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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.22 by root, Thu Dec 14 22:45:41 2006 UTC vs.
Revision 1.40 by elmex, Sun Apr 15 16:25:16 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
441{ 428{
442 object *op; 429 object *op;
443 430
444 if (OUT_OF_REAL_MAP (m, x, y)) 431 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 432 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 433 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above)
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 434 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 435 && (!QUERY_FLAG (op, FLAG_ALIVE)
436 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 437 return 1;
450 438
451 return 0; 439 return 0;
452} 440}
453 441
470 { 458 {
471 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.");
472 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.");
473 dir = 0; 461 dir = 0;
474 } 462 }
475 new_op->x = op->x + freearr_x[dir]; 463
476 new_op->y = op->y + freearr_y[dir]; 464 op->map->insert (new_op,
477 if (dir == 0) 465 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 466 op,
479 else 467 dir ? 0 : INS_BELOW_ORIGINATOR);
480 insert_ob_in_map (new_op, op->map, op, 0); 468
481 return dir; 469 return dir;
482} 470}
483 471
484/* 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.
485 * immune_stop is basically the attacktype of the spell (why 473 * immune_stop is basically the attacktype of the spell (why
487 * has the AT_MAGIC bit set, and there is a counterwall 475 * has the AT_MAGIC bit set, and there is a counterwall
488 * 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
489 * 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.
490 * 478 *
491 */ 479 */
492
493int 480int
494ok_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)
495{ 482{
496 object *tmp; 483 if (!xy_normalise (m, x, y))
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0; 484 return 0;
505 485
506 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))
507 return 0; 489 return 0;
508 490
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 491 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 492 {
511 /* If there is a counterspell on the space, and this 493 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 494 * object is using magic, don't progress. I believe we could
513 * 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
514 * 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
515 * 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
516 * 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
517 * 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
518 * spell to actually hit the counterwall and be sucked up. 500 * spell to actually hit the counterwall and be sucked up.
519 */ 501 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 502 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 503 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (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))
523 return 0; 516 return 0;
524 517
525 /* This is to prevent 'out of control' spells. Basically, this 518 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately 519 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe. 520 * needed for performance reasons, and just for playability I believe.
537 * playability reasons. 530 * playability reasons.
538 */ 531 */
539 if (tmp->arch == op->arch 532 if (tmp->arch == op->arch
540 && tmp->type == op->type 533 && tmp->type == op->type
541 && tmp->subtype == op->subtype 534 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner
542 && 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)))
543 { 537 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 538 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range); 539 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration); 540 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0; 541 return 0;
549 543
550 /* 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
551 * ground to prevent it from moving along? 545 * ground to prevent it from moving along?
552 */ 546 */
553 } 547 }
548
554 /* If it passes the above tests, it must be OK */ 549 /* If it passes the above tests, it must be OK */
555 return 1; 550 return 1;
556} 551}
557 552
558/* fire_arch_from_position: fires an archetype. 553/* fire_arch_from_position: fires an archetype.
618 return 0; 613 return 0;
619 } 614 }
620 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION (tmp, dir); 616 SET_ANIMATION (tmp, dir);
622 617
623 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 618 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
624 return 1;
625
626 move_spell_effect (tmp); 619 move_spell_effect (tmp);
627 620
628 return 1; 621 return 1;
629} 622}
630
631
632 623
633/***************************************************************************** 624/*****************************************************************************
634 * 625 *
635 * Code related to rods - perhaps better located in another file? 626 * Code related to rods - perhaps better located in another file?
636 * 627 *
637 ****************************************************************************/ 628 ****************************************************************************/
638
639void 629void
640regenerate_rod (object *rod) 630regenerate_rod (object *rod)
641{ 631{
642 if (rod->stats.hp < rod->stats.maxhp) 632 if (rod->stats.hp < rod->stats.maxhp)
643 { 633 {
652void 642void
653drain_rod_charge (object *rod) 643drain_rod_charge (object *rod)
654{ 644{
655 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);
656} 646}
657
658
659
660 647
661/* this function is commonly used to find a friendly target for 648/* this function is commonly used to find a friendly target for
662 * spells such as heal or protection or armour 649 * spells such as heal or protection or armour
663 * 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),
664 * 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
665 * NULL if no good object. 652 * NULL if no good object.
666 */ 653 */
667
668object * 654object *
669find_target_for_friendly_spell (object *op, int dir) 655find_target_for_friendly_spell (object *op, int dir)
670{ 656{
671 object *tmp; 657 object *tmp;
672 maptile *m;
673 sint16 x, y;
674 int mflags;
675 658
676 /* 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,
677 * we then make the owner of this object the target. 660 * we then make the owner of this object the target.
678 * The owner could very well be no where near op. 661 * The owner could very well be no where near op.
679 */ 662 */
686 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 669 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687 tmp = op; 670 tmp = op;
688 } 671 }
689 else 672 else
690 { 673 {
691 m = op->map; 674 maptile *m = op->map;
692 x = op->x + freearr_x[dir]; 675 sint16 x = op->x + freearr_x[dir];
693 y = op->y + freearr_y[dir]; 676 sint16 y = op->y + freearr_y[dir];
694
695 mflags = get_map_flags (m, &m, x, y, &x, &y);
696
697 if (mflags & P_OUT_OF_MAP)
698 tmp = NULL;
699 else
700 { 677
701 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 678 tmp = xy_normalise (m, x, y)
702 if (tmp->type == PLAYER) 679 ? m->at (x, y).player ()
703 break; 680 : 0;
704 }
705 } 681 }
682
706 /* 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 */
707 if (tmp == NULL) 684 if (!tmp)
708 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 685 tmp = op->ms ().player ();
709 {
710 if (tmp->type == PLAYER)
711 break;
712 }
713 686
714 return tmp; 687 return tmp;
715} 688}
716 689
717 690
749 mp = m; 722 mp = m;
750 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 723 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 724 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752 continue; 725 continue;
753 726
754 tmp = get_map_ob (mp, nx, ny); 727 tmp = GET_MAP_OB (mp, nx, ny);
755 728
756 while (tmp != NULL && (((owner_type == PLAYER && 729 while (tmp != NULL && (((owner_type == PLAYER &&
757 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 730 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 731 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759 tmp = tmp->above; 732 tmp = tmp->above;
814 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 787 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815 788
816 insert_ob_in_map (head, op->map, op, 0); 789 insert_ob_in_map (head, op->map, op, 0);
817 790
818 /* thought it'd be cool to insert a burnout, too. */ 791 /* thought it'd be cool to insert a burnout, too. */
819 tmp = get_archetype ("burnout"); 792 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
820 tmp->map = op->map;
821 tmp->x = op->x + freearr_x[dir];
822 tmp->y = op->y + freearr_y[dir];
823 insert_ob_in_map (tmp, op->map, op, 0);
824 } 793 }
825} 794}
826 795
827/* peterm: function which summons hostile monsters and 796/* peterm: function which summons hostile monsters and
828 * places them in nearby squares. 797 * places them in nearby squares.
1028 else 997 else
1029 { 998 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 999 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031 tmp = get_archetype (LOOSE_MANA); 1000 tmp = get_archetype (LOOSE_MANA);
1032 tmp->level = skill->level; 1001 tmp->level = skill->level;
1033 tmp->x = op->x;
1034 tmp->y = op->y;
1035 1002
1036 /* increase the area of destruction a little for more powerful spells */ 1003 /* increase the area of destruction a little for more powerful spells */
1037 tmp->range += isqrt (power); 1004 tmp->range += isqrt (power);
1038 1005
1039 if (power > 25) 1006 if (power > 25)
1040 tmp->stats.dam = 25 + isqrt (power); 1007 tmp->stats.dam = 25 + isqrt (power);
1041 else 1008 else
1042 tmp->stats.dam = power; /* nasty recoils! */ 1009 tmp->stats.dam = power; /* nasty recoils! */
1043 1010
1044 tmp->stats.maxhp = tmp->count; 1011 tmp->stats.maxhp = tmp->count;
1045 insert_ob_in_map (tmp, op->map, NULL, 0); 1012
1013 tmp->insert_at (op);
1046 } 1014 }
1047 } 1015 }
1048} 1016}
1049 1017
1050int 1018int
1051cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1019cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 1020{
1053 int success; 1021 int success;
1054 player *pl;
1055 object *spell; 1022 object *spell;
1056 1023
1057 if (!spell_ob->other_arch) 1024 if (!spell_ob->other_arch)
1058 { 1025 {
1059 LOG (llevError, "cast_party_spell: empty other arch\n"); 1026 LOG (llevError, "cast_party_spell: empty other arch\n");
1067 if (caster->contr->party == NULL) 1034 if (caster->contr->party == NULL)
1068 { 1035 {
1069 spell->remove (); 1036 spell->remove ();
1070 return success; 1037 return success;
1071 } 1038 }
1072 for (pl = first_player; pl != NULL; pl = pl->next) 1039 for_all_players (pl)
1073 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1040 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1074 { 1041 {
1075 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1042 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076 } 1043 }
1077 spell->remove (); 1044 spell->remove ();
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1142 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176 { 1143 {
1177 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1144 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1178 return 0; 1145 return 0;
1179 } 1146 }
1147
1180 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1148 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1149 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182 { 1150 {
1183 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1151 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1184 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1152 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1197 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1165 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1198 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1166 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199 { 1167 {
1200 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1168 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1201 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1169 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1170
1202 if (settings.casting_time == TRUE) 1171 if (settings.casting_time == TRUE)
1203 {
1204 op->casting_time = -1; 1172 op->casting_time = -1;
1205 } 1173
1206 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1174 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1207 return 0; 1175 return 0;
1208 } 1176 }
1209 else if (spell_ob->stats.sp) 1177 else if (spell_ob->stats.sp)
1210 { 1178 {
1687 break; 1655 break;
1688 1656
1689 case SP_MOVING_BALL: 1657 case SP_MOVING_BALL:
1690 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1658 if (QUERY_FLAG (victim, FLAG_ALIVE))
1691 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1659 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692 else if (victim->material || victim->materialname) 1660 else if (victim->materialname)
1693 save_throw_object (victim, spell->attacktype, spell); 1661 save_throw_object (victim, spell->attacktype, spell);
1694 break; 1662 break;
1695 } 1663 }
1696} 1664}

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