130 */
131 return clamp (level, 1, settings.max_level);
132 }
133
134 /* The following function scales the spellpoint cost of
135 * a spell by it's increased effectiveness. Some of the
136 * lower level spells become incredibly vicious at high
137 * levels. Very cheap mass destruction. This function is
138 * intended to keep the sp cost related to the effectiveness.
139 * op is the player/monster
140 * caster is what is casting the spell, can be op.
141 * spell is the spell object.
142 * Note that it is now possible for a spell to cost both grace and
143 * mana. In that case, we return which ever value is higher.
144 */
145 sint16
146 SP_level_spellpoint_cost (object *caster, object *spell, int flags)
147 {
148 int sp, grace, level = casting_level (caster, spell);
149
150 if (settings.spellpoint_level_depend == TRUE)
151 {
152 if (spell->stats.sp && spell->stats.maxsp)
153 {
154 sp = (int) (spell->stats.sp * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxsp)));
155 }
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 {
165 grace = (int) (spell->stats.grace * (1.0 + MAX (0, (float) (level - spell->level) / (float) spell->stats.maxgrace)));
166 }
167 else
168 grace = spell->stats.grace;
169
170 grace *= (int) PATH_SP_MULT (caster, spell);
171 if (spell->stats.grace && !grace)
172 grace = 1;
173 }
174 else
175 {
176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
177 if (spell->stats.sp && !sp)
178 sp = 1;
179
180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
181 if (spell->stats.grace && !grace)
182 grace = 1;
183 }
184
185 if (flags == SPELL_HIGHEST)
186 return MAX (sp, grace);
187 else if (flags == SPELL_GRACE)
188 return grace;
189 else if (flags == SPELL_MANA)
190 return sp;
191 else
192 {
193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
194 return 0;
195 }
196 }
197
198 /*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203 static int
204 SP_casting_level (object *caster, object *spell)
205 {
206 return casting_level (caster, spell);
207 }
208
209 /* SP_level_dam_adjust: Returns adjusted damage based on the caster.
210 * spob is the spell we are adjusting.
211 */
212 int
213 SP_level_dam_adjust (object *caster, object *spob)
214 {
215 if (!spob->dam_modifier)
216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
219 }
220
221 /* Adjust the strength of the spell based on level.
222 * This is basically the same as SP_level_dam_adjust above,
223 * but instead looks at the level_modifier value.
224 */
225 int
226 SP_level_duration_adjust (object *caster, object *spob)
227 {
228 if (!spob->duration_modifier)
229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
232 }
233
234 /* Adjust the strength of the spell based on level.
235 * This is basically the same as SP_level_dam_adjust above,
236 * but instead looks at the level_modifier value.
237 */
238 int
239 SP_level_range_adjust (object *caster, object *spob)
240 {
241 if (!spob->range_modifier)
242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
245 }
246
247 /* Checks to see if player knows the spell. If the name is the same
248 * as an existing spell, we presume they know it.
249 * returns 1 if they know the spell, 0 if they don't.
250 */
251 object *
252 check_spell_known (object *op, shstr_cmp name)
253 {
254 object *spop;
255
256 for (spop = op->inv; spop; spop = spop->below)
257 if (spop->type == SPELL && spop->name == name)
258 return spop;
259
260 return 0;
261 }
262
263 /*
264 * Look at object 'op' and see if they know the spell
265 * spname. This is pretty close to check_spell_known
266 * above, but it uses a looser matching mechanism.
267 * returns the matching spell object, or NULL.
268 * If we match multiple spells but don't get an
269 * exact match, we also return NULL.
270 */
271 object *
272 lookup_spell_by_name (object *op, const char *spname)
273 {
274 object *spob1 = 0, *spob2 = 0;
275 int nummatch = 0;
276
277 if (!spname)
278 return 0;
279
280 /* Try to find the spell. We store the results in spob1
281 * and spob2 - spob1 is only taking the length of
282 * the past spname, spob2 uses the length of the spell name.
283 */
284 for (object *spob = op->inv; spob; spob = spob->below)
285 {
286 if (spob->type == SPELL)
287 {
288 // TODO: WTF?
289 if (!strncmp (spob->name, spname, strlen (spname)))
290 {
291 nummatch++;
292 spob1 = spob;
293 }
294 else if (!strncmp (spob->name, spname, strlen (spob->name)))
295 {
296 /* if spells have ambiguous names, it makes matching
297 * really difficult. (eg, fire and fireball would
298 * fall into this category). It shouldn't be hard to
299 * make sure spell names don't overlap in that fashion.
300 */
301 if (spob2)
302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
304 spob2 = spob;
305 }
306 }
307 }
308 /* if we have best match, return it. Otherwise, if we have one match
309 * on the loser match, return that, otehrwise null
310 */
311 if (spob2)
312 return spob2;
313
314 if (spob1 && nummatch == 1)
315 return spob1;
316
317 return NULL;
318 }
319
320 /* reflwall - decides weither the (spell-)object sp_op will
321 * be reflected from the given mapsquare. Returns 1 if true.
322 * (Note that for living creatures there is a small chance that
323 * reflect_spell fails.)
324 * Caller should be sure it passes us valid map coordinates
325 * eg, updated for tiled maps.
326 */
327 int
328 reflwall (maptile *m, int x, int y, object *sp_op)
329 {
330 if (OUT_OF_REAL_MAP (m, x, y))
331 return 0;
332
333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
335 && (!QUERY_FLAG (op, FLAG_ALIVE)
336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
337 return 1;
338
339 return 0;
340 }
341
342 /* cast_create_object: creates object new_op in direction dir
343 * or if that is blocked, beneath the player (op).
344 * we pass 'caster', but don't use it for anything.
345 * This is really just a simple wrapper function .
346 * returns the direction that the object was actually placed
347 * in.
348 */
349 int
350 cast_create_obj (object *op, object *caster, object *new_op, int dir)
351 {
352 maptile *m;
353 sint16 sx, sy;
354
355 if (dir &&
356 ((get_map_flags (op->map, &m, op->x + freearr_x[dir], op->y + freearr_y[dir], &sx, &sy) & P_OUT_OF_MAP) ||
357 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))))
358 {
359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
361 dir = 0;
362 }
363
364 SET_FLAG (new_op, FLAG_IDENTIFIED);
365 op->map->insert (new_op,
366 op->x + freearr_x[dir], op->y + freearr_y[dir],
367 op,
368 dir ? 0 : INS_BELOW_ORIGINATOR);
369
370 return dir;
371 }
372
373 /* Returns true if it is ok to put spell *op on the space/may provided.
374 * immune_stop is basically the attacktype of the spell (why
375 * passed as a different value, not sure of). If immune_stop
376 * has the AT_MAGIC bit set, and there is a counterwall
377 * on the space, the object doesn't get placed. if immune stop
378 * does not have AT_MAGIC, then counterwalls do not effect the spell.
379 *
380 */
381 int
382 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
383 {
384 if (!xy_normalise (m, x, y))
385 return 0;
386
387 mapspace &ms = m->at (x, y);
388 ms.update ();
389
390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
391 return 0;
392
393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
394 {
395 /* If there is a counterspell on the space, and this
396 * object is using magic, don't progress. I believe we could
397 * leave this out and let in progress, and other areas of the code
398 * will then remove it, but that would seem to to use more
399 * resources, and may not work as well if a player is standing
400 * on top of a counterwall spell (may hit the player before being
401 * removed.) On the other hand, it may be more dramatic for the
402 * spell to actually hit the counterwall and be sucked up.
403 */
404 if ((tmp->attacktype & AT_COUNTERSPELL)
405 && !QUERY_FLAG (tmp, FLAG_MONSTER)
406 && (tmp->type != PLAYER)
407 && (tmp->type != WEAPON)
408 && (tmp->type != BOW)
409 && (tmp->type != ARROW)
410 && (tmp->type != GOLEM)
411 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
412 // we special case floor here because there
413 // are sometimes spell effect floors
414 // which are used to inflict damage
415 // (and those shouldn't go away from
416 // sanctuary) see also: permanent lava
417 && (immune_stop & AT_MAGIC))
418 return 0;
419
420 /* This is to prevent 'out of control' spells. Basically, this
421 * limits one spell effect per space per spell. This is definately
422 * needed for performance reasons, and just for playability I believe.
423 * there are no such things as multispaced spells right now, so
424 * we don't need to worry about the head.
425 */
426 if (tmp->stats.maxhp == op->stats.maxhp
427 && tmp->type == op->type
428 && tmp->subtype == op->subtype)
429 return 0;
430
431 /*
432 * Combine similar spell effects into one spell effect. Needed for
433 * performance reasons with meteor swarm and the like, but also for
434 * playability reasons.
435 */
436 if (tmp->arch == op->arch /* no harm if not comparing by name here */
437 && tmp->type == op->type
438 && tmp->subtype == op->subtype
439 && tmp->owner == op->owner
440 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
441 {
442 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
443 tmp->range = MAX (tmp->range, op->range);
444 tmp->duration = MAX (tmp->duration, op->duration);
445 return 0;
446 }
447
448 /* Perhaps we should also put checks in for no magic and unholy
449 * ground to prevent it from moving along?
450 */
451 }
452
453 /* If it passes the above tests, it must be OK */
454 return 1;
455 }
456
457 /* fire_arch_from_position: fires an archetype.
458 * op: person firing the object.
459 * caster: object casting the spell.
460 * x, y: where to fire the spell (note, it then uses op->map for the map
461 * for these coordinates, which is probably a really bad idea.
462 * dir: direction to fire in.
463 * spell: spell that is being fired. It uses other_arch for the archetype
464 * to fire.
465 * returns 0 on failure, 1 on success.
466 */
467 int
468 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
469 {
470 if (!spell->other_arch)
471 return 0;
472
473 object *tmp = spell->other_arch->instance ();
474
475 if (!tmp)
476 return 0;
477
478 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
479 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
480 /* code in time.c uses food for some things, duration for others */
481 tmp->stats.food = tmp->duration;
482 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
483 tmp->attacktype = spell->attacktype;
484 tmp->direction = dir;
485 tmp->set_owner (op);
486 tmp->level = casting_level (caster, spell);
487 set_spell_skill (op, caster, spell, tmp);
488
489 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
490 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
491 if (!tailor_god_spell (tmp, op))
492 return 0;
493
494 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
495 SET_ANIMATION (tmp, dir);
496
497 if ((tmp = op->map->insert (tmp, x, y, op)))
498 move_spell_effect (tmp);
499
500 return 1;
501 }
502
503 /*****************************************************************************
504 *
505 * Code related to rods - perhaps better located in another file?
506 *
507 ****************************************************************************/
508 void
509 regenerate_rod (object *rod)
510 {
511 if (rod->stats.hp < rod->stats.maxhp)
512 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
513 }
514
515 void
516 drain_rod_charge (object *rod)
517 {
518 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
519 }
520
521 /* this function is commonly used to find a friendly target for
522 * spells such as heal or protection or armour
523 * op is what is looking for the target (which can be a player),
524 * dir is the direction we are looking in. Return object found, or
525 * NULL if no good object.
526 */
527 object *
528 find_target_for_friendly_spell (object *op, int dir)
529 {
530 object *tmp;
531
532 /* I don't really get this block - if op isn't a player or rune,
533 * we then make the owner of this object the target.
534 * The owner could very well be no where near op.
535 */
536 if (op->type != PLAYER && op->type != RUNE)
537 {
538 tmp = op->owner;
539 /* If the owner does not exist, or is not a monster, than apply the spell
540 * to the caster.
541 */
542 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
543 tmp = op;
544 }
545 else
546 {
547 maptile *m = op->map;
548 sint16 x = op->x + freearr_x[dir];
549 sint16 y = op->y + freearr_y[dir];
550
551 tmp = xy_normalise (m, x, y)
552 ? m->at (x, y).player ()
553 : 0;
554 }
555
556 /* didn't find a player there, look in current square for a player */
557 if (!tmp)
558 tmp = op->ms ().player ();
559
560 return tmp;
561 }
562
563 /* raytrace:
564 * spell_find_dir(map, x, y, exclude) will search first the center square
565 * then some close squares in the given map at the given coordinates for
566 * live objects.
567 * It will not consider the object given as exclude (= caster) among possible
568 * live objects. If the caster is a player, the spell will go after
569 * monsters/generators only. If not, the spell will hunt players only.
570 * It returns the direction toward the first/closest live object if it finds
571 * any, otherwise -1.
572 * note that exclude can be NULL, in which case all bets are off.
573 */
574 int
575 spell_find_dir (maptile *m, int x, int y, object *exclude)
576 {
577 int i, max = SIZEOFFREE;
578 sint16 nx, ny;
579 int owner_type = 0, mflags;
580 object *tmp;
581 maptile *mp;
582
583 if (exclude && exclude->head)
584 exclude = exclude->head;
585 if (exclude && exclude->type)
586 owner_type = exclude->type;
587
588 for (i = rndm (1, 8); i < max; i++)
589 {
590 nx = x + freearr_x[i];
591 ny = y + freearr_y[i];
592 mp = m;
593 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
594 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
595 continue;
596
597 tmp = GET_MAP_OB (mp, nx, ny);
598
599 while (tmp != NULL && (((owner_type == PLAYER &&
600 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
601 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
602 tmp = tmp->above;
603
604 if (tmp != NULL && can_see_monsterP (m, x, y, i))
605 return freedir[i];
606 }
607 return -1; /* flag for "keep going the way you were" */
608 }
609
610 /* put_a_monster: puts a monster named monstername near by
611 * op. This creates the treasures for the monsters, and
612 * also deals with multipart monsters properly.
613 */
614 void
615 put_a_monster (object *op, const char *monstername)
616 {
617 object *tmp, *head = NULL, *prev = NULL;
618 archetype *at;
619 int dir;
620
621 /* Handle cases where we are passed a bogus mosntername */
622
623 if ((at = archetype::find (monstername)) == NULL)
624 return;
625
626 /* find a free square nearby
627 * first we check the closest square for free squares
628 */
629
630 dir = find_first_free_spot (at, op->map, op->x, op->y);
631 if (dir != -1)
632 {
633 /* This is basically grabbed for generate monster. Fixed 971225 to
634 * insert multipart monsters properly
635 */
636 //TODO: use expand_tail + ...
637 while (at != NULL)
638 {
639 tmp = arch_to_object (at);
640 tmp->x = op->x + freearr_x[dir] + at->x;
641 tmp->y = op->y + freearr_y[dir] + at->y;
642 tmp->map = op->map;
643 if (head)
644 {
645 tmp->head = head;
646 prev->more = tmp;
647 }
648
649 if (!head)
650 head = tmp;
651
652 prev = tmp;
653
654 at = (archetype *)at->more;
655 }
656
657 if (head->randomitems)
658 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
659
660 insert_ob_in_map (head, op->map, op, 0);
661
662 /* thought it'd be cool to insert a burnout, too. */
663 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
664 }
665 }
666
667 /* peterm: function which summons hostile monsters and
668 * places them in nearby squares.
669 * op is the summoner.
670 * n is the number of monsters.
671 * monstername is the name of the monster.
672 * returns the number of monsters, which is basically n.
673 * it should really see how many it successfully replaced and
674 * return that instead.
675 * Note that this is not used by any spells (summon evil monsters
676 * use to call this, but best I can tell, that spell/ability was
677 * never used. This is however used by various failures on the
678 * players part (alchemy, reincarnation, etc)
679 */
680 int
681 summon_hostile_monsters (object *op, int n, const char *monstername)
682 {
683 int i;
684
685 for (i = 0; i < n; i++)
686 put_a_monster (op, monstername);
687
688 return n;
689 }
690
691
692 /* Some local definitions for shuffle-attack */
693 struct attacktype_shuffle
694 {
695 int attacktype;
696 int face;
697 } ATTACKS[22] =
698 {
699 { AT_PHYSICAL, 0},
700 { AT_PHYSICAL, 0}, /*face = explosion */
701 { AT_PHYSICAL, 0},
702 { AT_MAGIC, 1},
703 { AT_MAGIC, 1}, /* face = last-burnout */
704 { AT_MAGIC, 1},
705 { AT_FIRE, 2},
706 { AT_FIRE, 2}, /* face = fire.... */
707 { AT_FIRE, 2},
708 { AT_ELECTRICITY, 3},
709 { AT_ELECTRICITY, 3}, /* ball_lightning */
710 { AT_ELECTRICITY, 3},
711 { AT_COLD, 4},
712 { AT_COLD, 4}, /* face=icestorm */
713 { AT_COLD, 4},
714 { AT_CONFUSION, 5},
715 { AT_POISON, 7},
716 { AT_POISON, 7}, /* face = acid sphere. generator */
717 { AT_POISON, 7}, /* poisoncloud face */
718 { AT_SLOW, 8},
719 { AT_PARALYZE, 9},
720 { AT_FEAR, 10},
721 };
722
723 /* shuffle_attack: peterm
724 * This routine shuffles the attack of op to one of the
725 * ones in the list. It does this at random. It also
726 * chooses a face appropriate to the attack that is
727 * being committed by that square at the moment.
728 * right now it's being used by color spray and create pool of
729 * chaos.
730 * This could really be a better implementation - the
731 * faces and attacktypes above are hardcoded, which is never
732 * good. The faces refer to faces in the animation sequence.
733 * Not sure how to do better - but not having it hardcoded
734 * would be nice.
735 * I also fixed a bug here in that attacktype was |= -
736 * to me, that would be that it would quickly get all
737 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
738 */
739 void
740 shuffle_attack (object *op, int change_face)
741 {
742 int i;
743
744 i = rndm (0, 21);
745
746 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
747
748 if (change_face)
749 {
750 SET_ANIMATION (op, ATTACKS[i].face);
751 }
752 }
753
754 /* prayer_failure: This is called when a player fails
755 * at casting a prayer.
756 * op is the player.
757 * failure is basically how much grace they had.
758 * power is how much grace the spell would normally take to cast.
759 */
760 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 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
772 tmp = get_archetype (SPELL_WONDER);
773 cast_cone (op, op, 0, tmp);
774 tmp->destroy ();
775 }
776
777 else if (failure <= -40 && failure > -60) /* confusion */
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
780 confuse_player (op, op, 99);
781 }
782 else if (failure <= -60 && failure > -150) /* paralysis */
783 {
784 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
785 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
786 paralyze_player (op, op, 99);
787 }
788 else if (failure <= -150) /* blast the immediate area */
789 {
790 tmp = get_archetype (GOD_POWER);
791 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
792 cast_magic_storm (op, tmp, power);
793 }
794 }
795
796 /*
797 * spell_failure() handles the various effects for differing degrees
798 * of failure badness.
799 * op is the player that failed.
800 * failure is a random value of how badly you failed.
801 * power is how many spellpoints you'd normally need for the spell.
802 * skill is the skill you'd need to cast the spell.
803 */
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 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
816 tmp = get_archetype (SPELL_WONDER);
817 cast_cone (op, op, 0, tmp);
818 tmp->destroy ();
819 }
820
821 else if (failure <= -40 && failure > -60) /* confusion */
822 {
823 new_draw_info (NDI_UNIQUE, 0, op, "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 new_draw_info (NDI_UNIQUE, 0, op, "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 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
839 hit_player (op, 9998, op, AT_INTERNAL, 1);
840
841 }
842 else
843 {
844 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
845 tmp = get_archetype (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 int
864 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
865 {
866 int success;
867 object *spell;
868
869 if (!spell_ob->other_arch)
870 {
871 LOG (llevError, "cast_party_spell: empty other arch\n");
872 return 0;
873 }
874
875 spell = arch_to_object (spell_ob->other_arch);
876
877 /* Always cast spell on caster */
878 success = cast_spell (op, caster, dir, spell, stringarg);
879
880 if (caster->contr->party == NULL)
881 {
882 spell->remove ();
883 return success;
884 }
885
886 for_all_players (pl)
887 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
888 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
889
890 spell->remove ();
891 return success;
892 }
893
894 /* This is where the main dispatch when someone casts a spell.
895 *
896 * op is the creature that is owner of the object that is casting the spell -
897 * eg, the player or monster.
898 * caster is the actual object (wand, potion) casting the spell. can be
899 * same as op.
900 * dir is the direction to cast in. Note in some cases, if the spell
901 * is self only, dir really doesn't make a difference.
902 * spell_ob is the spell object that is being cast. From that,
903 * we can determine what to do.
904 * stringarg is any options that are being used. It can be NULL. Almost
905 * certainly, only players will set it. It is basically used as optional
906 * parameters to a spell (eg, item to create, information for marking runes,
907 * etc.
908 * returns 1 on successful cast, or 0 on error. These values should really
909 * be swapped, so that 0 is successful, and non zero is failure, with a code
910 * of what it failed.
911 *
912 * Note that this function is really a dispatch routine that calls other
913 * functions - it just blindly returns what ever value those functions
914 * return. So if your writing a new function that is called from this,
915 * it shoudl also return 1 on success, 0 on failure.
916 *
917 * if it is a player casting the spell (op->type == PLAYER, op == caster),
918 * this function will decrease the mana/grace appropriately. For other
919 * objects, the caller should do what it considers appropriate.
920 */
921 int
922 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
923 {
924 const char *godname;
925 int success = 0;
926 object *skill = NULL;
927
928 if (!spell_ob)
929 {
930 LOG (llevError, "cast_spell: null spell object passed\n");
931 return 0;
932 }
933
934 if (!strcmp ((godname = determine_god (op)), "none"))
935 godname = "A random spirit";
936
937 /* the caller should set caster to op if appropriate */
938 if (!caster)
939 {
940 LOG (llevError, "cast_spell: null caster object passed\n");
941 return 0;
942 }
943
944 /* if caster is a spell casting object, this normally shouldn't be
945 * an issue, because they don't have any spellpaths set up.
946 */
947 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
948 {
949 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
950 return 0;
951 }
952
953 /* if it is a player casting the spell, and they are really casting it
954 * (vs it coming from a wand, scroll, or whatever else), do some
955 * checks. We let monsters do special things - eg, they
956 * don't need the skill, bypass level checks, etc. The monster function
957 * should take care of that.
958 * Remove the wiz check here and move it further down - some spells
959 * need to have the right skill pointer passed, so we need to
960 * at least process that code.
961 */
962 if (op->type == PLAYER && op == caster)
963 {
964 if (spell_ob->skill)
965 {
966 skill = find_skill_by_name (op, spell_ob->skill);
967
968 if (!skill)
969 {
970 op->failmsg (format ("You need the skill %s to cast %s! "
971 "H<You either need to learn the skill via a skill scroll "
972 "or you need to wear a talisman or holy symbol.>",
973 &spell_ob->skill, &spell_ob->name));
974 return 0;
975 }
976
977 const char *msg = "";
978
979 int caster_level = skill->level;
980
981 if (op->path_attuned & spell_ob->path_attuned)
982 {
983 caster_level += min (caster_level, ATTUNE_REPELL);
984 msg = " (attuned)";
985 }
986
987 if (op->path_repelled & spell_ob->path_attuned)
988 {
989 caster_level -= ATTUNE_REPELL; // negative is ok
990 msg = " (repelled)";
991 }
992
993 if (spell_ob->level > caster_level)
994 {
995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your effective cast level is %d%s, but level %d is required.>",
997 caster_level, msg, spell_ob->level));
998 if (!op->is_wiz ())
999 return 0;
1000 }
1001 }
1002
1003 /* If the caster is the wiz, they don't ever fail, and don't have
1004 * to have sufficient grace/mana.
1005 */
1006 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1007 {
1008 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1009 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1010 {
1011 op->failmsg ("You don't have enough mana!");
1012 return 0;
1013 }
1014
1015 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1016 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1017 {
1018 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1019 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1020 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1021 else
1022 {
1023 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1024 op->failmsg (format ("%s ignores your prayer.", godname));
1025 return 0;
1026 }
1027 }
1028
1029 /* player/monster is trying to cast the spell. might fumble it */
1030 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1031 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1032 {
1033 op->contr->play_sound (sound_find ("fumble_spell"));
1034 op->failmsg ("You fumble the prayer.");
1035
1036 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1037 return 0;
1038 }
1039 else if (spell_ob->stats.sp)
1040 {
1041 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1042
1043 if (failure < 0)
1044 {
1045 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1046 if (settings.spell_failure_effects == TRUE)
1047 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1048
1049 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1050 return 0;
1051 }
1052 }
1053 }
1054 }
1055
1056 int mflags = op->ms ().flags ();
1057
1058 /* See if we can cast a spell here. If the caster and op are
1059 * not alive, then this would mean that the mapmaker put the
1060 * objects on the space - presume that they know what they are
1061 * doing.
1062 */
1063
1064 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1065 {
1066 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1067 return 0;
1068 }
1069
1070 if ((spell_ob->type == SPELL)
1071 && (caster->type != POTION)
1072 && !QUERY_FLAG (op, FLAG_WIZCAST)
1073 && (QUERY_FLAG (caster, FLAG_ALIVE)
1074 || QUERY_FLAG (op, FLAG_ALIVE))
1075 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1076 {
1077 if (op->type != PLAYER)
1078 return 0;
1079
1080 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1081 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1082 else if (object *item = op->contr->ranged_ob)
1083 {
1084 if (item->type == SPELL)
1085 op->failmsg ("Something blocks your spellcasting.");
1086 else if (item->type == SCROLL)
1087 op->failmsg ("Something blocks the magic of your scroll.");
1088 else
1089 op->failmsg ("Something blocks the magic of your item.");
1090 }
1091 else
1092 op->failmsg ("Something blocks the spell!");
1093
1094 return 0;
1095 }
1096
1097 /* Take into account how long it takes to cast the spell.
1098 * if the player is casting it, then we use the time in
1099 * the spell object. If it is a spell object, have it
1100 * take two ticks. Things that cast spells on the players
1101 * behalf (eg, altars, and whatever else) shouldn't cost
1102 * the player any time.
1103 * Ignore casting time for firewalls
1104 */
1105 if (caster == op && caster->type != FIREWALL)
1106 {
1107 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1108 /* Other portions of the code may also decrement the speed of the player, so
1109 * put a lower limit so that the player isn't stuck here too long
1110 */
1111 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1112 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1113 }
1114 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1115 op->speed_left -= 2 * FABS (op->speed);
1116
1117 if (op->type == PLAYER && op == caster)
1118 {
1119 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1120 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1121 }
1122
1123 /* We want to try to find the skill to properly credit exp.
1124 * for spell casting objects, the exp goes to the skill the casting
1125 * object requires.
1126 */
1127 if (op != caster && !skill && caster->skill)
1128 {
1129 skill = find_skill_by_name (op, caster->skill);
1130 if (!skill)
1131 {
1132 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1133 return 0;
1134 }
1135
1136 op->change_skill (skill); /* needed for proper exp credit */
1137 }
1138
1139 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1140 return RESULT_INT (0);
1141
1142 switch (spell_ob->subtype)
1143 {
1144 /* The order of case statements is same as the order they show up
1145 * in spells.h.
1146 */
1147 case SP_RAISE_DEAD:
1148 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1149 break;
1150
1151 case SP_RUNE:
1152 success = write_rune (op, caster, spell_ob, dir, stringarg);
1153 break;
1154
1155 case SP_MAKE_MARK:
1156 success = write_mark (op, spell_ob, stringarg);
1157 break;
1158
1159 case SP_BOLT:
1160 success = fire_bolt (op, caster, dir, spell_ob, skill);
1161 break;
1162
1163 case SP_BULLET:
1164 success = fire_bullet (op, caster, dir, spell_ob);
1165 break;
1166
1167 case SP_CONE:
1168 success = cast_cone (op, caster, dir, spell_ob);
1169 break;
1170
1171 case SP_BOMB:
1172 success = create_bomb (op, caster, dir, spell_ob);
1173 break;
1174
1175 case SP_WONDER:
1176 success = cast_wonder (op, caster, dir, spell_ob);
1177 break;
1178
1179 case SP_SMITE:
1180 success = cast_smite_spell (op, caster, dir, spell_ob);
1181 break;
1182
1183 case SP_MAGIC_MISSILE:
1184 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1185 break;
1186
1187 case SP_SUMMON_GOLEM:
1188 success = summon_golem (op, caster, dir, spell_ob);
1189 break;
1190
1191 case SP_DIMENSION_DOOR:
1192 /* dimension door needs the actual caster, because that is what is
1193 * moved.
1194 */
1195 success = dimension_door (op, caster, spell_ob, dir);
1196 break;
1197
1198 case SP_MAGIC_MAPPING:
1199 if (op->type == PLAYER)
1200 {
1201 spell_effect (spell_ob, op->x, op->y, op->map, op);
1202 draw_magic_map (op);
1203 success = 1;
1204 }
1205 else
1206 success = 0;
1207 break;
1208
1209 case SP_MAGIC_WALL:
1210 success = magic_wall (op, caster, dir, spell_ob);
1211 break;
1212
1213 case SP_DESTRUCTION:
1214 success = cast_destruction (op, caster, spell_ob);
1215 break;
1216
1217 case SP_PERCEIVE_SELF:
1218 success = perceive_self (op);
1219 break;
1220
1221 case SP_WORD_OF_RECALL:
1222 success = cast_word_of_recall (op, caster, spell_ob);
1223 break;
1224
1225 case SP_INVISIBLE:
1226 success = cast_invisible (op, caster, spell_ob);
1227 break;
1228
1229 case SP_PROBE:
1230 success = probe (op, caster, spell_ob, dir);
1231 break;
1232
1233 case SP_HEALING:
1234 success = cast_heal (op, caster, spell_ob, dir);
1235 break;
1236
1237 case SP_CREATE_FOOD:
1238 success = cast_create_food (op, caster, spell_ob, dir, stringarg);
1239 break;
1240
1241 case SP_EARTH_TO_DUST:
1242 success = cast_earth_to_dust (op, caster, spell_ob);
1243 break;
1244
1245 case SP_CHANGE_ABILITY:
1246 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1247 break;
1248
1249 case SP_BLESS:
1250 success = cast_bless (op, caster, spell_ob, dir);
1251 break;
1252
1253 case SP_CURSE:
1254 success = cast_curse (op, caster, spell_ob, dir);
1255 break;
1256
1257 case SP_SUMMON_MONSTER:
1258 success = summon_object (op, caster, spell_ob, dir, stringarg);
1259 break;
1260
1261 case SP_CHARGING:
1262 success = recharge (op, caster, spell_ob);
1263 break;
1264
1265 case SP_POLYMORPH:
1266 #ifdef NO_POLYMORPH
1267 /* Not great, but at least provide feedback so if players do have
1268 * polymorph (ie, find it as a preset item or left over from before
1269 * it was disabled), they get some feedback.
1270 */
1271 op->failmsg ("The spell fizzles!");
1272 success = 0;
1273 #else
1274 success = cast_polymorph (op, caster, spell_ob, dir);
1275 #endif
1276 break;
1277
1278 case SP_ALCHEMY:
1279 success = alchemy (op, caster, spell_ob);
1280 break;
1281
1282 case SP_REMOVE_CURSE:
1283 success = remove_curse (op, caster, spell_ob);
1284 break;
1285
1286 case SP_IDENTIFY:
1287 success = cast_identify (op, caster, spell_ob);
1288 break;
1289
1290 case SP_DETECTION:
1291 success = cast_detection (op, caster, spell_ob, skill);
1292 break;
1293
1294 case SP_MOOD_CHANGE:
1295 success = mood_change (op, caster, spell_ob);
1296 break;
1297
1298 case SP_MOVING_BALL:
1299 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1300 {
1301 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1302 success = 0;
1303 }
1304 else
1305 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1306 break;
1307
1308 case SP_SWARM:
1309 success = fire_swarm (op, caster, spell_ob, dir);
1310 break;
1311
1312 case SP_CHANGE_MANA:
1313 success = cast_transfer (op, caster, spell_ob, dir);
1314 break;
1315
1316 case SP_DISPEL_RUNE:
1317 /* in rune.c */
1318 success = dispel_rune (op, caster, spell_ob, skill, dir);
1319 break;
1320
1321 case SP_CREATE_MISSILE:
1322 success = cast_create_missile (op, caster, spell_ob, dir, stringarg);
1323 break;
1324
1325 case SP_CONSECRATE:
1326 success = cast_consecrate (op, caster, spell_ob);
1327 break;
1328
1329 case SP_ANIMATE_WEAPON:
1330 success = animate_weapon (op, caster, spell_ob, dir);
1331 break;
1332
1333 case SP_LIGHT:
1334 success = cast_light (op, caster, spell_ob, dir);
1335 break;
1336
1337 case SP_CHANGE_MAP_LIGHT:
1338 success = cast_change_map_lightlevel (op, caster, spell_ob);
1339 break;
1340
1341 case SP_FAERY_FIRE:
1342 success = cast_destruction (op, caster, spell_ob);
1343 break;
1344
1345 case SP_CAUSE_DISEASE:
1346 success = cast_cause_disease (op, caster, spell_ob, dir);
1347 break;
1348
1349 case SP_AURA:
1350 success = create_aura (op, caster, spell_ob);
1351 break;
1352
1353 case SP_PARTY_SPELL:
1354 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1355 break;
1356
1357 default:
1358 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1359 }
1360
1361 op->play_sound (
1362 success
1363 ? spell_ob->sound
1364 ? spell_ob->sound
1365 : sound_find ("spell_success")
1366 : sound_find ("fumble_spell")
1367 );
1368
1369 return success;
1370 }
1371
1372 /* This is called from time.c/process_object(). That function
1373 * calls this for any SPELL_EFFECT type objects. This function
1374 * then dispatches them to the appropriate specific routines.
1375 */
1376 void
1377 move_spell_effect (object *op)
1378 {
1379 switch (op->subtype)
1380 {
1381 case SP_BOLT:
1382 move_bolt (op);
1383 break;
1384
1385 case SP_BULLET:
1386 move_bullet (op);
1387 break;
1388
1389 case SP_EXPLOSION:
1390 explosion (op);
1391 break;
1392
1393 case SP_CONE:
1394 move_cone (op);
1395 break;
1396
1397 case SP_BOMB:
1398 animate_bomb (op);
1399 break;
1400
1401 case SP_MAGIC_MISSILE:
1402 move_missile (op);
1403 break;
1404
1405 case SP_WORD_OF_RECALL:
1406 execute_word_of_recall (op);
1407 break;
1408
1409 case SP_MOVING_BALL:
1410 move_ball_spell (op);
1411 break;
1412
1413 case SP_SWARM:
1414 move_swarm_spell (op);
1415 break;
1416
1417 case SP_AURA:
1418 move_aura (op);
1419 break;
1420 }
1421 }
1422
1423 /* this checks to see if something special should happen if
1424 * something runs into the object.
1425 */
1426 void
1427 check_spell_effect (object *op)
1428 {
1429 switch (op->subtype)
1430 {
1431 case SP_BOLT:
1432 move_bolt (op);
1433 return;
1434
1435 case SP_BULLET:
1436 check_bullet (op);
1437 return;
1438 }
1439 }
1440
1441 /* This is called by move_apply. Basically, if someone
1442 * moves onto a spell effect and the walk_on or fly_on flags
1443 * are set, this is called. This should only be called for
1444 * objects of the appropriate type.
1445 */
1446 void
1447 apply_spell_effect (object *spell, object *victim)
1448 {
1449 switch (spell->subtype)
1450 {
1451 case SP_CONE:
1452 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1453 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1454 break;
1455
1456 case SP_MAGIC_MISSILE:
1457 if (QUERY_FLAG (victim, FLAG_ALIVE))
1458 {
1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1460 spell->destroy ();
1461 }
1462 break;
1463
1464 case SP_MOVING_BALL:
1465 if (QUERY_FLAG (victim, FLAG_ALIVE))
1466 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1467 else if (victim->materialname)
1468 save_throw_object (victim, spell->attacktype, spell);
1469
1470 break;
1471 }
1472 }
1473
1474 /**
1475 * This function will let a fireball explode at the position of
1476 * the victim with a specific maximum level.
1477 */
1478 void
1479 create_exploding_ball_at (object *victim, int level)
1480 {
1481 object *ball = get_archetype (EXPLODING_FIREBALL);
1482 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1483 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1484 ball->insert_at (victim);
1485 }