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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2001 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | 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 |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | 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, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | 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 |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
|
|
25 | |
24 | |
26 | #include <global.h> |
25 | #include <global.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
28 | #include <object.h> |
27 | #include <object.h> |
29 | #include <errno.h> |
28 | #include <errno.h> |
… | |
… | |
188 | * is being cast at. |
187 | * is being cast at. |
189 | * 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. |
190 | * This is because the new code compares casting_level against |
189 | * This is because the new code compares casting_level against |
191 | * min_caster_level, so the difference is effectively 4 |
190 | * min_caster_level, so the difference is effectively 4 |
192 | */ |
191 | */ |
193 | |
|
|
194 | int |
192 | int |
195 | caster_level (object *caster, object *spell) |
193 | caster_level (object *caster, object *spell) |
196 | { |
194 | { |
197 | int level = caster->level; |
195 | int level = caster->level; |
198 | |
196 | |
… | |
… | |
213 | |
211 | |
214 | level = MIN (level, sk_level + level / 10 + 1); |
212 | level = MIN (level, sk_level + level / 10 + 1); |
215 | } |
213 | } |
216 | |
214 | |
217 | /* Got valid caster level. Now adjust for attunement */ |
215 | /* Got valid caster level. Now adjust for attunement */ |
218 | 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; |
219 | |
218 | |
220 | /* 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 |
221 | * errors in various places. |
220 | * errors in various places. |
222 | */ |
221 | */ |
223 | if (level < 1) |
|
|
224 | level = 1; |
|
|
225 | |
|
|
226 | return level; |
222 | return max (level, 1); |
227 | } |
223 | } |
228 | |
224 | |
229 | /* The following function scales the spellpoint cost of |
225 | /* The following function scales the spellpoint cost of |
230 | * a spell by it's increased effectiveness. Some of the |
226 | * a spell by it's increased effectiveness. Some of the |
231 | * lower level spells become incredibly vicious at high |
227 | * lower level spells become incredibly vicious at high |
… | |
… | |
500 | * 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 |
501 | * 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 |
502 | * 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 |
503 | * spell to actually hit the counterwall and be sucked up. |
499 | * spell to actually hit the counterwall and be sucked up. |
504 | */ |
500 | */ |
505 | if ((tmp->attacktype & AT_COUNTERSPELL) && |
501 | if ((tmp->attacktype & AT_COUNTERSPELL) |
506 | (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && |
502 | && !QUERY_FLAG (tmp, FLAG_MONSTER) |
507 | (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)) |
508 | return 0; |
515 | return 0; |
509 | |
516 | |
510 | /* This is to prevent 'out of control' spells. Basically, this |
517 | /* This is to prevent 'out of control' spells. Basically, this |
511 | * limits one spell effect per space per spell. This is definately |
518 | * limits one spell effect per space per spell. This is definately |
512 | * needed for performance reasons, and just for playability I believe. |
519 | * needed for performance reasons, and just for playability I believe. |
… | |
… | |
522 | * playability reasons. |
529 | * playability reasons. |
523 | */ |
530 | */ |
524 | if (tmp->arch == op->arch |
531 | if (tmp->arch == op->arch |
525 | && tmp->type == op->type |
532 | && tmp->type == op->type |
526 | && tmp->subtype == op->subtype |
533 | && tmp->subtype == op->subtype |
|
|
534 | && tmp->owner == op->owner |
527 | && 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))) |
528 | { |
536 | { |
529 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
537 | tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); |
530 | tmp->range = MAX (tmp->range, op->range); |
538 | tmp->range = MAX (tmp->range, op->range); |
531 | tmp->duration = MAX (tmp->duration, op->duration); |
539 | tmp->duration = MAX (tmp->duration, op->duration); |
532 | return 0; |
540 | return 0; |
… | |
… | |
634 | drain_rod_charge (object *rod) |
642 | drain_rod_charge (object *rod) |
635 | { |
643 | { |
636 | 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); |
637 | } |
645 | } |
638 | |
646 | |
639 | |
|
|
640 | |
|
|
641 | |
|
|
642 | /* this function is commonly used to find a friendly target for |
647 | /* this function is commonly used to find a friendly target for |
643 | * spells such as heal or protection or armour |
648 | * spells such as heal or protection or armour |
644 | * 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), |
645 | * 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 |
646 | * NULL if no good object. |
651 | * NULL if no good object. |
647 | */ |
652 | */ |
648 | |
|
|
649 | object * |
653 | object * |
650 | find_target_for_friendly_spell (object *op, int dir) |
654 | find_target_for_friendly_spell (object *op, int dir) |
651 | { |
655 | { |
652 | object *tmp; |
656 | object *tmp; |
653 | maptile *m; |
|
|
654 | sint16 x, y; |
|
|
655 | int mflags; |
|
|
656 | |
657 | |
657 | /* 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, |
658 | * we then make the owner of this object the target. |
659 | * we then make the owner of this object the target. |
659 | * The owner could very well be no where near op. |
660 | * The owner could very well be no where near op. |
660 | */ |
661 | */ |
… | |
… | |
667 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
668 | if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) |
668 | tmp = op; |
669 | tmp = op; |
669 | } |
670 | } |
670 | else |
671 | else |
671 | { |
672 | { |
672 | m = op->map; |
673 | maptile *m = op->map; |
673 | x = op->x + freearr_x[dir]; |
674 | sint16 x = op->x + freearr_x[dir]; |
674 | y = op->y + freearr_y[dir]; |
675 | sint16 y = op->y + freearr_y[dir]; |
675 | |
|
|
676 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
|
|
677 | |
|
|
678 | if (mflags & P_OUT_OF_MAP) |
|
|
679 | tmp = 0; |
|
|
680 | else |
676 | |
|
|
677 | tmp = xy_normalise (m, x, y) |
681 | tmp = m->at (x, y).player (); |
678 | ? m->at (x, y).player () |
|
|
679 | : 0; |
682 | } |
680 | } |
683 | |
681 | |
684 | /* 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 */ |
685 | if (!tmp) |
683 | if (!tmp) |
686 | tmp = op->ms ().player (); |
684 | tmp = op->ms ().player (); |
… | |
… | |
736 | return freedir[i]; |
734 | return freedir[i]; |
737 | } |
735 | } |
738 | return -1; /* flag for "keep going the way you were" */ |
736 | return -1; /* flag for "keep going the way you were" */ |
739 | } |
737 | } |
740 | |
738 | |
741 | |
|
|
742 | |
|
|
743 | /* put_a_monster: puts a monster named monstername near by |
739 | /* put_a_monster: puts a monster named monstername near by |
744 | * op. This creates the treasures for the monsters, and |
740 | * op. This creates the treasures for the monsters, and |
745 | * also deals with multipart monsters properly. |
741 | * also deals with multipart monsters properly. |
746 | */ |
742 | */ |
747 | |
|
|
748 | void |
743 | void |
749 | put_a_monster (object *op, const char *monstername) |
744 | put_a_monster (object *op, const char *monstername) |
750 | { |
745 | { |
751 | object *tmp, *head = NULL, *prev = NULL; |
746 | object *tmp, *head = NULL, *prev = NULL; |
752 | archetype *at; |
747 | archetype *at; |
… | |
… | |
825 | { |
820 | { |
826 | int attacktype; |
821 | int attacktype; |
827 | int face; |
822 | int face; |
828 | } ATTACKS[22] = |
823 | } ATTACKS[22] = |
829 | { |
824 | { |
830 | { |
|
|
831 | AT_PHYSICAL, 0}, |
825 | { AT_PHYSICAL, 0}, |
832 | { |
|
|
833 | AT_PHYSICAL, 0}, /*face = explosion */ |
826 | { AT_PHYSICAL, 0}, /*face = explosion */ |
834 | { |
|
|
835 | AT_PHYSICAL, 0}, |
827 | { AT_PHYSICAL, 0}, |
836 | { |
|
|
837 | AT_MAGIC, 1}, |
828 | { AT_MAGIC, 1}, |
838 | { |
|
|
839 | AT_MAGIC, 1}, /* face = last-burnout */ |
829 | { AT_MAGIC, 1}, /* face = last-burnout */ |
840 | { |
|
|
841 | AT_MAGIC, 1}, |
830 | { AT_MAGIC, 1}, |
842 | { |
|
|
843 | AT_FIRE, 2}, |
831 | { AT_FIRE, 2}, |
844 | { |
|
|
845 | AT_FIRE, 2}, /* face = fire.... */ |
832 | { AT_FIRE, 2}, /* face = fire.... */ |
846 | { |
|
|
847 | AT_FIRE, 2}, |
833 | { AT_FIRE, 2}, |
848 | { |
|
|
849 | AT_ELECTRICITY, 3}, |
834 | { AT_ELECTRICITY, 3}, |
850 | { |
|
|
851 | AT_ELECTRICITY, 3}, /* ball_lightning */ |
835 | { AT_ELECTRICITY, 3}, /* ball_lightning */ |
852 | { |
|
|
853 | AT_ELECTRICITY, 3}, |
836 | { AT_ELECTRICITY, 3}, |
854 | { |
|
|
855 | AT_COLD, 4}, |
837 | { AT_COLD, 4}, |
856 | { |
|
|
857 | AT_COLD, 4}, /* face=icestorm */ |
838 | { AT_COLD, 4}, /* face=icestorm */ |
858 | { |
|
|
859 | AT_COLD, 4}, |
839 | { AT_COLD, 4}, |
860 | { |
|
|
861 | AT_CONFUSION, 5}, |
840 | { AT_CONFUSION, 5}, |
862 | { |
|
|
863 | AT_POISON, 7}, |
841 | { AT_POISON, 7}, |
864 | { |
|
|
865 | AT_POISON, 7}, /* face = acid sphere. generator */ |
842 | { AT_POISON, 7}, /* face = acid sphere. generator */ |
866 | { |
|
|
867 | AT_POISON, 7}, /* poisoncloud face */ |
843 | { AT_POISON, 7}, /* poisoncloud face */ |
868 | { |
|
|
869 | AT_SLOW, 8}, |
844 | { AT_SLOW, 8}, |
870 | { |
|
|
871 | AT_PARALYZE, 9}, |
845 | { AT_PARALYZE, 9}, |
872 | { |
|
|
873 | AT_FEAR, 10}}; |
846 | { AT_FEAR, 10}, |
874 | |
847 | }; |
875 | |
|
|
876 | |
848 | |
877 | /* shuffle_attack: peterm |
849 | /* shuffle_attack: peterm |
878 | * This routine shuffles the attack of op to one of the |
850 | * This routine shuffles the attack of op to one of the |
879 | * ones in the list. It does this at random. It also |
851 | * ones in the list. It does this at random. It also |
880 | * chooses a face appropriate to the attack that is |
852 | * chooses a face appropriate to the attack that is |
… | |
… | |
1018 | |
990 | |
1019 | int |
991 | int |
1020 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
992 | cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1021 | { |
993 | { |
1022 | int success; |
994 | int success; |
1023 | player *pl; |
|
|
1024 | object *spell; |
995 | object *spell; |
1025 | |
996 | |
1026 | if (!spell_ob->other_arch) |
997 | if (!spell_ob->other_arch) |
1027 | { |
998 | { |
1028 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
999 | LOG (llevError, "cast_party_spell: empty other arch\n"); |
… | |
… | |
1072 | * |
1043 | * |
1073 | * 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), |
1074 | * this function will decrease the mana/grace appropriately. For other |
1045 | * this function will decrease the mana/grace appropriately. For other |
1075 | * objects, the caller should do what it considers appropriate. |
1046 | * objects, the caller should do what it considers appropriate. |
1076 | */ |
1047 | */ |
1077 | |
|
|
1078 | int |
1048 | int |
1079 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1049 | cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) |
1080 | { |
1050 | { |
1081 | const char *godname; |
1051 | const char *godname; |
1082 | int success = 0, mflags, cast_level = 0, old_shoottype; |
1052 | int success = 0, mflags, cast_level = 0; |
1083 | object *skill = NULL; |
1053 | object *skill = NULL; |
1084 | |
|
|
1085 | old_shoottype = op->contr ? op->contr->shoottype : 0; |
|
|
1086 | |
1054 | |
1087 | if (!spell_ob) |
1055 | if (!spell_ob) |
1088 | { |
1056 | { |
1089 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1057 | LOG (llevError, "cast_spell: null spell object passed\n"); |
1090 | return 0; |
1058 | return 0; |
… | |
… | |
1167 | 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) < |
1168 | (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])) |
1169 | { |
1137 | { |
1170 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1138 | play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); |
1171 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
1139 | new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); |
|
|
1140 | |
1172 | if (settings.casting_time == TRUE) |
1141 | if (settings.casting_time == TRUE) |
1173 | { |
|
|
1174 | op->casting_time = -1; |
1142 | op->casting_time = -1; |
1175 | } |
1143 | |
1176 | 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); |
1177 | return 0; |
1145 | return 0; |
1178 | } |
1146 | } |
1179 | else if (spell_ob->stats.sp) |
1147 | else if (spell_ob->stats.sp) |
1180 | { |
1148 | { |
… | |
… | |
1183 | if (failure < 0) |
1151 | if (failure < 0) |
1184 | { |
1152 | { |
1185 | 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."); |
1186 | if (settings.spell_failure_effects == TRUE) |
1154 | if (settings.spell_failure_effects == TRUE) |
1187 | 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); |
1188 | op->contr->shoottype = (rangetype) old_shoottype; |
1156 | |
1189 | 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); |
1190 | return 0; |
1158 | return 0; |
1191 | } |
1159 | } |
1192 | } |
1160 | } |
1193 | } |
1161 | } |
… | |
… | |
1216 | { |
1184 | { |
1217 | if (op->type != PLAYER) |
1185 | if (op->type != PLAYER) |
1218 | return 0; |
1186 | return 0; |
1219 | |
1187 | |
1220 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1188 | if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) |
1221 | 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); |
1222 | else |
1190 | else |
1223 | switch (op->contr->shoottype) |
|
|
1224 | { |
|
|
1225 | case range_magic: |
|
|
1226 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); |
1191 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!"); |
1227 | break; |
1192 | |
1228 | case range_misc: |
|
|
1229 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item."); |
|
|
1230 | break; |
|
|
1231 | case range_golem: |
|
|
1232 | new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); |
|
|
1233 | break; |
|
|
1234 | default: |
|
|
1235 | break; |
|
|
1236 | } |
|
|
1237 | return 0; |
1193 | return 0; |
1238 | } |
1194 | } |
1239 | |
1195 | |
1240 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1196 | if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL) |
1241 | { |
1197 | { |
… | |
… | |
1359 | 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); |
1360 | break; |
1316 | break; |
1361 | |
1317 | |
1362 | case SP_SUMMON_GOLEM: |
1318 | case SP_SUMMON_GOLEM: |
1363 | success = summon_golem (op, caster, dir, spell_ob); |
1319 | success = summon_golem (op, caster, dir, spell_ob); |
1364 | old_shoottype = range_golem; |
|
|
1365 | break; |
1320 | break; |
1366 | |
1321 | |
1367 | case SP_DIMENSION_DOOR: |
1322 | case SP_DIMENSION_DOOR: |
1368 | /* dimension door needs the actual caster, because that is what is |
1323 | /* dimension door needs the actual caster, because that is what is |
1369 | * moved. |
1324 | * moved. |
… | |
… | |
1502 | success = cast_consecrate (op, caster, spell_ob); |
1457 | success = cast_consecrate (op, caster, spell_ob); |
1503 | break; |
1458 | break; |
1504 | |
1459 | |
1505 | case SP_ANIMATE_WEAPON: |
1460 | case SP_ANIMATE_WEAPON: |
1506 | success = animate_weapon (op, caster, spell_ob, dir); |
1461 | success = animate_weapon (op, caster, spell_ob, dir); |
1507 | old_shoottype = range_golem; |
|
|
1508 | break; |
1462 | break; |
1509 | |
1463 | |
1510 | case SP_LIGHT: |
1464 | case SP_LIGHT: |
1511 | success = cast_light (op, caster, spell_ob, dir); |
1465 | success = cast_light (op, caster, spell_ob, dir); |
1512 | break; |
1466 | break; |
… | |
… | |
1547 | |
1501 | |
1548 | /* free the spell arg */ |
1502 | /* free the spell arg */ |
1549 | if (settings.casting_time == TRUE && stringarg) |
1503 | if (settings.casting_time == TRUE && stringarg) |
1550 | { |
1504 | { |
1551 | free (stringarg); |
1505 | free (stringarg); |
1552 | stringarg = NULL; |
1506 | stringarg = 0; |
1553 | } |
1507 | } |
1554 | /* perhaps a bit of a hack, but if using a wand, it has to change the skill |
|
|
1555 | * to something like use_magic_item, but you really want to be able to fire |
|
|
1556 | * it again. |
|
|
1557 | */ |
|
|
1558 | if (op->contr) |
|
|
1559 | op->contr->shoottype = (rangetype) old_shoottype; |
|
|
1560 | |
1508 | |
1561 | return success; |
1509 | return success; |
1562 | } |
1510 | } |
1563 | |
1511 | |
1564 | |
1512 | |
… | |
… | |
1657 | break; |
1605 | break; |
1658 | |
1606 | |
1659 | case SP_MOVING_BALL: |
1607 | case SP_MOVING_BALL: |
1660 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1608 | if (QUERY_FLAG (victim, FLAG_ALIVE)) |
1661 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1609 | hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); |
1662 | else if (victim->material || victim->materialname) |
1610 | else if (victim->materialname) |
1663 | save_throw_object (victim, spell->attacktype, spell); |
1611 | save_throw_object (victim, spell->attacktype, spell); |
1664 | break; |
1612 | break; |
1665 | } |
1613 | } |
1666 | } |
1614 | } |