ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_util.C
Revision: 1.97
Committed: Sat Jun 27 03:51:05 2009 UTC (14 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.96: +14 -14 lines
Log Message:
dimdoor spellarg

File Contents

# 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 static bool
374 mergable_owner (object *o1, object *o2)
375 {
376 if (o1 == o2)
377 return 1;
378
379 if (!o1 || !o2)
380 return 0;
381
382 if (o1->flag [FLAG_FRIENDLY] != o1->flag [FLAG_FRIENDLY])
383 return 0;
384
385 if (o1->is_player () || o2->is_player ())
386 return 0;
387
388 return 1;
389 }
390
391 /* Returns true if it is ok to put spell *op on the space/may provided.
392 * immune_stop is basically the attacktype of the spell (why
393 * passed as a different value, not sure of). If immune_stop
394 * has the AT_MAGIC bit set, and there is a counterwall
395 * on the space, the object doesn't get placed. if immune stop
396 * does not have AT_MAGIC, then counterwalls do not effect the spell.
397 */
398 int
399 ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
400 {
401 if (!xy_normalise (m, x, y))
402 return 0;
403
404 mapspace &ms = m->at (x, y);
405 ms.update ();
406
407 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
408 return 0;
409
410 int max_effects = 5; // max. number of similar spells per mapspace
411
412 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
413 {
414 /* If there is a counterspell on the space, and this
415 * object is using magic, don't progress. I believe we could
416 * leave this out and let in progress, and other areas of the code
417 * will then remove it, but that would seem to to use more
418 * resources, and may not work as well if a player is standing
419 * on top of a counterwall spell (may hit the player before being
420 * removed.) On the other hand, it may be more dramatic for the
421 * spell to actually hit the counterwall and be sucked up.
422 */
423 if ((tmp->attacktype & AT_COUNTERSPELL)
424 && !QUERY_FLAG (tmp, FLAG_MONSTER)
425 && (tmp->type != PLAYER)
426 && (tmp->type != WEAPON)
427 && (tmp->type != BOW)
428 && (tmp->type != ARROW)
429 && (tmp->type != GOLEM)
430 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
431 // we special case floor here because there
432 // are sometimes spell effect floors
433 // which are used to inflict damage
434 // (and those shouldn't go away from
435 // sanctuary) see also: permanent lava
436 && (immune_stop & AT_MAGIC))
437 return 0;
438
439 if (tmp->type == op->type)
440 {
441 if (tmp->subtype == op->subtype
442 && tmp->arch == op->arch /* no harm if not comparing by name here */)
443 {
444 /* This is to prevent 'out of control' spells. Basically, this
445 * limits one spell effect per space per spell. This is definately
446 * needed for performance reasons, and just for playability I believe.
447 * there are no such things as multispaced spells right now, so
448 * we don't need to worry about the head.
449 */
450 if (tmp->stats.maxhp == op->stats.maxhp)
451 return 0;
452
453 /*
454 * Combine similar spell effects into one spell effect. Needed for
455 * performance reasons with meteor swarm and the like, but also for
456 * playability reasons.
457 */
458 if (((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
459 if (mergable_owner (tmp, op))
460 {
461 // if same owner, then combine, but reduce advantage of multiple spells
462 max_it (tmp->stats.dam, op->stats.dam);
463 max_it (tmp->range , op->range);
464 max_it (tmp->duration , op->duration);
465 return 0;
466 }
467 }
468
469 // if there are too many spell effects on this space,
470 // then don't allow more of them, for performance reasons.
471 if (tmp->type == SPELL_EFFECT
472 && !--max_effects)
473 return 0;
474 }
475
476 /* Perhaps we should also put checks in for no magic and unholy
477 * ground to prevent it from moving along?
478 */
479 }
480
481 /* If it passes the above tests, it must be OK */
482 return 1;
483 }
484
485 /* fire_arch_from_position: fires an archetype.
486 * op: person firing the object.
487 * caster: object casting the spell.
488 * x, y: where to fire the spell (note, it then uses op->map for the map
489 * for these coordinates, which is probably a really bad idea.
490 * dir: direction to fire in.
491 * spell: spell that is being fired. It uses other_arch for the archetype
492 * to fire.
493 * returns 0 on failure, 1 on success.
494 */
495 int
496 fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
497 {
498 if (!spell->other_arch)
499 return 0;
500
501 object *tmp = spell->other_arch->instance ();
502
503 if (!tmp)
504 return 0;
505
506 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
507 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
508 /* code in time.c uses food for some things, duration for others */
509 tmp->stats.food = tmp->duration;
510 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
511 tmp->attacktype = spell->attacktype;
512 tmp->direction = dir;
513 tmp->set_owner (op);
514 tmp->level = casting_level (caster, spell);
515 set_spell_skill (op, caster, spell, tmp);
516
517 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
518 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
519 if (!tailor_god_spell (tmp, op))
520 return 0;
521
522 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
523 SET_ANIMATION (tmp, dir);
524
525 if ((tmp = op->map->insert (tmp, x, y, op)))
526 move_spell_effect (tmp);
527
528 return 1;
529 }
530
531 /*****************************************************************************
532 *
533 * Code related to rods - perhaps better located in another file?
534 *
535 ****************************************************************************/
536 void
537 regenerate_rod (object *rod)
538 {
539 if (rod->stats.hp < rod->stats.maxhp)
540 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
541 }
542
543 void
544 drain_rod_charge (object *rod)
545 {
546 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
547 }
548
549 /* this function is commonly used to find a friendly target for
550 * spells such as heal or protection or armour
551 * op is what is looking for the target (which can be a player),
552 * dir is the direction we are looking in. Return object found, or
553 * NULL if no good object.
554 */
555 object *
556 find_target_for_friendly_spell (object *op, int dir)
557 {
558 object *tmp;
559
560 /* I don't really get this block - if op isn't a player or rune,
561 * we then make the owner of this object the target.
562 * The owner could very well be no where near op.
563 */
564 if (op->type != PLAYER && op->type != RUNE)
565 {
566 tmp = op->owner;
567 /* If the owner does not exist, or is not a monster, than apply the spell
568 * to the caster.
569 */
570 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
571 tmp = op;
572 }
573 else
574 {
575 maptile *m = op->map;
576 sint16 x = op->x + freearr_x[dir];
577 sint16 y = op->y + freearr_y[dir];
578
579 tmp = xy_normalise (m, x, y)
580 ? m->at (x, y).player ()
581 : 0;
582 }
583
584 /* didn't find a player there, look in current square for a player */
585 if (!tmp)
586 tmp = op->ms ().player ();
587
588 return tmp;
589 }
590
591 /* raytrace:
592 * spell_find_dir(map, x, y, exclude) will search first the center square
593 * then some close squares in the given map at the given coordinates for
594 * live objects.
595 * It will not consider the object given as exclude (= caster) among possible
596 * live objects. If the caster is a player, the spell will go after
597 * monsters/generators only. If not, the spell will hunt players only.
598 * It returns the direction toward the first/closest live object if it finds
599 * any, otherwise -1.
600 * note that exclude can be NULL, in which case all bets are off.
601 */
602 int
603 spell_find_dir (maptile *m, int x, int y, object *exclude)
604 {
605 int i, max = SIZEOFFREE;
606 sint16 nx, ny;
607 int owner_type = 0, mflags;
608 object *tmp;
609 maptile *mp;
610
611 if (exclude && exclude->head)
612 exclude = exclude->head;
613 if (exclude && exclude->type)
614 owner_type = exclude->type;
615
616 for (i = rndm (1, 8); i < max; i++)
617 {
618 nx = x + freearr_x[i];
619 ny = y + freearr_y[i];
620 mp = m;
621 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
622 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
623 continue;
624
625 tmp = GET_MAP_OB (mp, nx, ny);
626
627 while (tmp != NULL && (((owner_type == PLAYER &&
628 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
629 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
630 tmp = tmp->above;
631
632 if (tmp != NULL && can_see_monsterP (m, x, y, i))
633 return freedir[i];
634 }
635 return -1; /* flag for "keep going the way you were" */
636 }
637
638 /* put_a_monster: puts a monster named monstername near by
639 * op. This creates the treasures for the monsters, and
640 * also deals with multipart monsters properly.
641 */
642 void
643 put_a_monster (object *op, const char *monstername)
644 {
645 object *tmp, *head = NULL, *prev = NULL;
646 archetype *at;
647 int dir;
648
649 /* Handle cases where we are passed a bogus mosntername */
650
651 if ((at = archetype::find (monstername)) == NULL)
652 return;
653
654 /* find a free square nearby
655 * first we check the closest square for free squares
656 */
657
658 dir = find_first_free_spot (at, op->map, op->x, op->y);
659 if (dir != -1)
660 {
661 /* This is basically grabbed for generate monster. Fixed 971225 to
662 * insert multipart monsters properly
663 */
664 //TODO: use expand_tail + ...
665 while (at != NULL)
666 {
667 tmp = arch_to_object (at);
668 tmp->x = op->x + freearr_x[dir] + at->x;
669 tmp->y = op->y + freearr_y[dir] + at->y;
670 tmp->map = op->map;
671 if (head)
672 {
673 tmp->head = head;
674 prev->more = tmp;
675 }
676
677 if (!head)
678 head = tmp;
679
680 prev = tmp;
681
682 at = (archetype *)at->more;
683 }
684
685 if (head->randomitems)
686 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
687
688 insert_ob_in_map (head, op->map, op, 0);
689
690 /* thought it'd be cool to insert a burnout, too. */
691 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
692 }
693 }
694
695 /* peterm: function which summons hostile monsters and
696 * places them in nearby squares.
697 * op is the summoner.
698 * n is the number of monsters.
699 * monstername is the name of the monster.
700 * returns the number of monsters, which is basically n.
701 * it should really see how many it successfully replaced and
702 * return that instead.
703 * Note that this is not used by any spells (summon evil monsters
704 * use to call this, but best I can tell, that spell/ability was
705 * never used. This is however used by various failures on the
706 * players part (alchemy, reincarnation, etc)
707 */
708 int
709 summon_hostile_monsters (object *op, int n, const char *monstername)
710 {
711 int i;
712
713 for (i = 0; i < n; i++)
714 put_a_monster (op, monstername);
715
716 return n;
717 }
718
719
720 /* Some local definitions for shuffle-attack */
721 struct attacktype_shuffle
722 {
723 int attacktype;
724 int face;
725 } ATTACKS[22] =
726 {
727 { AT_PHYSICAL, 0},
728 { AT_PHYSICAL, 0}, /*face = explosion */
729 { AT_PHYSICAL, 0},
730 { AT_MAGIC, 1},
731 { AT_MAGIC, 1}, /* face = last-burnout */
732 { AT_MAGIC, 1},
733 { AT_FIRE, 2},
734 { AT_FIRE, 2}, /* face = fire.... */
735 { AT_FIRE, 2},
736 { AT_ELECTRICITY, 3},
737 { AT_ELECTRICITY, 3}, /* ball_lightning */
738 { AT_ELECTRICITY, 3},
739 { AT_COLD, 4},
740 { AT_COLD, 4}, /* face=icestorm */
741 { AT_COLD, 4},
742 { AT_CONFUSION, 5},
743 { AT_POISON, 7},
744 { AT_POISON, 7}, /* face = acid sphere. generator */
745 { AT_POISON, 7}, /* poisoncloud face */
746 { AT_SLOW, 8},
747 { AT_PARALYZE, 9},
748 { AT_FEAR, 10},
749 };
750
751 /* shuffle_attack: peterm
752 * This routine shuffles the attack of op to one of the
753 * ones in the list. It does this at random. It also
754 * chooses a face appropriate to the attack that is
755 * being committed by that square at the moment.
756 * right now it's being used by color spray and create pool of
757 * chaos.
758 * This could really be a better implementation - the
759 * faces and attacktypes above are hardcoded, which is never
760 * good. The faces refer to faces in the animation sequence.
761 * Not sure how to do better - but not having it hardcoded
762 * would be nice.
763 * I also fixed a bug here in that attacktype was |= -
764 * to me, that would be that it would quickly get all
765 * attacktypes, which probably wasn't the intent. MSW 2003-06-03
766 */
767 void
768 shuffle_attack (object *op, int change_face)
769 {
770 int i;
771
772 i = rndm (0, 21);
773
774 op->attacktype = ATTACKS[i].attacktype | AT_MAGIC;
775
776 if (change_face)
777 {
778 SET_ANIMATION (op, ATTACKS[i].face);
779 }
780 }
781
782 /* prayer_failure: This is called when a player fails
783 * at casting a prayer.
784 * op is the player.
785 * failure is basically how much grace they had.
786 * power is how much grace the spell would normally take to cast.
787 */
788 void
789 prayer_failure (object *op, int failure, int power)
790 {
791 const char *godname;
792 object *tmp;
793
794 if (!strcmp ((godname = determine_god (op)), "none"))
795 godname = "Your spirit";
796
797 if (failure <= -20 && failure > -40) /* wonder */
798 {
799 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
800 tmp = get_archetype (SPELL_WONDER);
801 cast_cone (op, op, 0, tmp);
802 tmp->destroy ();
803 }
804
805 else if (failure <= -40 && failure > -60) /* confusion */
806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
808 confuse_player (op, op, 99);
809 }
810 else if (failure <= -60 && failure > -150) /* paralysis */
811 {
812 new_draw_info_format (NDI_UNIQUE, 0, op, "%s requires you to pray NOW.", godname);
813 new_draw_info (NDI_UNIQUE, 0, op, "You comply, ignoring all else.");
814 paralyze_player (op, op, 99);
815 }
816 else if (failure <= -150) /* blast the immediate area */
817 {
818 tmp = get_archetype (GOD_POWER);
819 new_draw_info_format (NDI_UNIQUE, 0, op, "%s smites you!", godname);
820 cast_magic_storm (op, tmp, power);
821 }
822 }
823
824 /*
825 * spell_failure() handles the various effects for differing degrees
826 * of failure badness.
827 * op is the player that failed.
828 * failure is a random value of how badly you failed.
829 * power is how many spellpoints you'd normally need for the spell.
830 * skill is the skill you'd need to cast the spell.
831 */
832
833 void
834 spell_failure (object *op, int failure, int power, object *skill)
835 {
836 object *tmp;
837
838 if (settings.spell_failure_effects == FALSE)
839 return;
840
841 if (failure <= -20 && failure > -40) /* wonder */
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
844 tmp = get_archetype (SPELL_WONDER);
845 cast_cone (op, op, 0, tmp);
846 tmp->destroy ();
847 }
848
849 else if (failure <= -40 && failure > -60) /* confusion */
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
852 confuse_player (op, op, 99);
853 }
854 else if (failure <= -60 && failure > -80) /* paralysis */
855 {
856 new_draw_info (NDI_UNIQUE, 0, op, "Your magic stuns you!");
857 paralyze_player (op, op, 99);
858 }
859 else if (failure <= -80) /* blast the immediate area */
860 {
861 object *tmp;
862
863 /* Safety check to make sure we don't get any mana storms in scorn */
864 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)
865 {
866 new_draw_info (NDI_UNIQUE, 0, op, "The magic warps and you are turned inside out!");
867 hit_player (op, 9998, op, AT_INTERNAL, 1);
868
869 }
870 else
871 {
872 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
873 tmp = get_archetype (LOOSE_MANA);
874 tmp->level = skill->level;
875
876 /* increase the area of destruction a little for more powerful spells */
877 tmp->range += isqrt (power);
878
879 if (power > 25)
880 tmp->stats.dam = 25 + isqrt (power);
881 else
882 tmp->stats.dam = power; /* nasty recoils! */
883
884 tmp->stats.maxhp = tmp->count;
885
886 tmp->insert_at (op);
887 }
888 }
889 }
890
891 int
892 cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
893 {
894 int success;
895 object *spell;
896
897 if (!spell_ob->other_arch)
898 {
899 LOG (llevError, "cast_party_spell: empty other arch\n");
900 return 0;
901 }
902
903 spell = arch_to_object (spell_ob->other_arch);
904
905 /* Always cast spell on caster */
906 success = cast_spell (op, caster, dir, spell, spellparam);
907
908 if (!op->contr || !op->contr->party)
909 {
910 spell->remove ();
911 return success;
912 }
913
914 for_all_players (pl)
915 if ((pl->ob->contr->party == op->contr->party) && (on_same_map (pl->ob, caster)))
916 cast_spell (pl->ob, caster, pl->ob->facing, spell, spellparam);
917
918 spell->remove ();
919 return success;
920 }
921
922 /* This is where the main dispatch when someone casts a spell.
923 *
924 * op is the creature that is owner of the object that is casting the spell -
925 * eg, the player or monster.
926 * caster is the actual object (wand, potion) casting the spell. can be
927 * same as op.
928 * dir is the direction to cast in. Note in some cases, if the spell
929 * is self only, dir really doesn't make a difference.
930 * spell_ob is the spell object that is being cast. From that,
931 * we can determine what to do.
932 * spellparam is any options that are being used. It can be NULL. Almost
933 * certainly, only players will set it. It is basically used as optional
934 * parameters to a spell (eg, item to create, information for marking runes,
935 * etc.
936 * returns 1 on successful cast, or 0 on error. These values should really
937 * be swapped, so that 0 is successful, and non zero is failure, with a code
938 * of what it failed.
939 *
940 * Note that this function is really a dispatch routine that calls other
941 * functions - it just blindly returns what ever value those functions
942 * return. So if your writing a new function that is called from this,
943 * it shoudl also return 1 on success, 0 on failure.
944 *
945 * if it is a player casting the spell (op->type == PLAYER, op == caster),
946 * this function will decrease the mana/grace appropriately. For other
947 * objects, the caller should do what it considers appropriate.
948 */
949 int
950 cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
951 {
952 const char *godname;
953 int success = 0;
954 object *skill = NULL;
955
956 if (!spell_ob)
957 {
958 LOG (llevError, "cast_spell: null spell object passed\n");
959 return 0;
960 }
961
962 if (!strcmp ((godname = determine_god (op)), "none"))
963 godname = "A random spirit";
964
965 /* the caller should set caster to op if appropriate */
966 if (!caster)
967 {
968 LOG (llevError, "cast_spell: null caster object passed\n");
969 return 0;
970 }
971
972 /* if caster is a spell casting object, this normally shouldn't be
973 * an issue, because they don't have any spellpaths set up.
974 */
975 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST))
976 {
977 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
978 return 0;
979 }
980
981 /* if it is a player casting the spell, and they are really casting it
982 * (vs it coming from a wand, scroll, or whatever else), do some
983 * checks. We let monsters do special things - eg, they
984 * don't need the skill, bypass level checks, etc. The monster function
985 * should take care of that.
986 * Remove the wiz check here and move it further down - some spells
987 * need to have the right skill pointer passed, so we need to
988 * at least process that code.
989 */
990 if (op->type == PLAYER && op == caster)
991 {
992 if (spell_ob->skill)
993 {
994 skill = find_skill_by_name (op, spell_ob->skill);
995
996 if (!skill)
997 {
998 op->failmsg (format ("You need the skill %s to cast %s! "
999 "H<You either need to learn the skill via a skill scroll "
1000 "or you need to wear a talisman or holy symbol.>",
1001 &spell_ob->skill, &spell_ob->name));
1002 return 0;
1003 }
1004
1005 const char *msg = "";
1006
1007 int caster_level = skill->level;
1008
1009 if (op->path_attuned & spell_ob->path_attuned)
1010 {
1011 caster_level += min (caster_level, ATTUNE_REPELL);
1012 msg = " (attuned)";
1013 }
1014
1015 if (op->path_repelled & spell_ob->path_attuned)
1016 {
1017 caster_level -= ATTUNE_REPELL; // negative is ok
1018 msg = " (repelled)";
1019 }
1020
1021 if (spell_ob->level > caster_level)
1022 {
1023 op->failmsg (format ("You lack enough skill to cast that spell! "
1024 "H<Your effective cast level is %d%s, but level %d is required.>",
1025 caster_level, msg, spell_ob->level));
1026 if (!op->is_wiz ())
1027 return 0;
1028 }
1029 }
1030
1031 /* If the caster is the wiz, they don't ever fail, and don't have
1032 * to have sufficient grace/mana.
1033 */
1034 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1035 {
1036 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1037 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1038 {
1039 op->failmsg ("You don't have enough mana!");
1040 return 0;
1041 }
1042
1043 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1044 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1045 {
1046 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1047 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1048 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1049 else
1050 {
1051 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1052 op->failmsg (format ("%s ignores your prayer.", godname));
1053 return 0;
1054 }
1055 }
1056
1057 /* player/monster is trying to cast the spell. might fumble it */
1058 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1059 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1060 {
1061 op->contr->play_sound (sound_find ("fumble_spell"));
1062 op->failmsg ("You fumble the prayer.");
1063
1064 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1065 return 0;
1066 }
1067 else if (spell_ob->stats.sp)
1068 {
1069 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1070
1071 if (failure < 0)
1072 {
1073 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1074 if (settings.spell_failure_effects == TRUE)
1075 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1076
1077 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1078 return 0;
1079 }
1080 }
1081 }
1082 }
1083
1084 int mflags = op->ms ().flags ();
1085
1086 /* See if we can cast a spell here. If the caster and op are
1087 * not alive, then this would mean that the mapmaker put the
1088 * objects on the space - presume that they know what they are
1089 * doing.
1090 */
1091
1092 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1093 {
1094 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1095 return 0;
1096 }
1097
1098 if ((spell_ob->type == SPELL)
1099 && (caster->type != POTION)
1100 && !QUERY_FLAG (op, FLAG_WIZCAST)
1101 && (QUERY_FLAG (caster, FLAG_ALIVE)
1102 || QUERY_FLAG (op, FLAG_ALIVE))
1103 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1104 {
1105 if (op->type != PLAYER)
1106 return 0;
1107
1108 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1109 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1110 else if (object *item = op->contr->ranged_ob)
1111 {
1112 if (item->type == SPELL)
1113 op->failmsg ("Something blocks your spellcasting.");
1114 else if (item->type == SCROLL)
1115 op->failmsg ("Something blocks the magic of your scroll.");
1116 else
1117 op->failmsg ("Something blocks the magic of your item.");
1118 }
1119 else
1120 op->failmsg ("Something blocks the spell!");
1121
1122 return 0;
1123 }
1124
1125 /* Take into account how long it takes to cast the spell.
1126 * if the player is casting it, then we use the time in
1127 * the spell object. If it is a spell object, have it
1128 * take two ticks. Things that cast spells on the players
1129 * behalf (eg, altars, and whatever else) shouldn't cost
1130 * the player any time.
1131 * Ignore casting time for firewalls
1132 */
1133 if (caster == op && caster->type != FIREWALL)
1134 {
1135 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1136 /* Other portions of the code may also decrement the speed of the player, so
1137 * put a lower limit so that the player isn't stuck here too long
1138 */
1139 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1140 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1141 }
1142 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1143 op->speed_left -= 2 * FABS (op->speed);
1144
1145 if (op->type == PLAYER && op == caster)
1146 {
1147 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1148 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 }
1150
1151 /* We want to try to find the skill to properly credit exp.
1152 * for spell casting objects, the exp goes to the skill the casting
1153 * object requires.
1154 */
1155 if (op != caster && !skill && caster->skill)
1156 {
1157 skill = find_skill_by_name (op, caster->skill);
1158 if (!skill)
1159 {
1160 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1161 return 0;
1162 }
1163
1164 op->change_skill (skill); /* needed for proper exp credit */
1165 }
1166
1167 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1168 return RESULT_INT (0);
1169
1170 switch (spell_ob->subtype)
1171 {
1172 /* The order of case statements is same as the order they show up
1173 * in spells.h.
1174 */
1175 case SP_RAISE_DEAD:
1176 success = cast_raise_dead_spell (op, caster, spell_ob, dir, spellparam);
1177 break;
1178
1179 case SP_RUNE:
1180 success = write_rune (op, caster, spell_ob, dir, spellparam);
1181 break;
1182
1183 case SP_MAKE_MARK:
1184 success = write_mark (op, spell_ob, spellparam);
1185 break;
1186
1187 case SP_BOLT:
1188 success = fire_bolt (op, caster, dir, spell_ob, skill);
1189 break;
1190
1191 case SP_BULLET:
1192 success = fire_bullet (op, caster, dir, spell_ob);
1193 break;
1194
1195 case SP_CONE:
1196 success = cast_cone (op, caster, dir, spell_ob);
1197 break;
1198
1199 case SP_BOMB:
1200 success = create_bomb (op, caster, dir, spell_ob);
1201 break;
1202
1203 case SP_WONDER:
1204 success = cast_wonder (op, caster, dir, spell_ob);
1205 break;
1206
1207 case SP_SMITE:
1208 success = cast_smite_spell (op, caster, dir, spell_ob);
1209 break;
1210
1211 case SP_MAGIC_MISSILE:
1212 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1213 break;
1214
1215 case SP_SUMMON_GOLEM:
1216 success = summon_golem (op, caster, dir, spell_ob);
1217 break;
1218
1219 case SP_DIMENSION_DOOR:
1220 /* dimension door needs the actual caster, because that is what is
1221 * moved.
1222 */
1223 success = dimension_door (op, caster, spell_ob, dir, spellparam);
1224 break;
1225
1226 case SP_MAGIC_MAPPING:
1227 if (op->type == PLAYER)
1228 {
1229 spell_effect (spell_ob, op->x, op->y, op->map, op);
1230 draw_magic_map (op);
1231 success = 1;
1232 }
1233 else
1234 success = 0;
1235 break;
1236
1237 case SP_MAGIC_WALL:
1238 success = magic_wall (op, caster, dir, spell_ob);
1239 break;
1240
1241 case SP_DESTRUCTION:
1242 success = cast_destruction (op, caster, spell_ob);
1243 break;
1244
1245 case SP_PERCEIVE_SELF:
1246 success = perceive_self (op);
1247 break;
1248
1249 case SP_WORD_OF_RECALL:
1250 success = cast_word_of_recall (op, caster, spell_ob);
1251 break;
1252
1253 case SP_INVISIBLE:
1254 success = cast_invisible (op, caster, spell_ob);
1255 break;
1256
1257 case SP_PROBE:
1258 success = probe (op, caster, spell_ob, dir);
1259 break;
1260
1261 case SP_HEALING:
1262 success = cast_heal (op, caster, spell_ob, dir);
1263 break;
1264
1265 case SP_CREATE_FOOD:
1266 success = cast_create_food (op, caster, spell_ob, dir, spellparam);
1267 break;
1268
1269 case SP_EARTH_TO_DUST:
1270 success = cast_earth_to_dust (op, caster, spell_ob);
1271 break;
1272
1273 case SP_CHANGE_ABILITY:
1274 success = cast_change_ability (op, caster, spell_ob, dir, 0);
1275 break;
1276
1277 case SP_BLESS:
1278 success = cast_bless (op, caster, spell_ob, dir);
1279 break;
1280
1281 case SP_CURSE:
1282 success = cast_curse (op, caster, spell_ob, dir);
1283 break;
1284
1285 case SP_SUMMON_MONSTER:
1286 success = summon_object (op, caster, spell_ob, dir, spellparam);
1287 break;
1288
1289 case SP_CHARGING:
1290 success = recharge (op, caster, spell_ob);
1291 break;
1292
1293 case SP_POLYMORPH:
1294 #ifdef NO_POLYMORPH
1295 /* Not great, but at least provide feedback so if players do have
1296 * polymorph (ie, find it as a preset item or left over from before
1297 * it was disabled), they get some feedback.
1298 */
1299 op->failmsg ("The spell fizzles!");
1300 success = 0;
1301 #else
1302 success = cast_polymorph (op, caster, spell_ob, dir);
1303 #endif
1304 break;
1305
1306 case SP_ALCHEMY:
1307 success = alchemy (op, caster, spell_ob);
1308 break;
1309
1310 case SP_REMOVE_CURSE:
1311 success = remove_curse (op, caster, spell_ob);
1312 break;
1313
1314 case SP_IDENTIFY:
1315 success = cast_identify (op, caster, spell_ob);
1316 break;
1317
1318 case SP_DETECTION:
1319 success = cast_detection (op, caster, spell_ob, skill);
1320 break;
1321
1322 case SP_MOOD_CHANGE:
1323 success = mood_change (op, caster, spell_ob);
1324 break;
1325
1326 case SP_MOVING_BALL:
1327 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1328 {
1329 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1330 success = 0;
1331 }
1332 else
1333 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1334 break;
1335
1336 case SP_SWARM:
1337 success = fire_swarm (op, caster, spell_ob, dir);
1338 break;
1339
1340 case SP_CHANGE_MANA:
1341 success = cast_transfer (op, caster, spell_ob, dir);
1342 break;
1343
1344 case SP_DISPEL_RUNE:
1345 /* in rune.c */
1346 success = dispel_rune (op, caster, spell_ob, skill, dir);
1347 break;
1348
1349 case SP_CREATE_MISSILE:
1350 success = cast_create_missile (op, caster, spell_ob, dir, spellparam);
1351 break;
1352
1353 case SP_CONSECRATE:
1354 success = cast_consecrate (op, caster, spell_ob);
1355 break;
1356
1357 case SP_ANIMATE_WEAPON:
1358 success = animate_weapon (op, caster, spell_ob, dir);
1359 break;
1360
1361 case SP_LIGHT:
1362 success = cast_light (op, caster, spell_ob, dir);
1363 break;
1364
1365 case SP_CHANGE_MAP_LIGHT:
1366 success = cast_change_map_lightlevel (op, caster, spell_ob);
1367 break;
1368
1369 case SP_FAERY_FIRE:
1370 success = cast_destruction (op, caster, spell_ob);
1371 break;
1372
1373 case SP_CAUSE_DISEASE:
1374 success = cast_cause_disease (op, caster, spell_ob, dir);
1375 break;
1376
1377 case SP_AURA:
1378 success = create_aura (op, caster, spell_ob);
1379 break;
1380
1381 case SP_PARTY_SPELL:
1382 success = cast_party_spell (op, caster, dir, spell_ob, spellparam);
1383 break;
1384
1385 default:
1386 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1387 }
1388
1389 op->play_sound (
1390 success
1391 ? spell_ob->sound
1392 ? spell_ob->sound
1393 : sound_find ("spell_success")
1394 : sound_find ("fumble_spell")
1395 );
1396
1397 return success;
1398 }
1399
1400 /* This is called from time.c/process_object(). That function
1401 * calls this for any SPELL_EFFECT type objects. This function
1402 * then dispatches them to the appropriate specific routines.
1403 */
1404 void
1405 move_spell_effect (object *op)
1406 {
1407 switch (op->subtype)
1408 {
1409 case SP_BOLT:
1410 move_bolt (op);
1411 break;
1412
1413 case SP_BULLET:
1414 move_bullet (op);
1415 break;
1416
1417 case SP_EXPLOSION:
1418 explosion (op);
1419 break;
1420
1421 case SP_CONE:
1422 move_cone (op);
1423 break;
1424
1425 case SP_BOMB:
1426 animate_bomb (op);
1427 break;
1428
1429 case SP_MAGIC_MISSILE:
1430 move_missile (op);
1431 break;
1432
1433 case SP_WORD_OF_RECALL:
1434 execute_word_of_recall (op);
1435 break;
1436
1437 case SP_MOVING_BALL:
1438 move_ball_spell (op);
1439 break;
1440
1441 case SP_SWARM:
1442 move_swarm_spell (op);
1443 break;
1444
1445 case SP_AURA:
1446 move_aura (op);
1447 break;
1448 }
1449 }
1450
1451 /* this checks to see if something special should happen if
1452 * something runs into the object.
1453 */
1454 void
1455 check_spell_effect (object *op)
1456 {
1457 switch (op->subtype)
1458 {
1459 case SP_BOLT:
1460 move_bolt (op);
1461 return;
1462
1463 case SP_BULLET:
1464 check_bullet (op);
1465 return;
1466 }
1467 }
1468
1469 /* This is called by move_apply. Basically, if someone
1470 * moves onto a spell effect and the walk_on or fly_on flags
1471 * are set, this is called. This should only be called for
1472 * objects of the appropriate type.
1473 */
1474 void
1475 apply_spell_effect (object *spell, object *victim)
1476 {
1477 switch (spell->subtype)
1478 {
1479 case SP_CONE:
1480 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->speed && spell->attacktype)
1481 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1482 break;
1483
1484 case SP_MAGIC_MISSILE:
1485 if (QUERY_FLAG (victim, FLAG_ALIVE))
1486 {
1487 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1488 spell->destroy ();
1489 }
1490 break;
1491
1492 case SP_MOVING_BALL:
1493 if (QUERY_FLAG (victim, FLAG_ALIVE))
1494 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1495 else if (victim->materialname)
1496 save_throw_object (victim, spell->attacktype, spell);
1497
1498 break;
1499 }
1500 }
1501
1502 /**
1503 * This function will let a fireball explode at the position of
1504 * the victim with a specific maximum level.
1505 */
1506 void
1507 create_exploding_ball_at (object *victim, int level)
1508 {
1509 object *ball = get_archetype (EXPLODING_FIREBALL);
1510 ball->dam_modifier = random_roll (1, level, victim, PREFER_LOW) / 5 + 1;
1511 ball->stats.maxhp = random_roll (1, level, victim, PREFER_LOW) / 10 + 2;
1512 ball->insert_at (victim);
1513 }