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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.104 by root, Sun Nov 8 23:05:22 2009 UTC vs.
Revision 1.117 by root, Sun Apr 11 04:20:57 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
83 */ 83 */
84void 84void
85spell_effect (object *spob, int x, int y, maptile *map, object *originator) 85spell_effect (object *spob, int x, int y, maptile *map, object *originator)
86{ 86{
87 if (spob->other_arch) 87 if (spob->other_arch)
88 map->insert (arch_to_object (spob->other_arch), x, y, originator); 88 map->insert (spob->other_arch->instance (), x, y, originator);
89} 89}
90 90
91static int 91static int
92attuned_bonus (object *caster, object *spell, int level) 92attuned_bonus (object *caster, object *spell, int level)
93{ 93{
326{ 326{
327 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
328 return 0; 328 return 0;
329 329
330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above) 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
331 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 331 if (op->flag [FLAG_REFL_SPELL]
332 && (!QUERY_FLAG (op, FLAG_ALIVE) 332 && (!op->flag [FLAG_ALIVE]
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
334 return 1; 334 return 1;
335 335
336 return 0; 336 return 0;
337} 337}
356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
358 dir = 0; 358 dir = 0;
359 } 359 }
360 360
361 SET_FLAG (new_op, FLAG_IDENTIFIED); 361 new_op->set_flag (FLAG_IDENTIFIED);
362 op->map->insert (new_op, 362 op->map->insert (new_op,
363 op->x + freearr_x[dir], op->y + freearr_y[dir], 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
364 op, 364 op,
365 dir ? 0 : INS_BELOW_ORIGINATOR); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366 366
416 * on top of a counterwall spell (may hit the player before being 416 * on top of a counterwall spell (may hit the player before being
417 * removed.) On the other hand, it may be more dramatic for the 417 * removed.) On the other hand, it may be more dramatic for the
418 * spell to actually hit the counterwall and be sucked up. 418 * spell to actually hit the counterwall and be sucked up.
419 */ 419 */
420 if ((tmp->attacktype & AT_COUNTERSPELL) 420 if ((tmp->attacktype & AT_COUNTERSPELL)
421 && !QUERY_FLAG (tmp, FLAG_MONSTER) 421 && !tmp->flag [FLAG_MONSTER]
422 && (tmp->type != PLAYER) 422 && (tmp->type != PLAYER)
423 && (tmp->type != WEAPON) 423 && (tmp->type != WEAPON)
424 && (tmp->type != BOW) 424 && (tmp->type != BOW)
425 && (tmp->type != ARROW) 425 && (tmp->type != ARROW)
426 && (tmp->type != GOLEM) 426 && (tmp->type != GOLEM)
427 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX: 427 && !tmp->flag [FLAG_IS_FLOOR] // XXX:
428 // we special case floor here because there 428 // we special case floor here because there
429 // are sometimes spell effect floors 429 // are sometimes spell effect floors
430 // which are used to inflict damage 430 // which are used to inflict damage
431 // (and those shouldn't go away from 431 // (and those shouldn't go away from
432 // sanctuary) see also: permanent lava 432 // sanctuary) see also: permanent lava
514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 514 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 515 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
516 if (!tailor_god_spell (tmp, op)) 516 if (!tailor_god_spell (tmp, op))
517 return 0; 517 return 0;
518 518
519 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 519 if (tmp->flag [FLAG_IS_TURNABLE])
520 SET_ANIMATION (tmp, dir); 520 SET_ANIMATION (tmp, dir);
521 521
522 if ((tmp = op->map->insert (tmp, x, y, op))) 522 if ((tmp = op->map->insert (tmp, x, y, op)))
523 move_spell_effect (tmp); 523 move_spell_effect (tmp);
524 524
562 { 562 {
563 tmp = op->owner; 563 tmp = op->owner;
564 /* If the owner does not exist, or is not a monster, than apply the spell 564 /* If the owner does not exist, or is not a monster, than apply the spell
565 * to the caster. 565 * to the caster.
566 */ 566 */
567 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 567 if (!tmp || !tmp->flag [FLAG_MONSTER])
568 tmp = op; 568 tmp = op;
569 } 569 }
570 else 570 else
571 { 571 {
572 maptile *m = op->map; 572 maptile *m = op->map;
620 continue; 620 continue;
621 621
622 tmp = GET_MAP_OB (mp, nx, ny); 622 tmp = GET_MAP_OB (mp, nx, ny);
623 623
624 while (tmp != NULL && (((owner_type == PLAYER && 624 while (tmp != NULL && (((owner_type == PLAYER &&
625 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 625 !tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_GENERATOR]) ||
626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 626 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
627 tmp = tmp->above; 627 tmp = tmp->above;
628 628
629 if (tmp != NULL && can_see_monsterP (m, x, y, i)) 629 if (tmp != NULL && can_see_monsterP (m, x, y, i))
630 return freedir[i]; 630 return freedir[i];
659 * insert multipart monsters properly 659 * insert multipart monsters properly
660 */ 660 */
661 //TODO: use expand_tail + ... 661 //TODO: use expand_tail + ...
662 while (at != NULL) 662 while (at != NULL)
663 { 663 {
664 tmp = arch_to_object (at); 664 tmp = at->instance ();
665 tmp->x = op->x + freearr_x[dir] + at->x; 665 tmp->x = op->x + freearr_x[dir] + at->x;
666 tmp->y = op->y + freearr_y[dir] + at->y; 666 tmp->y = op->y + freearr_y[dir] + at->y;
667 tmp->map = op->map; 667 tmp->map = op->map;
668 if (head) 668 if (head)
669 { 669 {
892 { 892 {
893 LOG (llevError, "cast_party_spell: empty other arch\n"); 893 LOG (llevError, "cast_party_spell: empty other arch\n");
894 return 0; 894 return 0;
895 } 895 }
896 896
897 object *spell = arch_to_object (spell_ob->other_arch); 897 object *spell = spell_ob->other_arch->instance ();
898 898
899 /* Always cast spell on caster */ 899 /* Always cast spell on caster */
900 int success = cast_spell (op, caster, dir, spell, spellparam); 900 int success = cast_spell (op, caster, dir, spell, spellparam);
901 901
902 if (!op->contr || !op->contr->party) 902 if (!op->contr || !op->contr->party)
945int 945int
946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam) 946cast_spell (object *op, object *caster, int dir, object *spell_ob, char *spellparam)
947{ 947{
948 const char *godname; 948 const char *godname;
949 int success = 0; 949 int success = 0;
950 object *skill = NULL; 950
951 // make sure spells always take a while, so a) we don't flood the
952 // user with messages and b) too many failures can be harmful (smiting).
953 op->speed_left -= 4 * op->speed; // ~0.5s on failure
951 954
952 if (!spell_ob) 955 if (!spell_ob)
953 { 956 {
954 LOG (llevError, "cast_spell: null spell object passed\n"); 957 LOG (llevError, "cast_spell: null spell object passed\n");
955 return 0; 958 return 0;
966 } 969 }
967 970
968 /* if caster is a spell casting object, this normally shouldn't be 971 /* if caster is a spell casting object, this normally shouldn't be
969 * an issue, because they don't have any spellpaths set up. 972 * an issue, because they don't have any spellpaths set up.
970 */ 973 */
971 if (caster->path_denied & spell_ob->path_attuned && !QUERY_FLAG (caster, FLAG_WIZCAST)) 974 if (caster->path_denied & spell_ob->path_attuned && !caster->flag [FLAG_WIZCAST])
972 { 975 {
973 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you."); 976 new_draw_info (NDI_UNIQUE, 0, op, "That spell path is denied to you.");
974 return 0; 977 return 0;
975 } 978 }
979
980 object *skill = 0;
976 981
977 /* if it is a player casting the spell, and they are really casting it 982 /* if it is a player casting the spell, and they are really casting it
978 * (vs it coming from a wand, scroll, or whatever else), do some 983 * (vs it coming from a wand, scroll, or whatever else), do some
979 * checks. We let monsters do special things - eg, they 984 * checks. We let monsters do special things - eg, they
980 * don't need the skill, bypass level checks, etc. The monster function 985 * don't need the SKILL, BYpass level checks, etc. The monster function
981 * should take care of that. 986 * should take care of that.
982 * Remove the wiz check here and move it further down - some spells 987 * Remove the wiz check here and move it further down - some spells
983 * need to have the right skill pointer passed, so we need to 988 * need to have the right skill pointer passed, so we need to
984 * at least process that code. 989 * at least process that code.
985 */ 990 */
989 { 994 {
990 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
991 996
992 if (!skill) 997 if (!skill)
993 { 998 {
994 op->failmsg (format ("You need the skill %s to cast %s! " 999 op->failmsgf ("You need the %s skill to cast %s! "
995 "H<You either need to learn the skill via a skill scroll " 1000 "H<You either need to learn the skill via a skill scroll "
996 "or you need to wear a talisman or holy symbol.>", 1001 "or you need to wear a talisman, holy symbol or another skill tool.>",
997 &spell_ob->skill, &spell_ob->name)); 1002 &spell_ob->skill, &spell_ob->name);
998 return 0; 1003 return 0;
999 } 1004 }
1000 1005
1001 const char *msg = ""; 1006 const char *msg = "";
1002 1007
1003 int caster_level = skill->level; 1008 int caster_level = skill->level;
1014 msg = " (repelled)"; 1019 msg = " (repelled)";
1015 } 1020 }
1016 1021
1017 if (spell_ob->level > caster_level) 1022 if (spell_ob->level > caster_level)
1018 { 1023 {
1019 op->failmsg (format ("You lack enough skill to cast that spell! " 1024 op->failmsgf ("You lack enough skill to cast that spell! "
1020 "H<Your effective cast level is %d%s, but level %d is required.>", 1025 "H<Your effective cast level is %d%s, but level %d is required.>",
1021 caster_level, msg, spell_ob->level)); 1026 caster_level, msg, spell_ob->level);
1022 if (!op->is_wiz ()) 1027 if (!op->is_wiz ())
1023 return 0; 1028 return 0;
1024 } 1029 }
1025 } 1030 }
1026 1031
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1032 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1033 * to have sufficient grace/mana.
1029 */ 1034 */
1030 if (!QUERY_FLAG (op, FLAG_WIZCAST)) 1035 if (!op->flag [FLAG_WIZCAST])
1031 { 1036 {
1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1037 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1038 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1034 { 1039 {
1035 op->failmsg ("You don't have enough mana!"); 1040 op->failmsg ("You don't have enough mana!");
1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1048 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname)); 1049 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1045 else 1050 else
1046 { 1051 {
1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1052 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1048 op->failmsg (format ("%s ignores your prayer.", godname)); 1053 op->failmsgf ("%s ignores your prayer.", godname);
1049 return 0; 1054 return 0;
1050 } 1055 }
1051 } 1056 }
1052 1057
1053 /* player/monster is trying to cast the spell. might fumble it */ 1058 /* player/monster is trying to cast the spell. might fumble it */
1083 * not alive, then this would mean that the mapmaker put the 1088 * not alive, then this would mean that the mapmaker put the
1084 * objects on the space - presume that they know what they are 1089 * objects on the space - presume that they know what they are
1085 * doing. 1090 * doing.
1086 */ 1091 */
1087 1092
1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1093 if ((mflags & P_SAFE) && !op->flag [FLAG_WIZCAST]) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1089 { 1094 {
1095 op->speed_left -= 2 * op->speed; // freeze for two ticks, so we don't flood
1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!"); 1096 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1091 return 0; 1097 return 0;
1092 } 1098 }
1093 1099
1094 if ((spell_ob->type == SPELL) 1100 if ((spell_ob->type == SPELL)
1095 && (caster->type != POTION) 1101 && (caster->type != POTION)
1096 && !QUERY_FLAG (op, FLAG_WIZCAST) 1102 && !op->flag [FLAG_WIZCAST]
1097 && (QUERY_FLAG (caster, FLAG_ALIVE) 1103 && (caster->flag [FLAG_ALIVE]
1098 || QUERY_FLAG (op, FLAG_ALIVE)) 1104 || op->flag [FLAG_ALIVE])
1099 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace))) 1105 && (((mflags & P_NO_MAGIC) && spell_ob->stats.sp) || ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)))
1100 { 1106 {
1101 if (op->type != PLAYER) 1107 if (op->type != PLAYER)
1102 return 0; 1108 return 0;
1103 1109
1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1110 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname)); 1111 op->failmsgf ("This ground is unholy! %s ignores you.", godname);
1106 else if (object *item = op->contr->ranged_ob) 1112 else if (object *item = op->contr->ranged_ob)
1107 { 1113 {
1108 if (item->type == SPELL) 1114 if (item->type == SPELL)
1109 op->failmsg ("Something blocks your spellcasting."); 1115 op->failmsg ("Something blocks your spellcasting.");
1110 else if (item->type == SCROLL) 1116 else if (item->type == SCROLL)
1116 op->failmsg ("Something blocks the spell!"); 1122 op->failmsg ("Something blocks the spell!");
1117 1123
1118 return 0; 1124 return 0;
1119 } 1125 }
1120 1126
1127 // undo the flood protection from earlier
1128 op->speed_left += 4 * op->speed; // ~0.5s on failure
1129
1121 /* Take into account how long it takes to cast the spell. 1130 /* Take into account how long it takes to cast the spell.
1122 * if the player is casting it, then we use the time in 1131 * if the player is casting it, then we use the time in
1123 * the spell object. If it is a spell object, have it 1132 * the spell object. If it is a spell object, have it
1124 * take two ticks. Things that cast spells on the players 1133 * take two ticks. Things that cast spells on the players
1125 * behalf (eg, altars, and whatever else) shouldn't cost 1134 * behalf (eg, altars, and whatever else) shouldn't cost
1126 * the player any time. 1135 * the player any time.
1127 * Ignore casting time for firewalls 1136 * Ignore casting time for firewalls
1128 */ 1137 */
1129 if (caster == op && caster->type != FIREWALL) 1138 if (caster == op && caster->type != FIREWALL)
1130 { 1139 {
1131 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) * op->speed;
1132 /* Other portions of the code may also decrement the speed of the player, so 1141 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long 1142 * put a lower limit so that the player isn't stuck here too long
1134 */ 1143 */
1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed)) 1144 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed)
1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * fabs (op->speed); 1145 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * op->speed;
1137 } 1146 }
1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1147 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1139 op->speed_left -= 2 * fabs (op->speed); 1148 op->speed_left -= 2 * op->speed;
1140 1149
1141 if (op->type == PLAYER && op == caster) 1150 if (op->type == PLAYER && op == caster)
1142 { 1151 {
1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1152 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1153 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1149 * object requires. 1158 * object requires.
1150 */ 1159 */
1151 if (op != caster && !skill && caster->skill) 1160 if (op != caster && !skill && caster->skill)
1152 { 1161 {
1153 skill = find_skill_by_name (op, caster->skill); 1162 skill = find_skill_by_name (op, caster->skill);
1163
1154 if (!skill) 1164 if (!skill)
1155 { 1165 {
1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster))); 1166 op->failmsgf ("You lack the %s skill, which is required to use the %s!", &caster->skill, query_name (caster));
1157 return 0; 1167 return 0;
1158 } 1168 }
1159
1160 op->change_skill (skill); /* needed for proper exp credit */
1161 } 1169 }
1162 1170
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam))) 1171 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (spellparam)))
1164 return RESULT_INT (0); 1172 return RESULT_INT (0);
1173
1174 // temporaroly replace chosen_skill by skill, we assume skill *could* be applied,
1175 // at least temporarily, which might not be true due to slot restrictions, but hey
1176 // invoke requires it basically.
1177
1178 object *chosen_skill = op->chosen_skill;
1179 op->chosen_skill = skill;
1165 1180
1166 switch (spell_ob->subtype) 1181 switch (spell_ob->subtype)
1167 { 1182 {
1168 /* The order of case statements is same as the order they show up 1183 /* The order of case statements is same as the order they show up
1169 * in spells.h. 1184 * in spells.h.
1320 break; 1335 break;
1321 1336
1322 case SP_MOVING_BALL: 1337 case SP_MOVING_BALL:
1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1338 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1324 { 1339 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1340 op->failmsgf ("You lack the proper attunement to cast %s!", &spell_ob->name);
1326 success = 0; 1341 success = 0;
1327 } 1342 }
1328 else 1343 else
1329 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob); 1344 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1345 break;
1379 break; 1394 break;
1380 1395
1381 default: 1396 default:
1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1397 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1383 } 1398 }
1399
1400 // restore chosen_skill
1401 op->chosen_skill = chosen_skill;
1384 1402
1385 op->play_sound ( 1403 op->play_sound (
1386 success 1404 success
1387 ? spell_ob->sound 1405 ? spell_ob->sound
1388 ? spell_ob->sound 1406 ? spell_ob->sound
1453apply_spell_effect (object *spell, object *victim) 1471apply_spell_effect (object *spell, object *victim)
1454{ 1472{
1455 switch (spell->subtype) 1473 switch (spell->subtype)
1456 { 1474 {
1457 case SP_CONE: 1475 case SP_CONE:
1458 if (QUERY_FLAG (victim, FLAG_ALIVE) && spell->has_active_speed () && spell->attacktype) 1476 if (victim->flag [FLAG_ALIVE] && spell->has_active_speed () && spell->attacktype)
1459 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0); 1477 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 0);
1460 break; 1478 break;
1461 1479
1462 case SP_MAGIC_MISSILE: 1480 case SP_MAGIC_MISSILE:
1463 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1481 if (victim->flag [FLAG_ALIVE])
1464 { 1482 {
1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1466 spell->destroy (); 1484 spell->destroy ();
1467 } 1485 }
1468 break; 1486 break;
1469 1487
1470 case SP_MOVING_BALL: 1488 case SP_MOVING_BALL:
1471 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1489 if (victim->flag [FLAG_ALIVE])
1472 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1490 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1473 else if (victim->materialname) 1491 else if (victim->material != MATERIAL_NULL)
1474 save_throw_object (victim, spell->attacktype, spell); 1492 save_throw_object (victim, spell->attacktype, spell);
1475 1493
1476 break; 1494 break;
1477 } 1495 }
1478} 1496}

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