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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.29 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.42 by root, Mon Apr 30 04:25:30 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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#include <global.h> 25#include <global.h>
26#include <spells.h> 26#include <spells.h>
27#include <object.h> 27#include <object.h>
28#include <errno.h> 28#include <errno.h>
160 160
161/* 161/*
162 * This function takes a caster and spell and presents the 162 * This function takes a caster and spell and presents the
163 * effective level the caster needs to be to cast the spell. 163 * effective level the caster needs to be to cast the spell.
164 * basically, it just adjusts the spell->level with attuned/repelled 164 * basically, it just adjusts the spell->level with attuned/repelled
165 * spellpaths. Was called path_level_mod 165 * spellpaths. Was called path_level_mod.
166 * 166 *
167 * caster is person casting hte spell. 167 * caster is person casting the spell.
168 * spell is the spell object. 168 * spell is the spell object.
169 * Returns modified level. 169 * Returns modified level.
170 */ 170 */
171int 171int
172min_casting_level (object *caster, object *spell) 172min_casting_level (object *caster, object *spell)
175 175
176 if (caster->path_denied & spell->path_attuned) 176 if (caster->path_denied & spell->path_attuned)
177 return 1; 177 return 1;
178 178
179 new_level = spell->level 179 new_level = spell->level
180 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 180 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
181 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
181 182
182 return (new_level < 1) ? 1 : new_level; 183 return max (1, new_level);
183} 184}
184
185 185
186/* This function returns the effective level the spell 186/* This function returns the effective level the spell
187 * is being cast at. 187 * is being cast at.
188 * Note that I changed the repelled/attuned bonus to 2 from 5. 188 * Note that I changed the repelled/attuned bonus to 2 from 5.
189 * This is because the new code compares casting_level against 189 * This is because the new code compares casting_level against
190 * min_caster_level, so the difference is effectively 4 190 * min_caster_level, so the difference is effectively 4
191 */ 191 */
192
193int 192int
194caster_level (object *caster, object *spell) 193caster_level (object *caster, object *spell)
195{ 194{
196 int level = caster->level; 195 int level = caster->level;
197 196
212 211
213 level = MIN (level, sk_level + level / 10 + 1); 212 level = MIN (level, sk_level + level / 10 + 1);
214 } 213 }
215 214
216 /* Got valid caster level. Now adjust for attunement */ 215 /* Got valid caster level. Now adjust for attunement */
217 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 216 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
217 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
218 218
219 /* Always make this at least 1. If this is zero, we get divide by zero 219 /* Always make this at least 1. If this is zero, we get divide by zero
220 * errors in various places. 220 * errors in various places.
221 */ 221 */
222 if (level < 1)
223 level = 1;
224
225 return level; 222 return max (level, 1);
226} 223}
227 224
228/* The following function scales the spellpoint cost of 225/* The following function scales the spellpoint cost of
229 * a spell by it's increased effectiveness. Some of the 226 * a spell by it's increased effectiveness. Some of the
230 * lower level spells become incredibly vicious at high 227 * lower level spells become incredibly vicious at high
477 * has the AT_MAGIC bit set, and there is a counterwall 474 * has the AT_MAGIC bit set, and there is a counterwall
478 * on the space, the object doesn't get placed. if immune stop 475 * on the space, the object doesn't get placed. if immune stop
479 * does not have AT_MAGIC, then counterwalls do not effect the spell. 476 * does not have AT_MAGIC, then counterwalls do not effect the spell.
480 * 477 *
481 */ 478 */
482
483int 479int
484ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 480ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
485{ 481{
486 object *tmp; 482 if (!xy_normalise (m, x, y))
487 int mflags;
488 maptile *mp;
489
490 mp = m;
491 mflags = get_map_flags (m, &mp, x, y, &x, &y);
492
493 if (mflags & P_OUT_OF_MAP)
494 return 0; 483 return 0;
495 484
496 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 485 mapspace &ms = m->at (x, y);
486
487 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
497 return 0; 488 return 0;
498 489
499 for (tmp = GET_MAP_OB (mp, x, y); tmp != NULL; tmp = tmp->above) 490 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
500 { 491 {
501 /* If there is a counterspell on the space, and this 492 /* If there is a counterspell on the space, and this
502 * object is using magic, don't progress. I believe we could 493 * object is using magic, don't progress. I believe we could
503 * leave this out and let in progress, and other areas of the code 494 * leave this out and let in progress, and other areas of the code
504 * will then remove it, but that would seem to to use more 495 * will then remove it, but that would seem to to use more
505 * resources, and may not work as well if a player is standing 496 * resources, and may not work as well if a player is standing
506 * on top of a counterwall spell (may hit the player before being 497 * on top of a counterwall spell (may hit the player before being
507 * removed.) On the other hand, it may be more dramatic for the 498 * removed.) On the other hand, it may be more dramatic for the
508 * spell to actually hit the counterwall and be sucked up. 499 * spell to actually hit the counterwall and be sucked up.
509 */ 500 */
510 if ((tmp->attacktype & AT_COUNTERSPELL) && 501 if ((tmp->attacktype & AT_COUNTERSPELL)
511 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 502 && !QUERY_FLAG (tmp, FLAG_MONSTER)
512 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 503 && (tmp->type != PLAYER)
504 && (tmp->type != WEAPON)
505 && (tmp->type != BOW)
506 && (tmp->type != ARROW)
507 && (tmp->type != GOLEM)
508 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
509 // we special case floor here because there
510 // are sometimes spell effect floors
511 // which are used to inflict damage
512 // (and those shouldn't go away from
513 // sanctuary) see also: permanent lava
514 && (immune_stop & AT_MAGIC))
513 return 0; 515 return 0;
514 516
515 /* This is to prevent 'out of control' spells. Basically, this 517 /* This is to prevent 'out of control' spells. Basically, this
516 * limits one spell effect per space per spell. This is definately 518 * limits one spell effect per space per spell. This is definately
517 * needed for performance reasons, and just for playability I believe. 519 * needed for performance reasons, and just for playability I believe.
527 * playability reasons. 529 * playability reasons.
528 */ 530 */
529 if (tmp->arch == op->arch 531 if (tmp->arch == op->arch
530 && tmp->type == op->type 532 && tmp->type == op->type
531 && tmp->subtype == op->subtype 533 && tmp->subtype == op->subtype
534 && tmp->owner == op->owner
532 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 535 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
533 { 536 {
534 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 537 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
535 tmp->range = MAX (tmp->range, op->range); 538 tmp->range = MAX (tmp->range, op->range);
536 tmp->duration = MAX (tmp->duration, op->duration); 539 tmp->duration = MAX (tmp->duration, op->duration);
537 return 0; 540 return 0;
539 542
540 /* Perhaps we should also put checks in for no magic and unholy 543 /* Perhaps we should also put checks in for no magic and unholy
541 * ground to prevent it from moving along? 544 * ground to prevent it from moving along?
542 */ 545 */
543 } 546 }
547
544 /* If it passes the above tests, it must be OK */ 548 /* If it passes the above tests, it must be OK */
545 return 1; 549 return 1;
546} 550}
547 551
548/* fire_arch_from_position: fires an archetype. 552/* fire_arch_from_position: fires an archetype.
638drain_rod_charge (object *rod) 642drain_rod_charge (object *rod)
639{ 643{
640 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 644 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
641} 645}
642 646
643
644
645
646/* this function is commonly used to find a friendly target for 647/* this function is commonly used to find a friendly target for
647 * spells such as heal or protection or armour 648 * spells such as heal or protection or armour
648 * op is what is looking for the target (which can be a player), 649 * op is what is looking for the target (which can be a player),
649 * dir is the direction we are looking in. Return object found, or 650 * dir is the direction we are looking in. Return object found, or
650 * NULL if no good object. 651 * NULL if no good object.
651 */ 652 */
652
653object * 653object *
654find_target_for_friendly_spell (object *op, int dir) 654find_target_for_friendly_spell (object *op, int dir)
655{ 655{
656 object *tmp; 656 object *tmp;
657 maptile *m;
658 sint16 x, y;
659 int mflags;
660 657
661 /* I don't really get this block - if op isn't a player or rune, 658 /* I don't really get this block - if op isn't a player or rune,
662 * we then make the owner of this object the target. 659 * we then make the owner of this object the target.
663 * The owner could very well be no where near op. 660 * The owner could very well be no where near op.
664 */ 661 */
671 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 668 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
672 tmp = op; 669 tmp = op;
673 } 670 }
674 else 671 else
675 { 672 {
676 m = op->map; 673 maptile *m = op->map;
677 x = op->x + freearr_x[dir]; 674 sint16 x = op->x + freearr_x[dir];
678 y = op->y + freearr_y[dir]; 675 sint16 y = op->y + freearr_y[dir];
679
680 mflags = get_map_flags (m, &m, x, y, &x, &y);
681
682 if (mflags & P_OUT_OF_MAP)
683 tmp = 0;
684 else 676
677 tmp = xy_normalise (m, x, y)
685 tmp = m->at (x, y).player (); 678 ? m->at (x, y).player ()
679 : 0;
686 } 680 }
687 681
688 /* didn't find a player there, look in current square for a player */ 682 /* didn't find a player there, look in current square for a player */
689 if (!tmp) 683 if (!tmp)
690 tmp = op->ms ().player (); 684 tmp = op->ms ().player ();
740 return freedir[i]; 734 return freedir[i];
741 } 735 }
742 return -1; /* flag for "keep going the way you were" */ 736 return -1; /* flag for "keep going the way you were" */
743} 737}
744 738
745
746
747/* put_a_monster: puts a monster named monstername near by 739/* put_a_monster: puts a monster named monstername near by
748 * op. This creates the treasures for the monsters, and 740 * op. This creates the treasures for the monsters, and
749 * also deals with multipart monsters properly. 741 * also deals with multipart monsters properly.
750 */ 742 */
751
752void 743void
753put_a_monster (object *op, const char *monstername) 744put_a_monster (object *op, const char *monstername)
754{ 745{
755 object *tmp, *head = NULL, *prev = NULL; 746 object *tmp, *head = NULL, *prev = NULL;
756 archetype *at; 747 archetype *at;
829{ 820{
830 int attacktype; 821 int attacktype;
831 int face; 822 int face;
832} ATTACKS[22] = 823} ATTACKS[22] =
833{ 824{
834 {
835 AT_PHYSICAL, 0}, 825 { AT_PHYSICAL, 0},
836 {
837 AT_PHYSICAL, 0}, /*face = explosion */ 826 { AT_PHYSICAL, 0}, /*face = explosion */
838 {
839 AT_PHYSICAL, 0}, 827 { AT_PHYSICAL, 0},
840 {
841 AT_MAGIC, 1}, 828 { AT_MAGIC, 1},
842 {
843 AT_MAGIC, 1}, /* face = last-burnout */ 829 { AT_MAGIC, 1}, /* face = last-burnout */
844 {
845 AT_MAGIC, 1}, 830 { AT_MAGIC, 1},
846 {
847 AT_FIRE, 2}, 831 { AT_FIRE, 2},
848 {
849 AT_FIRE, 2}, /* face = fire.... */ 832 { AT_FIRE, 2}, /* face = fire.... */
850 {
851 AT_FIRE, 2}, 833 { AT_FIRE, 2},
852 {
853 AT_ELECTRICITY, 3}, 834 { AT_ELECTRICITY, 3},
854 {
855 AT_ELECTRICITY, 3}, /* ball_lightning */ 835 { AT_ELECTRICITY, 3}, /* ball_lightning */
856 {
857 AT_ELECTRICITY, 3}, 836 { AT_ELECTRICITY, 3},
858 {
859 AT_COLD, 4}, 837 { AT_COLD, 4},
860 {
861 AT_COLD, 4}, /* face=icestorm */ 838 { AT_COLD, 4}, /* face=icestorm */
862 {
863 AT_COLD, 4}, 839 { AT_COLD, 4},
864 {
865 AT_CONFUSION, 5}, 840 { AT_CONFUSION, 5},
866 {
867 AT_POISON, 7}, 841 { AT_POISON, 7},
868 {
869 AT_POISON, 7}, /* face = acid sphere. generator */ 842 { AT_POISON, 7}, /* face = acid sphere. generator */
870 {
871 AT_POISON, 7}, /* poisoncloud face */ 843 { AT_POISON, 7}, /* poisoncloud face */
872 {
873 AT_SLOW, 8}, 844 { AT_SLOW, 8},
874 {
875 AT_PARALYZE, 9}, 845 { AT_PARALYZE, 9},
876 {
877AT_FEAR, 10}}; 846 { AT_FEAR, 10},
878 847};
879
880 848
881/* shuffle_attack: peterm 849/* shuffle_attack: peterm
882 * This routine shuffles the attack of op to one of the 850 * This routine shuffles the attack of op to one of the
883 * ones in the list. It does this at random. It also 851 * ones in the list. It does this at random. It also
884 * chooses a face appropriate to the attack that is 852 * chooses a face appropriate to the attack that is
1022 990
1023int 991int
1024cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 992cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1025{ 993{
1026 int success; 994 int success;
1027 player *pl;
1028 object *spell; 995 object *spell;
1029 996
1030 if (!spell_ob->other_arch) 997 if (!spell_ob->other_arch)
1031 { 998 {
1032 LOG (llevError, "cast_party_spell: empty other arch\n"); 999 LOG (llevError, "cast_party_spell: empty other arch\n");
1076 * 1043 *
1077 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1044 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1078 * this function will decrease the mana/grace appropriately. For other 1045 * this function will decrease the mana/grace appropriately. For other
1079 * objects, the caller should do what it considers appropriate. 1046 * objects, the caller should do what it considers appropriate.
1080 */ 1047 */
1081
1082int 1048int
1083cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1049cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1084{ 1050{
1085 const char *godname; 1051 const char *godname;
1086 int success = 0, mflags, cast_level = 0, old_shoottype; 1052 int success = 0, mflags, cast_level = 0;
1087 object *skill = NULL; 1053 object *skill = NULL;
1088
1089 old_shoottype = op->contr ? op->contr->shoottype : 0;
1090 1054
1091 if (!spell_ob) 1055 if (!spell_ob)
1092 { 1056 {
1093 LOG (llevError, "cast_spell: null spell object passed\n"); 1057 LOG (llevError, "cast_spell: null spell object passed\n");
1094 return 0; 1058 return 0;
1148 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1112 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1149 { 1113 {
1150 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1114 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1151 return 0; 1115 return 0;
1152 } 1116 }
1117
1153 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1118 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1154 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1119 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1155 { 1120 {
1156 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1121 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1157 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1122 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1170 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1135 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1171 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1136 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1172 { 1137 {
1173 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1138 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1174 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell.");
1140
1175 if (settings.casting_time == TRUE) 1141 if (settings.casting_time == TRUE)
1176 {
1177 op->casting_time = -1; 1142 op->casting_time = -1;
1178 } 1143
1179 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1144 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1180 return 0; 1145 return 0;
1181 } 1146 }
1182 else if (spell_ob->stats.sp) 1147 else if (spell_ob->stats.sp)
1183 { 1148 {
1186 if (failure < 0) 1151 if (failure < 0)
1187 { 1152 {
1188 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1153 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1189 if (settings.spell_failure_effects == TRUE) 1154 if (settings.spell_failure_effects == TRUE)
1190 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1155 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1191 op->contr->shoottype = (rangetype) old_shoottype; 1156
1192 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1157 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1193 return 0; 1158 return 0;
1194 } 1159 }
1195 } 1160 }
1196 } 1161 }
1219 { 1184 {
1220 if (op->type != PLAYER) 1185 if (op->type != PLAYER)
1221 return 0; 1186 return 0;
1222 1187
1223 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1188 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1225 else 1190 else
1226 switch (op->contr->shoottype)
1227 {
1228 case range_magic:
1229 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1230 break; 1192
1231 case range_misc:
1232 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1233 break;
1234 case range_golem:
1235 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1236 break;
1237 default:
1238 break;
1239 }
1240 return 0; 1193 return 0;
1241 } 1194 }
1242 1195
1243 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) 1196 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1244 { 1197 {
1362 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1315 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1363 break; 1316 break;
1364 1317
1365 case SP_SUMMON_GOLEM: 1318 case SP_SUMMON_GOLEM:
1366 success = summon_golem (op, caster, dir, spell_ob); 1319 success = summon_golem (op, caster, dir, spell_ob);
1367 old_shoottype = range_golem;
1368 break; 1320 break;
1369 1321
1370 case SP_DIMENSION_DOOR: 1322 case SP_DIMENSION_DOOR:
1371 /* dimension door needs the actual caster, because that is what is 1323 /* dimension door needs the actual caster, because that is what is
1372 * moved. 1324 * moved.
1505 success = cast_consecrate (op, caster, spell_ob); 1457 success = cast_consecrate (op, caster, spell_ob);
1506 break; 1458 break;
1507 1459
1508 case SP_ANIMATE_WEAPON: 1460 case SP_ANIMATE_WEAPON:
1509 success = animate_weapon (op, caster, spell_ob, dir); 1461 success = animate_weapon (op, caster, spell_ob, dir);
1510 old_shoottype = range_golem;
1511 break; 1462 break;
1512 1463
1513 case SP_LIGHT: 1464 case SP_LIGHT:
1514 success = cast_light (op, caster, spell_ob, dir); 1465 success = cast_light (op, caster, spell_ob, dir);
1515 break; 1466 break;
1550 1501
1551 /* free the spell arg */ 1502 /* free the spell arg */
1552 if (settings.casting_time == TRUE && stringarg) 1503 if (settings.casting_time == TRUE && stringarg)
1553 { 1504 {
1554 free (stringarg); 1505 free (stringarg);
1555 stringarg = NULL; 1506 stringarg = 0;
1556 } 1507 }
1557 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1558 * to something like use_magic_item, but you really want to be able to fire
1559 * it again.
1560 */
1561 if (op->contr)
1562 op->contr->shoottype = (rangetype) old_shoottype;
1563 1508
1564 return success; 1509 return success;
1565} 1510}
1566 1511
1567 1512
1660 break; 1605 break;
1661 1606
1662 case SP_MOVING_BALL: 1607 case SP_MOVING_BALL:
1663 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1608 if (QUERY_FLAG (victim, FLAG_ALIVE))
1664 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1609 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1665 else if (victim->material || victim->materialname) 1610 else if (victim->materialname)
1666 save_throw_object (victim, spell->attacktype, spell); 1611 save_throw_object (victim, spell->attacktype, spell);
1667 break; 1612 break;
1668 } 1613 }
1669} 1614}

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