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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.27 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.41 by root, Sat Apr 28 17:51:58 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24 25
25#include <global.h> 26#include <global.h>
26#include <spells.h> 27#include <spells.h>
27#include <object.h> 28#include <object.h>
28#include <errno.h> 29#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 30#include <sproto.h>
31#endif
32#include <sounds.h> 31#include <sounds.h>
33 32
34extern char *spell_mapping[]; 33extern char *spell_mapping[];
35 34
36/* This returns a random spell from 'ob'. If skill is set, then 35/* This returns a random spell from 'ob'. If skill is set, then
151} 150}
152 151
153/* pretty basic function - basically just takes 152/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 153 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 154 */
156
157void 155void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 156spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 157{
160
161 if (spob->other_arch != NULL) 158 if (spob->other_arch)
162 { 159 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} 160}
171 161
172/* 162/*
173 * This function takes a caster and spell and presents the 163 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 164 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 165 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 166 * spellpaths. Was called path_level_mod.
177 * 167 *
178 * caster is person casting hte spell. 168 * caster is person casting the spell.
179 * spell is the spell object. 169 * spell is the spell object.
180 * Returns modified level. 170 * Returns modified level.
181 */ 171 */
182int 172int
183min_casting_level (object *caster, object *spell) 173min_casting_level (object *caster, object *spell)
186 176
187 if (caster->path_denied & spell->path_attuned) 177 if (caster->path_denied & spell->path_attuned)
188 return 1; 178 return 1;
189 179
190 new_level = spell->level 180 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 181 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 183
193 return (new_level < 1) ? 1 : new_level; 184 return max (1, new_level);
194} 185}
195
196 186
197/* This function returns the effective level the spell 187/* This function returns the effective level the spell
198 * is being cast at. 188 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 189 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 190 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 191 * min_caster_level, so the difference is effectively 4
202 */ 192 */
203
204int 193int
205caster_level (object *caster, object *spell) 194caster_level (object *caster, object *spell)
206{ 195{
207 int level = caster->level; 196 int level = caster->level;
208 197
223 212
224 level = MIN (level, sk_level + level / 10 + 1); 213 level = MIN (level, sk_level + level / 10 + 1);
225 } 214 }
226 215
227 /* Got valid caster level. Now adjust for attunement */ 216 /* Got valid caster level. Now adjust for attunement */
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 217 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 219
230 /* Always make this at least 1. If this is zero, we get divide by zero 220 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 221 * errors in various places.
232 */ 222 */
233 if (level < 1)
234 level = 1;
235
236 return level; 223 return max (level, 1);
237} 224}
238 225
239/* The following function scales the spellpoint cost of 226/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 227 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 228 * lower level spells become incredibly vicious at high
471 { 458 {
472 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
473 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
474 dir = 0; 461 dir = 0;
475 } 462 }
476 new_op->x = op->x + freearr_x[dir]; 463
477 new_op->y = op->y + freearr_y[dir]; 464 op->map->insert (new_op,
478 if (dir == 0) 465 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 466 op,
480 else 467 dir ? 0 : INS_BELOW_ORIGINATOR);
481 insert_ob_in_map (new_op, op->map, op, 0); 468
482 return dir; 469 return dir;
483} 470}
484 471
485/* Returns true if it is ok to put spell *op on the space/may provided. 472/* Returns true if it is ok to put spell *op on the space/may provided.
486 * immune_stop is basically the attacktype of the spell (why 473 * immune_stop is basically the attacktype of the spell (why
488 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
489 * on the space, the object doesn't get placed. if immune stop 476 * on the space, the object doesn't get placed. if immune stop
490 * does not have AT_MAGIC, then counterwalls do not effect the spell. 477 * does not have AT_MAGIC, then counterwalls do not effect the spell.
491 * 478 *
492 */ 479 */
493
494int 480int
495ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 481ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
496{ 482{
497 object *tmp; 483 if (!xy_normalise (m, x, y))
498 int mflags;
499 maptile *mp;
500
501 mp = m;
502 mflags = get_map_flags (m, &mp, x, y, &x, &y);
503
504 if (mflags & P_OUT_OF_MAP)
505 return 0; 484 return 0;
506 485
507 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 486 mapspace &ms = m->at (x, y);
487
488 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
508 return 0; 489 return 0;
509 490
510 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
511 { 492 {
512 /* If there is a counterspell on the space, and this 493 /* If there is a counterspell on the space, and this
513 * object is using magic, don't progress. I believe we could 494 * object is using magic, don't progress. I believe we could
514 * leave this out and let in progress, and other areas of the code 495 * leave this out and let in progress, and other areas of the code
515 * will then remove it, but that would seem to to use more 496 * will then remove it, but that would seem to to use more
516 * resources, and may not work as well if a player is standing 497 * resources, and may not work as well if a player is standing
517 * on top of a counterwall spell (may hit the player before being 498 * on top of a counterwall spell (may hit the player before being
518 * removed.) On the other hand, it may be more dramatic for the 499 * removed.) On the other hand, it may be more dramatic for the
519 * spell to actually hit the counterwall and be sucked up. 500 * spell to actually hit the counterwall and be sucked up.
520 */ 501 */
521 if ((tmp->attacktype & AT_COUNTERSPELL) && 502 if ((tmp->attacktype & AT_COUNTERSPELL)
522 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 503 && !QUERY_FLAG (tmp, FLAG_MONSTER)
523 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 504 && (tmp->type != PLAYER)
505 && (tmp->type != WEAPON)
506 && (tmp->type != BOW)
507 && (tmp->type != ARROW)
508 && (tmp->type != GOLEM)
509 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
510 // we special case floor here because there
511 // are sometimes spell effect floors
512 // which are used to inflict damage
513 // (and those shouldn't go away from
514 // sanctuary) see also: permanent lava
515 && (immune_stop & AT_MAGIC))
524 return 0; 516 return 0;
525 517
526 /* This is to prevent 'out of control' spells. Basically, this 518 /* This is to prevent 'out of control' spells. Basically, this
527 * limits one spell effect per space per spell. This is definately 519 * limits one spell effect per space per spell. This is definately
528 * needed for performance reasons, and just for playability I believe. 520 * needed for performance reasons, and just for playability I believe.
538 * playability reasons. 530 * playability reasons.
539 */ 531 */
540 if (tmp->arch == op->arch 532 if (tmp->arch == op->arch
541 && tmp->type == op->type 533 && tmp->type == op->type
542 && tmp->subtype == op->subtype 534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
543 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
544 { 537 {
545 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
546 tmp->range = MAX (tmp->range, op->range); 539 tmp->range = MAX (tmp->range, op->range);
547 tmp->duration = MAX (tmp->duration, op->duration); 540 tmp->duration = MAX (tmp->duration, op->duration);
548 return 0; 541 return 0;
550 543
551 /* Perhaps we should also put checks in for no magic and unholy 544 /* Perhaps we should also put checks in for no magic and unholy
552 * ground to prevent it from moving along? 545 * ground to prevent it from moving along?
553 */ 546 */
554 } 547 }
548
555 /* If it passes the above tests, it must be OK */ 549 /* If it passes the above tests, it must be OK */
556 return 1; 550 return 1;
557} 551}
558 552
559/* fire_arch_from_position: fires an archetype. 553/* fire_arch_from_position: fires an archetype.
619 return 0; 613 return 0;
620 } 614 }
621 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
622 SET_ANIMATION (tmp, dir); 616 SET_ANIMATION (tmp, dir);
623 617
624 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 618 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
625 return 1;
626
627 move_spell_effect (tmp); 619 move_spell_effect (tmp);
628 620
629 return 1; 621 return 1;
630} 622}
631
632
633 623
634/***************************************************************************** 624/*****************************************************************************
635 * 625 *
636 * Code related to rods - perhaps better located in another file? 626 * Code related to rods - perhaps better located in another file?
637 * 627 *
638 ****************************************************************************/ 628 ****************************************************************************/
639
640void 629void
641regenerate_rod (object *rod) 630regenerate_rod (object *rod)
642{ 631{
643 if (rod->stats.hp < rod->stats.maxhp) 632 if (rod->stats.hp < rod->stats.maxhp)
644 { 633 {
653void 642void
654drain_rod_charge (object *rod) 643drain_rod_charge (object *rod)
655{ 644{
656 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
657} 646}
658
659
660
661 647
662/* this function is commonly used to find a friendly target for 648/* this function is commonly used to find a friendly target for
663 * spells such as heal or protection or armour 649 * spells such as heal or protection or armour
664 * op is what is looking for the target (which can be a player), 650 * op is what is looking for the target (which can be a player),
665 * dir is the direction we are looking in. Return object found, or 651 * dir is the direction we are looking in. Return object found, or
666 * NULL if no good object. 652 * NULL if no good object.
667 */ 653 */
668
669object * 654object *
670find_target_for_friendly_spell (object *op, int dir) 655find_target_for_friendly_spell (object *op, int dir)
671{ 656{
672 object *tmp; 657 object *tmp;
673 maptile *m;
674 sint16 x, y;
675 int mflags;
676 658
677 /* I don't really get this block - if op isn't a player or rune, 659 /* I don't really get this block - if op isn't a player or rune,
678 * we then make the owner of this object the target. 660 * we then make the owner of this object the target.
679 * The owner could very well be no where near op. 661 * The owner could very well be no where near op.
680 */ 662 */
687 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
688 tmp = op; 670 tmp = op;
689 } 671 }
690 else 672 else
691 { 673 {
692 m = op->map; 674 maptile *m = op->map;
693 x = op->x + freearr_x[dir]; 675 sint16 x = op->x + freearr_x[dir];
694 y = op->y + freearr_y[dir]; 676 sint16 y = op->y + freearr_y[dir];
695
696 mflags = get_map_flags (m, &m, x, y, &x, &y);
697
698 if (mflags & P_OUT_OF_MAP)
699 tmp = 0;
700 else 677
678 tmp = xy_normalise (m, x, y)
701 tmp = m->at (x, y).player (); 679 ? m->at (x, y).player ()
680 : 0;
702 } 681 }
703 682
704 /* didn't find a player there, look in current square for a player */ 683 /* didn't find a player there, look in current square for a player */
705 if (!tmp) 684 if (!tmp)
706 tmp = op->ms ().player (); 685 tmp = op->ms ().player ();
756 return freedir[i]; 735 return freedir[i];
757 } 736 }
758 return -1; /* flag for "keep going the way you were" */ 737 return -1; /* flag for "keep going the way you were" */
759} 738}
760 739
761
762
763/* put_a_monster: puts a monster named monstername near by 740/* put_a_monster: puts a monster named monstername near by
764 * op. This creates the treasures for the monsters, and 741 * op. This creates the treasures for the monsters, and
765 * also deals with multipart monsters properly. 742 * also deals with multipart monsters properly.
766 */ 743 */
767
768void 744void
769put_a_monster (object *op, const char *monstername) 745put_a_monster (object *op, const char *monstername)
770{ 746{
771 object *tmp, *head = NULL, *prev = NULL; 747 object *tmp, *head = NULL, *prev = NULL;
772 archetype *at; 748 archetype *at;
808 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 784 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
809 785
810 insert_ob_in_map (head, op->map, op, 0); 786 insert_ob_in_map (head, op->map, op, 0);
811 787
812 /* thought it'd be cool to insert a burnout, too. */ 788 /* thought it'd be cool to insert a burnout, too. */
813 tmp = get_archetype ("burnout"); 789 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
814 tmp->map = op->map;
815 tmp->x = op->x + freearr_x[dir];
816 tmp->y = op->y + freearr_y[dir];
817 insert_ob_in_map (tmp, op->map, op, 0);
818 } 790 }
819} 791}
820 792
821/* peterm: function which summons hostile monsters and 793/* peterm: function which summons hostile monsters and
822 * places them in nearby squares. 794 * places them in nearby squares.
849{ 821{
850 int attacktype; 822 int attacktype;
851 int face; 823 int face;
852} ATTACKS[22] = 824} ATTACKS[22] =
853{ 825{
854 {
855 AT_PHYSICAL, 0}, 826 { AT_PHYSICAL, 0},
856 {
857 AT_PHYSICAL, 0}, /*face = explosion */ 827 { AT_PHYSICAL, 0}, /*face = explosion */
858 {
859 AT_PHYSICAL, 0}, 828 { AT_PHYSICAL, 0},
860 {
861 AT_MAGIC, 1}, 829 { AT_MAGIC, 1},
862 {
863 AT_MAGIC, 1}, /* face = last-burnout */ 830 { AT_MAGIC, 1}, /* face = last-burnout */
864 {
865 AT_MAGIC, 1}, 831 { AT_MAGIC, 1},
866 {
867 AT_FIRE, 2}, 832 { AT_FIRE, 2},
868 {
869 AT_FIRE, 2}, /* face = fire.... */ 833 { AT_FIRE, 2}, /* face = fire.... */
870 {
871 AT_FIRE, 2}, 834 { AT_FIRE, 2},
872 {
873 AT_ELECTRICITY, 3}, 835 { AT_ELECTRICITY, 3},
874 {
875 AT_ELECTRICITY, 3}, /* ball_lightning */ 836 { AT_ELECTRICITY, 3}, /* ball_lightning */
876 {
877 AT_ELECTRICITY, 3}, 837 { AT_ELECTRICITY, 3},
878 {
879 AT_COLD, 4}, 838 { AT_COLD, 4},
880 {
881 AT_COLD, 4}, /* face=icestorm */ 839 { AT_COLD, 4}, /* face=icestorm */
882 {
883 AT_COLD, 4}, 840 { AT_COLD, 4},
884 {
885 AT_CONFUSION, 5}, 841 { AT_CONFUSION, 5},
886 {
887 AT_POISON, 7}, 842 { AT_POISON, 7},
888 {
889 AT_POISON, 7}, /* face = acid sphere. generator */ 843 { AT_POISON, 7}, /* face = acid sphere. generator */
890 {
891 AT_POISON, 7}, /* poisoncloud face */ 844 { AT_POISON, 7}, /* poisoncloud face */
892 {
893 AT_SLOW, 8}, 845 { AT_SLOW, 8},
894 {
895 AT_PARALYZE, 9}, 846 { AT_PARALYZE, 9},
896 {
897AT_FEAR, 10}}; 847 { AT_FEAR, 10},
898 848};
899
900 849
901/* shuffle_attack: peterm 850/* shuffle_attack: peterm
902 * This routine shuffles the attack of op to one of the 851 * This routine shuffles the attack of op to one of the
903 * ones in the list. It does this at random. It also 852 * ones in the list. It does this at random. It also
904 * chooses a face appropriate to the attack that is 853 * chooses a face appropriate to the attack that is
1022 else 971 else
1023 { 972 {
1024 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 973 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1025 tmp = get_archetype (LOOSE_MANA); 974 tmp = get_archetype (LOOSE_MANA);
1026 tmp->level = skill->level; 975 tmp->level = skill->level;
1027 tmp->x = op->x;
1028 tmp->y = op->y;
1029 976
1030 /* increase the area of destruction a little for more powerful spells */ 977 /* increase the area of destruction a little for more powerful spells */
1031 tmp->range += isqrt (power); 978 tmp->range += isqrt (power);
1032 979
1033 if (power > 25) 980 if (power > 25)
1034 tmp->stats.dam = 25 + isqrt (power); 981 tmp->stats.dam = 25 + isqrt (power);
1035 else 982 else
1036 tmp->stats.dam = power; /* nasty recoils! */ 983 tmp->stats.dam = power; /* nasty recoils! */
1037 984
1038 tmp->stats.maxhp = tmp->count; 985 tmp->stats.maxhp = tmp->count;
1039 insert_ob_in_map (tmp, op->map, NULL, 0); 986
987 tmp->insert_at (op);
1040 } 988 }
1041 } 989 }
1042} 990}
1043 991
1044int 992int
1045cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 993cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1046{ 994{
1047 int success; 995 int success;
1048 player *pl;
1049 object *spell; 996 object *spell;
1050 997
1051 if (!spell_ob->other_arch) 998 if (!spell_ob->other_arch)
1052 { 999 {
1053 LOG (llevError, "cast_party_spell: empty other arch\n"); 1000 LOG (llevError, "cast_party_spell: empty other arch\n");
1169 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1116 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1170 { 1117 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1118 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1172 return 0; 1119 return 0;
1173 } 1120 }
1121
1174 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1122 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1123 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1176 { 1124 {
1177 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1125 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1178 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1126 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1191 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1139 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1192 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1140 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1193 { 1141 {
1194 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1142 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1195 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1143 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1144
1196 if (settings.casting_time == TRUE) 1145 if (settings.casting_time == TRUE)
1197 {
1198 op->casting_time = -1; 1146 op->casting_time = -1;
1199 } 1147
1200 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1148 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1201 return 0; 1149 return 0;
1202 } 1150 }
1203 else if (spell_ob->stats.sp) 1151 else if (spell_ob->stats.sp)
1204 { 1152 {
1681 break; 1629 break;
1682 1630
1683 case SP_MOVING_BALL: 1631 case SP_MOVING_BALL:
1684 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1632 if (QUERY_FLAG (victim, FLAG_ALIVE))
1685 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1633 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1686 else if (victim->material || victim->materialname) 1634 else if (victim->materialname)
1687 save_throw_object (victim, spell->attacktype, spell); 1635 save_throw_object (victim, spell->attacktype, spell);
1688 break; 1636 break;
1689 } 1637 }
1690} 1638}

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