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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.24 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.90 by root, Thu Jan 1 11:41:17 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
37 * the spell must be of this skill, it can be NULL in which case all 34 * the spell must be of this skill, it can be NULL in which case all
38 * matching spells are used. 35 * matching spells are used.
39 */ 36 */
40object * 37object *
41find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, shstr_cmp skill)
42{ 39{
43 int k = 0, s; 40 int k = 0, s;
44 object *tmp;
45 41
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 44 k++;
49 45
50 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
51 if (!k) 47 if (!k)
52 return NULL; 48 return NULL;
53 49
54 s = RANDOM () % k; 50 s = rndm (k);
55 51
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 54 if (!s)
60 return tmp; 55 return tmp;
61 else 56 else
62 s--; 57 s--;
63 } 58
64 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
65 return NULL; 60 return 0;
66} 61}
67 62
68/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 75 dest->skill = spob->skill;
81 else 76 else
82 dest->skill = caster->skill; 77 dest->skill = caster->skill;
83} 78}
84 79
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 82 */
156
157void 83void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 85{
160
161 if (spob->other_arch != NULL) 86 if (spob->other_arch)
162 { 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 88}
171 89
172/* 90static int
173 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 92{
185 int new_level; 93 // compute the attuned/repelled bonus
186 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
188 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 98}
195
196 99
197/* This function returns the effective level the spell 100/* This function returns the effective level the spell
198 * is being cast at. 101 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 102 */
203
204int 103int
205caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
206{ 105{
207 int level = caster->level; 106 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 107
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 110 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
223 113
224 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
225 } 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;
226 119
227 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 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);
229 127
230 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 129 * errors in various places.
232 */ 130 */
233 if (level < 1)
234 level = 1;
235
236 return level; 131 return max (level, 1);
237} 132}
238 133
239/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 141 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
248 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
249 */ 144 */
250
251sint16 145sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 147{
254 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
255 149
256 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
257 { 151 {
258 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
259 { 153 {
280 else 174 else
281 { 175 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
284 sp = 1; 178 sp = 1;
179
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
287 grace = 1; 182 grace = 1;
288 } 183 }
184
289 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 186 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
292 return grace; 188 return grace;
293 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 194 return 0;
299 } 195 }
300} 196}
301 197
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 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
302 208
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
305 */ 211 */
306int 212int
307SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
308{ 214{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 219}
320 220
321/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
324 */ 224 */
325int 225int
326SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
327{ 227{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 232}
340 233
341/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
344 */ 237 */
345int 238int
346SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
347{ 240{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 241 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 245}
360 246
361/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
364 */ 250 */
365object * 251object *
366check_spell_known (object *op, const char *name) 252check_spell_known (object *op, shstr_cmp name)
367{ 253{
368 object *spop; 254 object *spop;
369 255
370 for (spop = op->inv; spop; spop = spop->below) 256 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 257 if (spop->type == SPELL && spop->name == name)
372 return spop; 258 return spop;
373 259
374 return NULL; 260 return 0;
375} 261}
376
377 262
378/* 263/*
379 * Look at object 'op' and see if they know the spell 264 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 265 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 266 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 267 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 268 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 269 * exact match, we also return NULL.
385 */ 270 */
386
387object * 271object *
388lookup_spell_by_name (object *op, const char *spname) 272lookup_spell_by_name (object *op, const char *spname)
389{ 273{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 274 object *spob1 = 0, *spob2 = 0;
391 int nummatch = 0; 275 int nummatch = 0;
392 276
393 if (spname == NULL) 277 if (!spname)
394 return NULL; 278 return 0;
395 279
396 /* Try to find the spell. We store the results in spob1 280 /* Try to find the spell. We store the results in spob1
397 * and spob2 - spob1 is only taking the length of 281 * and spob2 - spob1 is only taking the length of
398 * the past spname, spob2 uses the length of the spell name. 282 * the past spname, spob2 uses the length of the spell name.
399 */ 283 */
400 for (spob = op->inv; spob; spob = spob->below) 284 for (object *spob = op->inv; spob; spob = spob->below)
401 { 285 {
402 if (spob->type == SPELL) 286 if (spob->type == SPELL)
403 { 287 {
288 // TODO: WTF?
404 if (!strncmp (spob->name, spname, strlen (spname))) 289 if (!strncmp (spob->name, spname, strlen (spname)))
405 { 290 {
406 nummatch++; 291 nummatch++;
407 spob1 = spob; 292 spob1 = spob;
408 } 293 }
413 * fall into this category). It shouldn't be hard to 298 * fall into this category). It shouldn't be hard to
414 * make sure spell names don't overlap in that fashion. 299 * make sure spell names don't overlap in that fashion.
415 */ 300 */
416 if (spob2) 301 if (spob2)
417 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name); 302 LOG (llevError, "Found multiple spells with overlapping base names: %s, %s\n", &spob2->name, &spob->name);
303
418 spob2 = spob; 304 spob2 = spob;
419 } 305 }
420 } 306 }
421 } 307 }
422 /* if we have best match, return it. Otherwise, if we have one match 308 /* if we have best match, return it. Otherwise, if we have one match
423 * on the loser match, return that, otehrwise null 309 * on the loser match, return that, otehrwise null
424 */ 310 */
425 if (spob2) 311 if (spob2)
426 return spob2; 312 return spob2;
313
427 if (spob1 && nummatch == 1) 314 if (spob1 && nummatch == 1)
428 return spob1; 315 return spob1;
316
429 return NULL; 317 return NULL;
430} 318}
431 319
432/* reflwall - decides weither the (spell-)object sp_op will 320/* reflwall - decides weither the (spell-)object sp_op will
433 * be reflected from the given mapsquare. Returns 1 if true. 321 * be reflected from the given mapsquare. Returns 1 if true.
437 * eg, updated for tiled maps. 325 * eg, updated for tiled maps.
438 */ 326 */
439int 327int
440reflwall (maptile *m, int x, int y, object *sp_op) 328reflwall (maptile *m, int x, int y, object *sp_op)
441{ 329{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 330 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 331 return 0;
332
446 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 333 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 334 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 && (!QUERY_FLAG (op, FLAG_ALIVE) 335 && (!QUERY_FLAG (op, FLAG_ALIVE)
449 || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here?
450 // most spells use subtypes for bolts today...
451 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 336 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
452 return 1; 337 return 1;
453 338
454 return 0; 339 return 0;
455} 340}
473 { 358 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 359 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
475 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 360 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
476 dir = 0; 361 dir = 0;
477 } 362 }
478 new_op->x = op->x + freearr_x[dir]; 363
479 new_op->y = op->y + freearr_y[dir]; 364 SET_FLAG (new_op, FLAG_IDENTIFIED);
480 if (dir == 0) 365 op->map->insert (new_op,
481 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 366 op->x + freearr_x[dir], op->y + freearr_y[dir],
482 else 367 op,
483 insert_ob_in_map (new_op, op->map, op, 0); 368 dir ? 0 : INS_BELOW_ORIGINATOR);
369
484 return dir; 370 return dir;
485} 371}
486 372
487/* Returns true if it is ok to put spell *op on the space/may provided. 373/* Returns true if it is ok to put spell *op on the space/may provided.
488 * immune_stop is basically the attacktype of the spell (why 374 * immune_stop is basically the attacktype of the spell (why
490 * has the AT_MAGIC bit set, and there is a counterwall 376 * has the AT_MAGIC bit set, and there is a counterwall
491 * on the space, the object doesn't get placed. if immune stop 377 * on the space, the object doesn't get placed. if immune stop
492 * does not have AT_MAGIC, then counterwalls do not effect the spell. 378 * does not have AT_MAGIC, then counterwalls do not effect the spell.
493 * 379 *
494 */ 380 */
495
496int 381int
497ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 382ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
498{ 383{
499 object *tmp; 384 if (!xy_normalise (m, x, y))
500 int mflags;
501 maptile *mp;
502
503 mp = m;
504 mflags = get_map_flags (m, &mp, x, y, &x, &y);
505
506 if (mflags & P_OUT_OF_MAP)
507 return 0; 385 return 0;
508 386
509 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 387 mapspace &ms = m->at (x, y);
388 ms.update ();
389
390 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
510 return 0; 391 return 0;
511 392
512 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 393 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
513 { 394 {
514 /* If there is a counterspell on the space, and this 395 /* If there is a counterspell on the space, and this
515 * object is using magic, don't progress. I believe we could 396 * object is using magic, don't progress. I believe we could
516 * leave this out and let in progress, and other areas of the code 397 * leave this out and let in progress, and other areas of the code
517 * will then remove it, but that would seem to to use more 398 * will then remove it, but that would seem to to use more
518 * resources, and may not work as well if a player is standing 399 * resources, and may not work as well if a player is standing
519 * on top of a counterwall spell (may hit the player before being 400 * on top of a counterwall spell (may hit the player before being
520 * removed.) On the other hand, it may be more dramatic for the 401 * removed.) On the other hand, it may be more dramatic for the
521 * spell to actually hit the counterwall and be sucked up. 402 * spell to actually hit the counterwall and be sucked up.
522 */ 403 */
523 if ((tmp->attacktype & AT_COUNTERSPELL) && 404 if ((tmp->attacktype & AT_COUNTERSPELL)
524 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 405 && !QUERY_FLAG (tmp, FLAG_MONSTER)
525 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 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))
526 return 0; 418 return 0;
527 419
528 /* This is to prevent 'out of control' spells. Basically, this 420 /* This is to prevent 'out of control' spells. Basically, this
529 * limits one spell effect per space per spell. This is definately 421 * limits one spell effect per space per spell. This is definately
530 * needed for performance reasons, and just for playability I believe. 422 * needed for performance reasons, and just for playability I believe.
537 /* 429 /*
538 * Combine similar spell effects into one spell effect. Needed for 430 * Combine similar spell effects into one spell effect. Needed for
539 * performance reasons with meteor swarm and the like, but also for 431 * performance reasons with meteor swarm and the like, but also for
540 * playability reasons. 432 * playability reasons.
541 */ 433 */
542 if (tmp->arch == op->arch 434 if (tmp->arch == op->arch /* no harm if not comparing by name here */
543 && tmp->type == op->type 435 && tmp->type == op->type
544 && tmp->subtype == op->subtype 436 && tmp->subtype == op->subtype
437 && tmp->owner == op->owner
545 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 438 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
546 { 439 {
547 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 440 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
548 tmp->range = MAX (tmp->range, op->range); 441 tmp->range = MAX (tmp->range, op->range);
549 tmp->duration = MAX (tmp->duration, op->duration); 442 tmp->duration = MAX (tmp->duration, op->duration);
550 return 0; 443 return 0;
552 445
553 /* Perhaps we should also put checks in for no magic and unholy 446 /* Perhaps we should also put checks in for no magic and unholy
554 * ground to prevent it from moving along? 447 * ground to prevent it from moving along?
555 */ 448 */
556 } 449 }
450
557 /* If it passes the above tests, it must be OK */ 451 /* If it passes the above tests, it must be OK */
558 return 1; 452 return 1;
559} 453}
560 454
561/* fire_arch_from_position: fires an archetype. 455/* fire_arch_from_position: fires an archetype.
566 * dir: direction to fire in. 460 * dir: direction to fire in.
567 * spell: spell that is being fired. It uses other_arch for the archetype 461 * spell: spell that is being fired. It uses other_arch for the archetype
568 * to fire. 462 * to fire.
569 * returns 0 on failure, 1 on success. 463 * returns 0 on failure, 1 on success.
570 */ 464 */
571
572int 465int
573fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 466fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
574{ 467{
575 object *tmp;
576 int mflags;
577 maptile *m;
578
579 if (spell->other_arch == NULL) 468 if (!spell->other_arch)
580 return 0; 469 return 0;
581 470
582 m = op->map; 471 object *tmp = spell->other_arch->instance ();
583 mflags = get_map_flags (m, &m, x, y, &x, &y);
584 if (mflags & P_OUT_OF_MAP)
585 {
586 return 0;
587 }
588 472
589 tmp = arch_to_object (spell->other_arch); 473 if (!tmp)
590
591 if (tmp == NULL)
592 return 0; 474 return 0;
593
594 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
595 {
596 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
597 tmp->destroy ();
598 return 0;
599 }
600 475
601 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 476 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
602 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 477 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
603 /* code in time.c uses food for some things, duration for others */ 478 /* code in time.c uses food for some things, duration for others */
604 tmp->stats.food = tmp->duration; 479 tmp->stats.food = tmp->duration;
605 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 480 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
606 tmp->attacktype = spell->attacktype; 481 tmp->attacktype = spell->attacktype;
607 tmp->x = x;
608 tmp->y = y;
609 tmp->direction = dir; 482 tmp->direction = dir;
610 if (op->owner != NULL)
611 tmp->set_owner (op); 483 tmp->set_owner (op);
612 else
613 tmp->set_owner (op);
614 tmp->level = caster_level (caster, spell); 484 tmp->level = casting_level (caster, spell);
615 set_spell_skill (op, caster, spell, tmp); 485 set_spell_skill (op, caster, spell, tmp);
616 486
617 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 487 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
618 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 488 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
619 {
620 if (!tailor_god_spell (tmp, op)) 489 if (!tailor_god_spell (tmp, op))
621 return 0; 490 return 0;
622 } 491
623 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 492 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
624 SET_ANIMATION (tmp, dir); 493 SET_ANIMATION (tmp, dir);
625 494
626 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 495 if ((tmp = op->map->insert (tmp, x, y, op)))
627 return 1;
628
629 move_spell_effect (tmp); 496 move_spell_effect (tmp);
630 497
631 return 1; 498 return 1;
632} 499}
633
634
635 500
636/***************************************************************************** 501/*****************************************************************************
637 * 502 *
638 * Code related to rods - perhaps better located in another file? 503 * Code related to rods - perhaps better located in another file?
639 * 504 *
640 ****************************************************************************/ 505 ****************************************************************************/
641
642void 506void
643regenerate_rod (object *rod) 507regenerate_rod (object *rod)
644{ 508{
645 if (rod->stats.hp < rod->stats.maxhp) 509 if (rod->stats.hp < rod->stats.maxhp)
646 { 510 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
647 rod->stats.hp += 1 + rod->stats.maxhp / 10;
648
649 if (rod->stats.hp > rod->stats.maxhp)
650 rod->stats.hp = rod->stats.maxhp;
651 }
652} 511}
653
654 512
655void 513void
656drain_rod_charge (object *rod) 514drain_rod_charge (object *rod)
657{ 515{
658 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 516 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
659} 517}
660
661
662
663 518
664/* this function is commonly used to find a friendly target for 519/* this function is commonly used to find a friendly target for
665 * spells such as heal or protection or armour 520 * spells such as heal or protection or armour
666 * op is what is looking for the target (which can be a player), 521 * op is what is looking for the target (which can be a player),
667 * dir is the direction we are looking in. Return object found, or 522 * dir is the direction we are looking in. Return object found, or
668 * NULL if no good object. 523 * NULL if no good object.
669 */ 524 */
670
671object * 525object *
672find_target_for_friendly_spell (object *op, int dir) 526find_target_for_friendly_spell (object *op, int dir)
673{ 527{
674 object *tmp; 528 object *tmp;
675 maptile *m;
676 sint16 x, y;
677 int mflags;
678 529
679 /* I don't really get this block - if op isn't a player or rune, 530 /* I don't really get this block - if op isn't a player or rune,
680 * we then make the owner of this object the target. 531 * we then make the owner of this object the target.
681 * The owner could very well be no where near op. 532 * The owner could very well be no where near op.
682 */ 533 */
689 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 540 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
690 tmp = op; 541 tmp = op;
691 } 542 }
692 else 543 else
693 { 544 {
694 m = op->map; 545 maptile *m = op->map;
695 x = op->x + freearr_x[dir]; 546 sint16 x = op->x + freearr_x[dir];
696 y = op->y + freearr_y[dir]; 547 sint16 y = op->y + freearr_y[dir];
697
698 mflags = get_map_flags (m, &m, x, y, &x, &y);
699
700 if (mflags & P_OUT_OF_MAP)
701 tmp = NULL;
702 else
703 { 548
704 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 549 tmp = xy_normalise (m, x, y)
705 if (tmp->type == PLAYER) 550 ? m->at (x, y).player ()
706 break; 551 : 0;
707 }
708 } 552 }
553
709 /* didn't find a player there, look in current square for a player */ 554 /* didn't find a player there, look in current square for a player */
710 if (tmp == NULL) 555 if (!tmp)
711 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 556 tmp = op->ms ().player ();
712 {
713 if (tmp->type == PLAYER)
714 break;
715 }
716 557
717 return tmp; 558 return tmp;
718} 559}
719
720
721 560
722/* raytrace: 561/* raytrace:
723 * spell_find_dir(map, x, y, exclude) will search first the center square 562 * spell_find_dir(map, x, y, exclude) will search first the center square
724 * then some close squares in the given map at the given coordinates for 563 * then some close squares in the given map at the given coordinates for
725 * live objects. 564 * live objects.
728 * monsters/generators only. If not, the spell will hunt players only. 567 * monsters/generators only. If not, the spell will hunt players only.
729 * It returns the direction toward the first/closest live object if it finds 568 * It returns the direction toward the first/closest live object if it finds
730 * any, otherwise -1. 569 * any, otherwise -1.
731 * note that exclude can be NULL, in which case all bets are off. 570 * note that exclude can be NULL, in which case all bets are off.
732 */ 571 */
733
734int 572int
735spell_find_dir (maptile *m, int x, int y, object *exclude) 573spell_find_dir (maptile *m, int x, int y, object *exclude)
736{ 574{
737 int i, max = SIZEOFFREE; 575 int i, max = SIZEOFFREE;
738 sint16 nx, ny; 576 sint16 nx, ny;
765 return freedir[i]; 603 return freedir[i];
766 } 604 }
767 return -1; /* flag for "keep going the way you were" */ 605 return -1; /* flag for "keep going the way you were" */
768} 606}
769 607
770
771
772/* put_a_monster: puts a monster named monstername near by 608/* put_a_monster: puts a monster named monstername near by
773 * op. This creates the treasures for the monsters, and 609 * op. This creates the treasures for the monsters, and
774 * also deals with multipart monsters properly. 610 * also deals with multipart monsters properly.
775 */ 611 */
776
777void 612void
778put_a_monster (object *op, const char *monstername) 613put_a_monster (object *op, const char *monstername)
779{ 614{
780 object *tmp, *head = NULL, *prev = NULL; 615 object *tmp, *head = NULL, *prev = NULL;
781 archetype *at; 616 archetype *at;
788 623
789 /* find a free square nearby 624 /* find a free square nearby
790 * first we check the closest square for free squares 625 * first we check the closest square for free squares
791 */ 626 */
792 627
793 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 628 dir = find_first_free_spot (at, op->map, op->x, op->y);
794 if (dir != -1) 629 if (dir != -1)
795 { 630 {
796 /* This is basically grabbed for generate monster. Fixed 971225 to 631 /* This is basically grabbed for generate monster. Fixed 971225 to
797 * insert multipart monsters properly 632 * insert multipart monsters properly
798 */ 633 */
634 //TODO: use expand_tail + ...
799 while (at != NULL) 635 while (at != NULL)
800 { 636 {
801 tmp = arch_to_object (at); 637 tmp = arch_to_object (at);
802 tmp->x = op->x + freearr_x[dir] + at->clone.x; 638 tmp->x = op->x + freearr_x[dir] + at->x;
803 tmp->y = op->y + freearr_y[dir] + at->clone.y; 639 tmp->y = op->y + freearr_y[dir] + at->y;
804 tmp->map = op->map; 640 tmp->map = op->map;
805 if (head) 641 if (head)
806 { 642 {
807 tmp->head = head; 643 tmp->head = head;
808 prev->more = tmp; 644 prev->more = tmp;
809 } 645 }
646
810 if (!head) 647 if (!head)
811 head = tmp; 648 head = tmp;
649
812 prev = tmp; 650 prev = tmp;
651
813 at = at->more; 652 at = (archetype *)at->more;
814 } 653 }
815 654
816 if (head->randomitems) 655 if (head->randomitems)
817 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 656 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
818 657
819 insert_ob_in_map (head, op->map, op, 0); 658 insert_ob_in_map (head, op->map, op, 0);
820 659
821 /* thought it'd be cool to insert a burnout, too. */ 660 /* thought it'd be cool to insert a burnout, too. */
822 tmp = get_archetype ("burnout"); 661 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
823 tmp->map = op->map;
824 tmp->x = op->x + freearr_x[dir];
825 tmp->y = op->y + freearr_y[dir];
826 insert_ob_in_map (tmp, op->map, op, 0);
827 } 662 }
828} 663}
829 664
830/* peterm: function which summons hostile monsters and 665/* peterm: function which summons hostile monsters and
831 * places them in nearby squares. 666 * places them in nearby squares.
858{ 693{
859 int attacktype; 694 int attacktype;
860 int face; 695 int face;
861} ATTACKS[22] = 696} ATTACKS[22] =
862{ 697{
863 {
864 AT_PHYSICAL, 0}, 698 { AT_PHYSICAL, 0},
865 {
866 AT_PHYSICAL, 0}, /*face = explosion */ 699 { AT_PHYSICAL, 0}, /*face = explosion */
867 {
868 AT_PHYSICAL, 0}, 700 { AT_PHYSICAL, 0},
869 {
870 AT_MAGIC, 1}, 701 { AT_MAGIC, 1},
871 {
872 AT_MAGIC, 1}, /* face = last-burnout */ 702 { AT_MAGIC, 1}, /* face = last-burnout */
873 {
874 AT_MAGIC, 1}, 703 { AT_MAGIC, 1},
875 {
876 AT_FIRE, 2}, 704 { AT_FIRE, 2},
877 {
878 AT_FIRE, 2}, /* face = fire.... */ 705 { AT_FIRE, 2}, /* face = fire.... */
879 {
880 AT_FIRE, 2}, 706 { AT_FIRE, 2},
881 {
882 AT_ELECTRICITY, 3}, 707 { AT_ELECTRICITY, 3},
883 {
884 AT_ELECTRICITY, 3}, /* ball_lightning */ 708 { AT_ELECTRICITY, 3}, /* ball_lightning */
885 {
886 AT_ELECTRICITY, 3}, 709 { AT_ELECTRICITY, 3},
887 {
888 AT_COLD, 4}, 710 { AT_COLD, 4},
889 {
890 AT_COLD, 4}, /* face=icestorm */ 711 { AT_COLD, 4}, /* face=icestorm */
891 {
892 AT_COLD, 4}, 712 { AT_COLD, 4},
893 {
894 AT_CONFUSION, 5}, 713 { AT_CONFUSION, 5},
895 {
896 AT_POISON, 7}, 714 { AT_POISON, 7},
897 {
898 AT_POISON, 7}, /* face = acid sphere. generator */ 715 { AT_POISON, 7}, /* face = acid sphere. generator */
899 {
900 AT_POISON, 7}, /* poisoncloud face */ 716 { AT_POISON, 7}, /* poisoncloud face */
901 {
902 AT_SLOW, 8}, 717 { AT_SLOW, 8},
903 {
904 AT_PARALYZE, 9}, 718 { AT_PARALYZE, 9},
905 {
906AT_FEAR, 10}}; 719 { AT_FEAR, 10},
907 720};
908
909 721
910/* shuffle_attack: peterm 722/* shuffle_attack: peterm
911 * This routine shuffles the attack of op to one of the 723 * This routine shuffles the attack of op to one of the
912 * ones in the list. It does this at random. It also 724 * ones in the list. It does this at random. It also
913 * chooses a face appropriate to the attack that is 725 * chooses a face appropriate to the attack that is
936 { 748 {
937 SET_ANIMATION (op, ATTACKS[i].face); 749 SET_ANIMATION (op, ATTACKS[i].face);
938 } 750 }
939} 751}
940 752
941
942/* prayer_failure: This is called when a player fails 753/* prayer_failure: This is called when a player fails
943 * at casting a prayer. 754 * at casting a prayer.
944 * op is the player. 755 * op is the player.
945 * failure is basically how much grace they had. 756 * failure is basically how much grace they had.
946 * power is how much grace the spell would normally take to cast. 757 * power is how much grace the spell would normally take to cast.
947 */ 758 */
948
949void 759void
950prayer_failure (object *op, int failure, int power) 760prayer_failure (object *op, int failure, int power)
951{ 761{
952 const char *godname; 762 const char *godname;
953 object *tmp; 763 object *tmp;
1031 else 841 else
1032 { 842 {
1033 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 843 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1034 tmp = get_archetype (LOOSE_MANA); 844 tmp = get_archetype (LOOSE_MANA);
1035 tmp->level = skill->level; 845 tmp->level = skill->level;
1036 tmp->x = op->x;
1037 tmp->y = op->y;
1038 846
1039 /* increase the area of destruction a little for more powerful spells */ 847 /* increase the area of destruction a little for more powerful spells */
1040 tmp->range += isqrt (power); 848 tmp->range += isqrt (power);
1041 849
1042 if (power > 25) 850 if (power > 25)
1043 tmp->stats.dam = 25 + isqrt (power); 851 tmp->stats.dam = 25 + isqrt (power);
1044 else 852 else
1045 tmp->stats.dam = power; /* nasty recoils! */ 853 tmp->stats.dam = power; /* nasty recoils! */
1046 854
1047 tmp->stats.maxhp = tmp->count; 855 tmp->stats.maxhp = tmp->count;
1048 insert_ob_in_map (tmp, op->map, NULL, 0); 856
857 tmp->insert_at (op);
1049 } 858 }
1050 } 859 }
1051} 860}
1052 861
1053int 862int
1054cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 863cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1055{ 864{
1056 int success; 865 int success;
1057 player *pl;
1058 object *spell; 866 object *spell;
1059 867
1060 if (!spell_ob->other_arch) 868 if (!spell_ob->other_arch)
1061 { 869 {
1062 LOG (llevError, "cast_party_spell: empty other arch\n"); 870 LOG (llevError, "cast_party_spell: empty other arch\n");
1063 return 0; 871 return 0;
1064 } 872 }
873
1065 spell = arch_to_object (spell_ob->other_arch); 874 spell = arch_to_object (spell_ob->other_arch);
1066 875
1067 /* Always cast spell on caster */ 876 /* Always cast spell on caster */
1068 success = cast_spell (op, caster, dir, spell, stringarg); 877 success = cast_spell (op, caster, dir, spell, stringarg);
1069 878
1070 if (caster->contr->party == NULL) 879 if (caster->contr->party == NULL)
1071 { 880 {
1072 spell->remove (); 881 spell->remove ();
1073 return success; 882 return success;
1074 } 883 }
1075 for (pl = first_player; pl != NULL; pl = pl->next) 884
885 for_all_players (pl)
1076 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 886 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1077 {
1078 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 887 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1079 } 888
1080 spell->remove (); 889 spell->remove ();
1081 return success; 890 return success;
1082} 891}
1083 892
1084/* This is where the main dispatch when someone casts a spell. 893/* This is where the main dispatch when someone casts a spell.
1106 * 915 *
1107 * if it is a player casting the spell (op->type == PLAYER, op == caster), 916 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1108 * this function will decrease the mana/grace appropriately. For other 917 * this function will decrease the mana/grace appropriately. For other
1109 * objects, the caller should do what it considers appropriate. 918 * objects, the caller should do what it considers appropriate.
1110 */ 919 */
1111
1112int 920int
1113cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 921cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1114{ 922{
1115 const char *godname; 923 const char *godname;
1116 int success = 0, mflags, cast_level = 0, old_shoottype; 924 int success = 0;
1117 object *skill = NULL; 925 object *skill = NULL;
1118
1119 old_shoottype = op->contr ? op->contr->shoottype : 0;
1120 926
1121 if (!spell_ob) 927 if (!spell_ob)
1122 { 928 {
1123 LOG (llevError, "cast_spell: null spell object passed\n"); 929 LOG (llevError, "cast_spell: null spell object passed\n");
1124 return 0; 930 return 0;
1152 * need to have the right skill pointer passed, so we need to 958 * need to have the right skill pointer passed, so we need to
1153 * at least process that code. 959 * at least process that code.
1154 */ 960 */
1155 if (op->type == PLAYER && op == caster) 961 if (op->type == PLAYER && op == caster)
1156 { 962 {
1157 cast_level = caster_level (caster, spell_ob);
1158 if (spell_ob->skill) 963 if (spell_ob->skill)
1159 { 964 {
1160 skill = find_skill_by_name (op, spell_ob->skill); 965 skill = find_skill_by_name (op, spell_ob->skill);
966
1161 if (!skill) 967 if (!skill)
1162 { 968 {
1163 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 969 op->failmsg (format ("You need the skill %s to cast %s! "
970 "H<You either need to learn the skill via a skill scroll "
971 "or you need to wear a talisman or holy symbol.>",
972 &spell_ob->skill, &spell_ob->name));
1164 return 0; 973 return 0;
1165 } 974 }
1166 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 975
976 const char *msg = "";
977
978 int caster_level = skill->level;
979
980 if (op->path_attuned & spell_ob->path_attuned)
1167 { 981 {
1168 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 982 caster_level += min (caster_level, ATTUNE_REPELL);
983 msg = " (attuned)";
984 }
985
986 if (op->path_repelled & spell_ob->path_attuned)
987 {
988 caster_level -= ATTUNE_REPELL; // negative is ok
989 msg = " (repelled)";
990 }
991
992 if (spell_ob->level > caster_level)
993 {
994 op->failmsg (format ("You lack enough skill to cast that spell! "
995 "H<Your effective cast level is %d%s, but level %d is required.>",
996 caster_level, msg, spell_ob->level));
997 if (!op->is_wiz ())
1169 return 0; 998 return 0;
1170 } 999 }
1171 } 1000 }
1001
1172 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1173 * to have sufficient grace/mana. 1003 * to have sufficient grace/mana.
1174 */ 1004 */
1175 if (!QUERY_FLAG (op, FLAG_WIZ)) 1005 if (!QUERY_FLAG (op, FLAG_WIZCAST))
1176 { 1006 {
1177 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1007 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1178 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1008 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1179 { 1009 {
1180 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1010 op->failmsg ("You don't have enough mana!");
1181 return 0; 1011 return 0;
1182 } 1012 }
1013
1183 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1014 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1184 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1015 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1185 { 1016 {
1186 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1017 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1187 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1018 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1188 {
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1019 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1190 }
1191 else 1020 else
1192 { 1021 {
1193 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1022 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1194 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1023 op->failmsg (format ("%s ignores your prayer.", godname));
1195 return 0; 1024 return 0;
1196 } 1025 }
1197 } 1026 }
1198 1027
1199 /* player/monster is trying to cast the spell. might fumble it */ 1028 /* player/monster is trying to cast the spell. might fumble it */
1200 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1029 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1201 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1030 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1202 { 1031 {
1203 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1032 op->contr->play_sound (sound_find ("fumble_spell"));
1204 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1033 op->failmsg ("You fumble the prayer.");
1205 if (settings.casting_time == TRUE) 1034
1206 {
1207 op->casting_time = -1;
1208 }
1209 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1035 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1210 return 0; 1036 return 0;
1211 } 1037 }
1212 else if (spell_ob->stats.sp) 1038 else if (spell_ob->stats.sp)
1213 { 1039 {
1214 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1040 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1215 1041
1216 if (failure < 0) 1042 if (failure < 0)
1217 { 1043 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1044 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1219 if (settings.spell_failure_effects == TRUE) 1045 if (settings.spell_failure_effects == TRUE)
1220 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1046 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1221 op->contr->shoottype = (rangetype) old_shoottype; 1047
1222 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1048 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1223 return 0; 1049 return 0;
1224 } 1050 }
1225 } 1051 }
1226 } 1052 }
1227 } 1053 }
1228 1054
1229 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1055 int mflags = op->ms ().flags ();
1230 1056
1231 /* See if we can cast a spell here. If the caster and op are 1057 /* See if we can cast a spell here. If the caster and op are
1232 * not alive, then this would mean that the mapmaker put the 1058 * not alive, then this would mean that the mapmaker put the
1233 * objects on the space - presume that they know what they are 1059 * objects on the space - presume that they know what they are
1234 * doing. 1060 * doing.
1235 */ 1061 */
1236 1062
1237 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1063 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1238 { 1064 {
1239 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1065 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1240 return 0; 1066 return 0;
1241 } 1067 }
1242 1068
1243 if ((spell_ob->type == SPELL) 1069 if ((spell_ob->type == SPELL)
1244 && (caster->type != POTION) 1070 && (caster->type != POTION)
1249 { 1075 {
1250 if (op->type != PLAYER) 1076 if (op->type != PLAYER)
1251 return 0; 1077 return 0;
1252 1078
1253 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1079 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1080 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1255 else 1081 else if (object *item = op->contr->ranged_ob)
1256 switch (op->contr->shoottype)
1257 { 1082 {
1258 case range_magic: 1083 if (item->type == SPELL)
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1084 op->failmsg ("Something blocks your spellcasting.");
1260 break; 1085 else if (item->type == SCROLL)
1261 case range_misc: 1086 op->failmsg ("Something blocks the magic of your scroll.");
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1263 break;
1264 case range_golem:
1265 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1266 break;
1267 default:
1268 break;
1269 }
1270 return 0;
1271 }
1272
1273 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1274 {
1275 if (op->casting_time == -1)
1276 { /* begin the casting */
1277 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1278 op->spell = spell_ob;
1279 /* put the stringarg into the object struct so that when the
1280 * spell is actually cast, it knows about the stringarg.
1281 * necessary for the invoke command spells.
1282 */
1283 if (stringarg)
1284 {
1285 op->spellarg = strdup (stringarg);
1286 }
1287 else 1087 else
1288 op->spellarg = NULL; 1088 op->failmsg ("Something blocks the magic of your item.");
1289 return 0;
1290 }
1291 else if (op->casting_time != 0)
1292 {
1293 if (op->type == PLAYER)
1294 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1295 return 0;
1296 } 1089 }
1297 else 1090 else
1298 { /* casting_time == 0 */ 1091 op->failmsg ("Something blocks the spell!");
1299 op->casting_time = -1; 1092
1300 spell_ob = op->spell; 1093 return 0;
1301 stringarg = op->spellarg;
1302 }
1303 }
1304 else
1305 { 1094 }
1095
1306 /* Take into account how long it takes to cast the spell. 1096 /* Take into account how long it takes to cast the spell.
1307 * if the player is casting it, then we use the time in 1097 * if the player is casting it, then we use the time in
1308 * the spell object. If it is a spell object, have it 1098 * the spell object. If it is a spell object, have it
1309 * take two ticks. Things that cast spells on the players 1099 * take two ticks. Things that cast spells on the players
1310 * behalf (eg, altars, and whatever else) shouldn't cost 1100 * behalf (eg, altars, and whatever else) shouldn't cost
1311 * the player any time. 1101 * the player any time.
1312 * Ignore casting time for firewalls 1102 * Ignore casting time for firewalls
1103 */
1104 if (caster == op && caster->type != FIREWALL)
1105 {
1106 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1107 /* Other portions of the code may also decrement the speed of the player, so
1108 * put a lower limit so that the player isn't stuck here too long
1313 */ 1109 */
1314 if (caster == op && caster->type != FIREWALL)
1315 {
1316 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1317 /* Other portions of the code may also decrement the speed of the player, so
1318 * put a lower limit so that the player isn't stuck here too long
1319 */
1320 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1110 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1321 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1111 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1322 } 1112 }
1323 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1113 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1324 {
1325 op->speed_left -= 2 * FABS (op->speed); 1114 op->speed_left -= 2 * FABS (op->speed);
1326 }
1327 }
1328 1115
1329 if (op->type == PLAYER && op == caster) 1116 if (op->type == PLAYER && op == caster)
1330 { 1117 {
1331 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1118 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1332 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1119 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (op != caster && !skill && caster->skill) 1126 if (op != caster && !skill && caster->skill)
1340 { 1127 {
1341 skill = find_skill_by_name (op, caster->skill); 1128 skill = find_skill_by_name (op, caster->skill);
1342 if (!skill) 1129 if (!skill)
1343 { 1130 {
1344 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1131 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1345 return 0; 1132 return 0;
1346 } 1133 }
1134
1347 change_skill (op, skill, 0); /* needed for proper exp credit */ 1135 op->change_skill (skill); /* needed for proper exp credit */
1348 } 1136 }
1137
1138 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1139 return RESULT_INT (0);
1349 1140
1350 switch (spell_ob->subtype) 1141 switch (spell_ob->subtype)
1351 { 1142 {
1352 /* The order of case statements is same as the order they show up 1143 /* The order of case statements is same as the order they show up
1353 * in in spells.h. 1144 * in in spells.h.
1354 */ 1145 */
1355 case SP_RAISE_DEAD: 1146 case SP_RAISE_DEAD:
1356 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1147 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1357 break; 1148 break;
1358 1149
1359 case SP_RUNE: 1150 case SP_RUNE:
1387 case SP_SMITE: 1178 case SP_SMITE:
1388 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1389 break; 1180 break;
1390 1181
1391 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1392 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1393 break; 1184 break;
1394 1185
1395 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1396 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1397 old_shoottype = range_golem;
1398 break; 1188 break;
1399 1189
1400 case SP_DIMENSION_DOOR: 1190 case SP_DIMENSION_DOOR:
1401 /* dimension door needs the actual caster, because that is what is 1191 /* dimension door needs the actual caster, because that is what is
1402 * moved. 1192 * moved.
1475#ifdef NO_POLYMORPH 1265#ifdef NO_POLYMORPH
1476 /* Not great, but at least provide feedback so if players do have 1266 /* Not great, but at least provide feedback so if players do have
1477 * polymorph (ie, find it as a preset item or left over from before 1267 * polymorph (ie, find it as a preset item or left over from before
1478 * it was disabled), they get some feedback. 1268 * it was disabled), they get some feedback.
1479 */ 1269 */
1480 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1270 op->failmsg ("The spell fizzles!");
1481 success = 0; 1271 success = 0;
1482#else 1272#else
1483 success = cast_polymorph (op, caster, spell_ob, dir); 1273 success = cast_polymorph (op, caster, spell_ob, dir);
1484#endif 1274#endif
1485 break; 1275 break;
1505 break; 1295 break;
1506 1296
1507 case SP_MOVING_BALL: 1297 case SP_MOVING_BALL:
1508 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1298 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1509 { 1299 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1511 success = 0; 1301 success = 0;
1512 } 1302 }
1513 else 1303 else
1514 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1515 break; 1305 break;
1516 1306
1517 case SP_SWARM: 1307 case SP_SWARM:
1518 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1519 break; 1309 break;
1535 success = cast_consecrate (op, caster, spell_ob); 1325 success = cast_consecrate (op, caster, spell_ob);
1536 break; 1326 break;
1537 1327
1538 case SP_ANIMATE_WEAPON: 1328 case SP_ANIMATE_WEAPON:
1539 success = animate_weapon (op, caster, spell_ob, dir); 1329 success = animate_weapon (op, caster, spell_ob, dir);
1540 old_shoottype = range_golem;
1541 break; 1330 break;
1542 1331
1543 case SP_LIGHT: 1332 case SP_LIGHT:
1544 success = cast_light (op, caster, spell_ob, dir); 1333 success = cast_light (op, caster, spell_ob, dir);
1545 break; 1334 break;
1558 1347
1559 case SP_AURA: 1348 case SP_AURA:
1560 success = create_aura (op, caster, spell_ob); 1349 success = create_aura (op, caster, spell_ob);
1561 break; 1350 break;
1562 1351
1563 case SP_TOWN_PORTAL:
1564 success = cast_create_town_portal (op, caster, spell_ob, dir);
1565 break;
1566
1567 case SP_PARTY_SPELL: 1352 case SP_PARTY_SPELL:
1568 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1353 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1569 break; 1354 break;
1570 1355
1571 default: 1356 default:
1572 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1573 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1574 }
1575
1576 /* FIXME - we need some better sound suppport */
1577 // yes, for example, augment map info with the spell effect
1578 // so clients can calculate the sounds themselves
1579 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1580
1581 /* free the spell arg */
1582 if (settings.casting_time == TRUE && stringarg)
1583 { 1358 }
1584 free (stringarg); 1359
1585 stringarg = NULL; 1360 op->play_sound (
1586 } 1361 success
1587 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1362 ? spell_ob->sound
1588 * to something like use_magic_item, but you really want to be able to fire 1363 ? spell_ob->sound
1589 * it again. 1364 : sound_find ("spell_success")
1590 */ 1365 : sound_find ("fumble_spell")
1591 if (op->contr) 1366 );
1592 op->contr->shoottype = (rangetype) old_shoottype;
1593 1367
1594 return success; 1368 return success;
1595} 1369}
1596 1370
1597
1598/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1599 * calls this for any SPELL_EFFECT type objects. This function 1372 * calls this for any SPELL_EFFECT type objects. This function
1600 * then dispatches them to the appropriate specific routines. 1373 * then dispatches them to the appropriate specific routines.
1601 */ 1374 */
1602void 1375void
1603move_spell_effect (object *op) 1376move_spell_effect (object *op)
1604{ 1377{
1662 check_bullet (op); 1435 check_bullet (op);
1663 return; 1436 return;
1664 } 1437 }
1665} 1438}
1666 1439
1667/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1668 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1669 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1670 * objects of the appropraite type. 1443 * objects of the appropriate type.
1671 */ 1444 */
1672void 1445void
1673apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1674{ 1447{
1675 switch (spell->subtype) 1448 switch (spell->subtype)
1681 1454
1682 case SP_MAGIC_MISSILE: 1455 case SP_MAGIC_MISSILE:
1683 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1456 if (QUERY_FLAG (victim, FLAG_ALIVE))
1684 { 1457 {
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1458 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686
1687 if (!spell->destroyed ())
1688 spell->destroy (); 1459 spell->destroy ();
1689 } 1460 }
1690 break; 1461 break;
1691 1462
1692 case SP_MOVING_BALL: 1463 case SP_MOVING_BALL:
1693 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1464 if (QUERY_FLAG (victim, FLAG_ALIVE))
1694 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1465 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1695 else if (victim->material || victim->materialname) 1466 else if (victim->materialname)
1696 save_throw_object (victim, spell->attacktype, spell); 1467 save_throw_object (victim, spell->attacktype, spell);
1468
1697 break; 1469 break;
1698 } 1470 }
1699} 1471}
1472

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