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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 1.54 by root, Sun Jul 1 05:00:20 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
98 95
99 if (init_spells_done) 96 if (init_spells_done)
100 return; 97 return;
101 LOG (llevDebug, "Checking spells...\n"); 98 LOG (llevDebug, "Checking spells...\n");
102 99
103 for (at = first_archetype; at; at = at->next) 100 for_all_archetypes (at)
104 { 101 {
105 if (at->clone.type == SPELL) 102 if (at->type == SPELL)
106 { 103 {
107 if (at->clone.skill) 104 if (at->skill)
108 { 105 {
109 for (i = 1; i < NUM_SKILLS; i++) 106 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill)) 107 if (!strcmp (skill_names[i], at->skill))
111 break; 108 break;
112 if (i == NUM_SKILLS) 109 if (i == NUM_SKILLS)
113 { 110 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill); 111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
115 } 112 }
116 } 113 }
117 /* other_arch is already checked for in the loader */ 114 /* other_arch is already checked for in the loader */
118 } 115 }
119 } 116 }
138void 135void
139dump_spells (void) 136dump_spells (void)
140{ 137{
141 archetype *at; 138 archetype *at;
142 139
143 for (at = first_archetype; at; at = at->next) 140 for_all_archetypes (at)
144 { 141 {
145 if (at->clone.type == SPELL) 142 if (at->type == SPELL)
146 { 143 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name, 144 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level); 145 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
149 } 146 }
150 } 147 }
151} 148}
152 149
153/* pretty basic function - basically just takes 150/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 151 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 152 */
156
157void 153void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 154spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 155{
160
161 if (spob->other_arch != NULL) 156 if (spob->other_arch)
162 { 157 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} 158}
171 159
172/* 160/*
173 * This function takes a caster and spell and presents the 161 * This function takes a caster and spell and presents the
174 * effective level the caster needs to be to cast the spell. 162 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled 163 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod 164 * spellpaths. Was called path_level_mod.
177 * 165 *
178 * caster is person casting hte spell. 166 * caster is person casting the spell.
179 * spell is the spell object. 167 * spell is the spell object.
180 * Returns modified level. 168 * Returns modified level.
181 */ 169 */
182int 170int
183min_casting_level (object *caster, object *spell) 171min_casting_level (object *caster, object *spell)
186 174
187 if (caster->path_denied & spell->path_attuned) 175 if (caster->path_denied & spell->path_attuned)
188 return 1; 176 return 1;
189 177
190 new_level = spell->level 178 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0); 179 + (caster->path_repelled & spell->path_attuned ? +2 : 0)
180 + (caster->path_attuned & spell->path_attuned ? -2 : 0);
192 181
193 return (new_level < 1) ? 1 : new_level; 182 return max (1, new_level);
194} 183}
195
196 184
197/* This function returns the effective level the spell 185/* This function returns the effective level the spell
198 * is being cast at. 186 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5. 187 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against 188 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4 189 * min_caster_level, so the difference is effectively 4
202 */ 190 */
203
204int 191int
205caster_level (object *caster, object *spell) 192caster_level (object *caster, object *spell)
206{ 193{
207 int level = caster->level; 194 int level = caster->level;
208 195
223 210
224 level = MIN (level, sk_level + level / 10 + 1); 211 level = MIN (level, sk_level + level / 10 + 1);
225 } 212 }
226 213
227 /* Got valid caster level. Now adjust for attunement */ 214 /* 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); 215 level += caster->path_repelled & spell->path_attuned ? -2 : 0;
216 level += caster->path_attuned & spell->path_attuned ? +2 : 0;
229 217
230 /* Always make this at least 1. If this is zero, we get divide by zero 218 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 219 * errors in various places.
232 */ 220 */
233 if (level < 1)
234 level = 1;
235
236 return level; 221 return max (level, 1);
237} 222}
238 223
239/* The following function scales the spellpoint cost of 224/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 225 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 226 * lower level spells become incredibly vicious at high
441{ 426{
442 object *op; 427 object *op;
443 428
444 if (OUT_OF_REAL_MAP (m, x, y)) 429 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 430 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 431 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) || 432 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 433 && (!QUERY_FLAG (op, FLAG_ALIVE)
434 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 435 return 1;
450 436
451 return 0; 437 return 0;
452} 438}
453 439
470 { 456 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 457 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."); 458 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
473 dir = 0; 459 dir = 0;
474 } 460 }
475 new_op->x = op->x + freearr_x[dir]; 461
476 new_op->y = op->y + freearr_y[dir]; 462 op->map->insert (new_op,
477 if (dir == 0) 463 op->x + freearr_x[dir], op->y + freearr_y[dir],
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 464 op,
479 else 465 dir ? 0 : INS_BELOW_ORIGINATOR);
480 insert_ob_in_map (new_op, op->map, op, 0); 466
481 return dir; 467 return dir;
482} 468}
483 469
484/* Returns true if it is ok to put spell *op on the space/may provided. 470/* 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 471 * immune_stop is basically the attacktype of the spell (why
487 * has the AT_MAGIC bit set, and there is a counterwall 473 * has the AT_MAGIC bit set, and there is a counterwall
488 * on the space, the object doesn't get placed. if immune stop 474 * 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. 475 * does not have AT_MAGIC, then counterwalls do not effect the spell.
490 * 476 *
491 */ 477 */
492
493int 478int
494ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 479ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
495{ 480{
496 object *tmp; 481 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; 482 return 0;
505 483
506 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 484 mapspace &ms = m->at (x, y);
485
486 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
507 return 0; 487 return 0;
508 488
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 489 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 490 {
511 /* If there is a counterspell on the space, and this 491 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 492 * 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 493 * 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 494 * 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 495 * 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 496 * 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 497 * removed.) On the other hand, it may be more dramatic for the
518 * spell to actually hit the counterwall and be sucked up. 498 * spell to actually hit the counterwall and be sucked up.
519 */ 499 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 500 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 501 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 502 && (tmp->type != PLAYER)
503 && (tmp->type != WEAPON)
504 && (tmp->type != BOW)
505 && (tmp->type != ARROW)
506 && (tmp->type != GOLEM)
507 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
508 // we special case floor here because there
509 // are sometimes spell effect floors
510 // which are used to inflict damage
511 // (and those shouldn't go away from
512 // sanctuary) see also: permanent lava
513 && (immune_stop & AT_MAGIC))
523 return 0; 514 return 0;
524 515
525 /* This is to prevent 'out of control' spells. Basically, this 516 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately 517 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe. 518 * needed for performance reasons, and just for playability I believe.
537 * playability reasons. 528 * playability reasons.
538 */ 529 */
539 if (tmp->arch == op->arch 530 if (tmp->arch == op->arch
540 && tmp->type == op->type 531 && tmp->type == op->type
541 && tmp->subtype == op->subtype 532 && tmp->subtype == op->subtype
533 && tmp->owner == op->owner
542 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 534 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543 { 535 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 536 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range); 537 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration); 538 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0; 539 return 0;
549 541
550 /* Perhaps we should also put checks in for no magic and unholy 542 /* Perhaps we should also put checks in for no magic and unholy
551 * ground to prevent it from moving along? 543 * ground to prevent it from moving along?
552 */ 544 */
553 } 545 }
546
554 /* If it passes the above tests, it must be OK */ 547 /* If it passes the above tests, it must be OK */
555 return 1; 548 return 1;
556} 549}
557 550
558/* fire_arch_from_position: fires an archetype. 551/* fire_arch_from_position: fires an archetype.
618 return 0; 611 return 0;
619 } 612 }
620 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 613 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
621 SET_ANIMATION (tmp, dir); 614 SET_ANIMATION (tmp, dir);
622 615
623 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 616 if ((tmp = insert_ob_in_map (tmp, m, op, 0)))
624 return 1;
625
626 move_spell_effect (tmp); 617 move_spell_effect (tmp);
627 618
628 return 1; 619 return 1;
629} 620}
630
631
632 621
633/***************************************************************************** 622/*****************************************************************************
634 * 623 *
635 * Code related to rods - perhaps better located in another file? 624 * Code related to rods - perhaps better located in another file?
636 * 625 *
637 ****************************************************************************/ 626 ****************************************************************************/
638
639void 627void
640regenerate_rod (object *rod) 628regenerate_rod (object *rod)
641{ 629{
642 if (rod->stats.hp < rod->stats.maxhp) 630 if (rod->stats.hp < rod->stats.maxhp)
643 { 631 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
644 rod->stats.hp += 1 + rod->stats.maxhp / 10;
645
646 if (rod->stats.hp > rod->stats.maxhp)
647 rod->stats.hp = rod->stats.maxhp;
648 }
649} 632}
650
651 633
652void 634void
653drain_rod_charge (object *rod) 635drain_rod_charge (object *rod)
654{ 636{
655 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 637 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
656} 638}
657
658
659
660 639
661/* this function is commonly used to find a friendly target for 640/* this function is commonly used to find a friendly target for
662 * spells such as heal or protection or armour 641 * spells such as heal or protection or armour
663 * op is what is looking for the target (which can be a player), 642 * 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 643 * dir is the direction we are looking in. Return object found, or
665 * NULL if no good object. 644 * NULL if no good object.
666 */ 645 */
667
668object * 646object *
669find_target_for_friendly_spell (object *op, int dir) 647find_target_for_friendly_spell (object *op, int dir)
670{ 648{
671 object *tmp; 649 object *tmp;
672 maptile *m;
673 sint16 x, y;
674 int mflags;
675 650
676 /* I don't really get this block - if op isn't a player or rune, 651 /* 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. 652 * we then make the owner of this object the target.
678 * The owner could very well be no where near op. 653 * The owner could very well be no where near op.
679 */ 654 */
686 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 661 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
687 tmp = op; 662 tmp = op;
688 } 663 }
689 else 664 else
690 { 665 {
691 m = op->map; 666 maptile *m = op->map;
692 x = op->x + freearr_x[dir]; 667 sint16 x = op->x + freearr_x[dir];
693 y = op->y + freearr_y[dir]; 668 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 { 669
701 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 670 tmp = xy_normalise (m, x, y)
702 if (tmp->type == PLAYER) 671 ? m->at (x, y).player ()
703 break; 672 : 0;
704 }
705 } 673 }
674
706 /* didn't find a player there, look in current square for a player */ 675 /* didn't find a player there, look in current square for a player */
707 if (tmp == NULL) 676 if (!tmp)
708 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 677 tmp = op->ms ().player ();
709 {
710 if (tmp->type == PLAYER)
711 break;
712 }
713 678
714 return tmp; 679 return tmp;
715} 680}
716 681
717 682
749 mp = m; 714 mp = m;
750 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 715 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
751 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 716 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
752 continue; 717 continue;
753 718
754 tmp = get_map_ob (mp, nx, ny); 719 tmp = GET_MAP_OB (mp, nx, ny);
755 720
756 while (tmp != NULL && (((owner_type == PLAYER && 721 while (tmp != NULL && (((owner_type == PLAYER &&
757 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 722 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
758 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 723 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
759 tmp = tmp->above; 724 tmp = tmp->above;
762 return freedir[i]; 727 return freedir[i];
763 } 728 }
764 return -1; /* flag for "keep going the way you were" */ 729 return -1; /* flag for "keep going the way you were" */
765} 730}
766 731
767
768
769/* put_a_monster: puts a monster named monstername near by 732/* put_a_monster: puts a monster named monstername near by
770 * op. This creates the treasures for the monsters, and 733 * op. This creates the treasures for the monsters, and
771 * also deals with multipart monsters properly. 734 * also deals with multipart monsters properly.
772 */ 735 */
773
774void 736void
775put_a_monster (object *op, const char *monstername) 737put_a_monster (object *op, const char *monstername)
776{ 738{
777 object *tmp, *head = NULL, *prev = NULL; 739 object *tmp, *head = NULL, *prev = NULL;
778 archetype *at; 740 archetype *at;
785 747
786 /* find a free square nearby 748 /* find a free square nearby
787 * first we check the closest square for free squares 749 * first we check the closest square for free squares
788 */ 750 */
789 751
790 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 752 dir = find_first_free_spot (at, op->map, op->x, op->y);
791 if (dir != -1) 753 if (dir != -1)
792 { 754 {
793 /* This is basically grabbed for generate monster. Fixed 971225 to 755 /* This is basically grabbed for generate monster. Fixed 971225 to
794 * insert multipart monsters properly 756 * insert multipart monsters properly
795 */ 757 */
758 //TODO: use expand_tail + ...
796 while (at != NULL) 759 while (at != NULL)
797 { 760 {
798 tmp = arch_to_object (at); 761 tmp = arch_to_object (at);
799 tmp->x = op->x + freearr_x[dir] + at->clone.x; 762 tmp->x = op->x + freearr_x[dir] + at->x;
800 tmp->y = op->y + freearr_y[dir] + at->clone.y; 763 tmp->y = op->y + freearr_y[dir] + at->y;
801 tmp->map = op->map; 764 tmp->map = op->map;
802 if (head) 765 if (head)
803 { 766 {
804 tmp->head = head; 767 tmp->head = head;
805 prev->more = tmp; 768 prev->more = tmp;
806 } 769 }
770
807 if (!head) 771 if (!head)
808 head = tmp; 772 head = tmp;
773
809 prev = tmp; 774 prev = tmp;
775
810 at = at->more; 776 at = (archetype *)at->more;
811 } 777 }
812 778
813 if (head->randomitems) 779 if (head->randomitems)
814 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 780 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
815 781
816 insert_ob_in_map (head, op->map, op, 0); 782 insert_ob_in_map (head, op->map, op, 0);
817 783
818 /* thought it'd be cool to insert a burnout, too. */ 784 /* thought it'd be cool to insert a burnout, too. */
819 tmp = get_archetype ("burnout"); 785 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 } 786 }
825} 787}
826 788
827/* peterm: function which summons hostile monsters and 789/* peterm: function which summons hostile monsters and
828 * places them in nearby squares. 790 * places them in nearby squares.
855{ 817{
856 int attacktype; 818 int attacktype;
857 int face; 819 int face;
858} ATTACKS[22] = 820} ATTACKS[22] =
859{ 821{
860 {
861 AT_PHYSICAL, 0}, 822 { AT_PHYSICAL, 0},
862 {
863 AT_PHYSICAL, 0}, /*face = explosion */ 823 { AT_PHYSICAL, 0}, /*face = explosion */
864 {
865 AT_PHYSICAL, 0}, 824 { AT_PHYSICAL, 0},
866 {
867 AT_MAGIC, 1}, 825 { AT_MAGIC, 1},
868 {
869 AT_MAGIC, 1}, /* face = last-burnout */ 826 { AT_MAGIC, 1}, /* face = last-burnout */
870 {
871 AT_MAGIC, 1}, 827 { AT_MAGIC, 1},
872 {
873 AT_FIRE, 2}, 828 { AT_FIRE, 2},
874 {
875 AT_FIRE, 2}, /* face = fire.... */ 829 { AT_FIRE, 2}, /* face = fire.... */
876 {
877 AT_FIRE, 2}, 830 { AT_FIRE, 2},
878 {
879 AT_ELECTRICITY, 3}, 831 { AT_ELECTRICITY, 3},
880 {
881 AT_ELECTRICITY, 3}, /* ball_lightning */ 832 { AT_ELECTRICITY, 3}, /* ball_lightning */
882 {
883 AT_ELECTRICITY, 3}, 833 { AT_ELECTRICITY, 3},
884 {
885 AT_COLD, 4}, 834 { AT_COLD, 4},
886 {
887 AT_COLD, 4}, /* face=icestorm */ 835 { AT_COLD, 4}, /* face=icestorm */
888 {
889 AT_COLD, 4}, 836 { AT_COLD, 4},
890 {
891 AT_CONFUSION, 5}, 837 { AT_CONFUSION, 5},
892 {
893 AT_POISON, 7}, 838 { AT_POISON, 7},
894 {
895 AT_POISON, 7}, /* face = acid sphere. generator */ 839 { AT_POISON, 7}, /* face = acid sphere. generator */
896 {
897 AT_POISON, 7}, /* poisoncloud face */ 840 { AT_POISON, 7}, /* poisoncloud face */
898 {
899 AT_SLOW, 8}, 841 { AT_SLOW, 8},
900 {
901 AT_PARALYZE, 9}, 842 { AT_PARALYZE, 9},
902 {
903AT_FEAR, 10}}; 843 { AT_FEAR, 10},
904 844};
905
906 845
907/* shuffle_attack: peterm 846/* shuffle_attack: peterm
908 * This routine shuffles the attack of op to one of the 847 * This routine shuffles the attack of op to one of the
909 * ones in the list. It does this at random. It also 848 * ones in the list. It does this at random. It also
910 * chooses a face appropriate to the attack that is 849 * chooses a face appropriate to the attack that is
1028 else 967 else
1029 { 968 {
1030 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 969 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1031 tmp = get_archetype (LOOSE_MANA); 970 tmp = get_archetype (LOOSE_MANA);
1032 tmp->level = skill->level; 971 tmp->level = skill->level;
1033 tmp->x = op->x;
1034 tmp->y = op->y;
1035 972
1036 /* increase the area of destruction a little for more powerful spells */ 973 /* increase the area of destruction a little for more powerful spells */
1037 tmp->range += isqrt (power); 974 tmp->range += isqrt (power);
1038 975
1039 if (power > 25) 976 if (power > 25)
1040 tmp->stats.dam = 25 + isqrt (power); 977 tmp->stats.dam = 25 + isqrt (power);
1041 else 978 else
1042 tmp->stats.dam = power; /* nasty recoils! */ 979 tmp->stats.dam = power; /* nasty recoils! */
1043 980
1044 tmp->stats.maxhp = tmp->count; 981 tmp->stats.maxhp = tmp->count;
1045 insert_ob_in_map (tmp, op->map, NULL, 0); 982
983 tmp->insert_at (op);
1046 } 984 }
1047 } 985 }
1048} 986}
1049 987
1050int 988int
1051cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 989cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 990{
1053 int success; 991 int success;
1054 player *pl;
1055 object *spell; 992 object *spell;
1056 993
1057 if (!spell_ob->other_arch) 994 if (!spell_ob->other_arch)
1058 { 995 {
1059 LOG (llevError, "cast_party_spell: empty other arch\n"); 996 LOG (llevError, "cast_party_spell: empty other arch\n");
1067 if (caster->contr->party == NULL) 1004 if (caster->contr->party == NULL)
1068 { 1005 {
1069 spell->remove (); 1006 spell->remove ();
1070 return success; 1007 return success;
1071 } 1008 }
1072 for (pl = first_player; pl != NULL; pl = pl->next) 1009 for_all_players (pl)
1073 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 1010 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1074 { 1011 {
1075 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 1012 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1076 } 1013 }
1077 spell->remove (); 1014 spell->remove ();
1103 * 1040 *
1104 * if it is a player casting the spell (op->type == PLAYER, op == caster), 1041 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1105 * this function will decrease the mana/grace appropriately. For other 1042 * this function will decrease the mana/grace appropriately. For other
1106 * objects, the caller should do what it considers appropriate. 1043 * objects, the caller should do what it considers appropriate.
1107 */ 1044 */
1108
1109int 1045int
1110cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 1046cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1111{ 1047{
1112 const char *godname; 1048 const char *godname;
1113 int success = 0, mflags, cast_level = 0, old_shoottype; 1049 int success = 0, mflags, cast_level = 0;
1114 object *skill = NULL; 1050 object *skill = NULL;
1115
1116 old_shoottype = op->contr ? op->contr->shoottype : 0;
1117 1051
1118 if (!spell_ob) 1052 if (!spell_ob)
1119 { 1053 {
1120 LOG (llevError, "cast_spell: null spell object passed\n"); 1054 LOG (llevError, "cast_spell: null spell object passed\n");
1121 return 0; 1055 return 0;
1150 * at least process that code. 1084 * at least process that code.
1151 */ 1085 */
1152 if (op->type == PLAYER && op == caster) 1086 if (op->type == PLAYER && op == caster)
1153 { 1087 {
1154 cast_level = caster_level (caster, spell_ob); 1088 cast_level = caster_level (caster, spell_ob);
1089
1155 if (spell_ob->skill) 1090 if (spell_ob->skill)
1156 { 1091 {
1157 skill = find_skill_by_name (op, spell_ob->skill); 1092 skill = find_skill_by_name (op, spell_ob->skill);
1093
1158 if (!skill) 1094 if (!skill)
1159 { 1095 {
1160 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1096 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name);
1161 return 0; 1097 return 0;
1162 } 1098 }
1099
1163 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1100 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1164 { 1101 {
1165 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1102 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell.");
1166 return 0; 1103 return 0;
1167 } 1104 }
1168 } 1105 }
1106
1169 /* If the caster is the wiz, they don't ever fail, and don't have 1107 /* If the caster is the wiz, they don't ever fail, and don't have
1170 * to have sufficient grace/mana. 1108 * to have sufficient grace/mana.
1171 */ 1109 */
1172 if (!QUERY_FLAG (op, FLAG_WIZ)) 1110 if (!QUERY_FLAG (op, FLAG_WIZ))
1173 { 1111 {
1175 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1113 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1176 { 1114 {
1177 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1115 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
1178 return 0; 1116 return 0;
1179 } 1117 }
1118
1180 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1119 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1181 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1120 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1182 { 1121 {
1183 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1122 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) 1123 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1196 /* player/monster is trying to cast the spell. might fumble it */ 1135 /* player/monster is trying to cast the spell. might fumble it */
1197 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1136 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])) 1137 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1199 { 1138 {
1200 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1139 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1201 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the prayer.");
1202 if (settings.casting_time == TRUE) 1141
1203 {
1204 op->casting_time = -1;
1205 }
1206 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1142 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1207 return 0; 1143 return 0;
1208 } 1144 }
1209 else if (spell_ob->stats.sp) 1145 else if (spell_ob->stats.sp)
1210 { 1146 {
1213 if (failure < 0) 1149 if (failure < 0)
1214 { 1150 {
1215 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1151 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use.");
1216 if (settings.spell_failure_effects == TRUE) 1152 if (settings.spell_failure_effects == TRUE)
1217 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1153 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1218 op->contr->shoottype = (rangetype) old_shoottype; 1154
1219 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1155 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1220 return 0; 1156 return 0;
1221 } 1157 }
1222 } 1158 }
1223 } 1159 }
1246 { 1182 {
1247 if (op->type != PLAYER) 1183 if (op->type != PLAYER)
1248 return 0; 1184 return 0;
1249 1185
1250 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1186 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1187 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname);
1252 else 1188 else if (object *item = op->contr->ranged_ob)
1253 switch (op->contr->shoottype)
1254 { 1189 {
1255 case range_magic: 1190 if (item->type == SPELL)
1256 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting.");
1257 break; 1192 else if (item->type == SCROLL)
1258 case range_misc:
1259 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1260 break;
1261 case range_golem:
1262 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll."); 1193 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1263 break;
1264 default:
1265 break;
1266 }
1267 return 0;
1268 }
1269
1270 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1271 {
1272 if (op->casting_time == -1)
1273 { /* begin the casting */
1274 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1275 op->spell = spell_ob;
1276 /* put the stringarg into the object struct so that when the
1277 * spell is actually cast, it knows about the stringarg.
1278 * necessary for the invoke command spells.
1279 */
1280 if (stringarg)
1281 {
1282 op->spellarg = strdup (stringarg);
1283 }
1284 else 1194 else
1285 op->spellarg = NULL; 1195 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1286 return 0;
1287 }
1288 else if (op->casting_time != 0)
1289 {
1290 if (op->type == PLAYER)
1291 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1292 return 0;
1293 } 1196 }
1294 else 1197 else
1295 { /* casting_time == 0 */ 1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the spell!");
1296 op->casting_time = -1; 1199
1297 spell_ob = op->spell; 1200 return 0;
1298 stringarg = op->spellarg;
1299 }
1300 }
1301 else
1302 { 1201 }
1202
1303 /* Take into account how long it takes to cast the spell. 1203 /* Take into account how long it takes to cast the spell.
1304 * if the player is casting it, then we use the time in 1204 * if the player is casting it, then we use the time in
1305 * the spell object. If it is a spell object, have it 1205 * the spell object. If it is a spell object, have it
1306 * take two ticks. Things that cast spells on the players 1206 * take two ticks. Things that cast spells on the players
1307 * behalf (eg, altars, and whatever else) shouldn't cost 1207 * behalf (eg, altars, and whatever else) shouldn't cost
1308 * the player any time. 1208 * the player any time.
1309 * Ignore casting time for firewalls 1209 * Ignore casting time for firewalls
1210 */
1211 if (caster == op && caster->type != FIREWALL)
1212 {
1213 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1214 /* Other portions of the code may also decrement the speed of the player, so
1215 * put a lower limit so that the player isn't stuck here too long
1310 */ 1216 */
1311 if (caster == op && caster->type != FIREWALL)
1312 {
1313 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1314 /* Other portions of the code may also decrement the speed of the player, so
1315 * put a lower limit so that the player isn't stuck here too long
1316 */
1317 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1217 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1318 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1218 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1319 } 1219 }
1320 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1220 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1321 {
1322 op->speed_left -= 2 * FABS (op->speed); 1221 op->speed_left -= 2 * FABS (op->speed);
1323 }
1324 }
1325 1222
1326 if (op->type == PLAYER && op == caster) 1223 if (op->type == PLAYER && op == caster)
1327 { 1224 {
1328 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1225 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1329 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1226 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1339 if (!skill) 1236 if (!skill)
1340 { 1237 {
1341 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1238 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster));
1342 return 0; 1239 return 0;
1343 } 1240 }
1241
1344 change_skill (op, skill, 0); /* needed for proper exp credit */ 1242 op->change_skill (skill); /* needed for proper exp credit */
1345 } 1243 }
1244
1245 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1246 return RESULT_INT (0);
1346 1247
1347 switch (spell_ob->subtype) 1248 switch (spell_ob->subtype)
1348 { 1249 {
1349 /* The order of case statements is same as the order they show up 1250 /* The order of case statements is same as the order they show up
1350 * in in spells.h. 1251 * in in spells.h.
1351 */ 1252 */
1352 case SP_RAISE_DEAD: 1253 case SP_RAISE_DEAD:
1353 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1254 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1354 break; 1255 break;
1355 1256
1356 case SP_RUNE: 1257 case SP_RUNE:
1389 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1290 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1390 break; 1291 break;
1391 1292
1392 case SP_SUMMON_GOLEM: 1293 case SP_SUMMON_GOLEM:
1393 success = summon_golem (op, caster, dir, spell_ob); 1294 success = summon_golem (op, caster, dir, spell_ob);
1394 old_shoottype = range_golem;
1395 break; 1295 break;
1396 1296
1397 case SP_DIMENSION_DOOR: 1297 case SP_DIMENSION_DOOR:
1398 /* dimension door needs the actual caster, because that is what is 1298 /* dimension door needs the actual caster, because that is what is
1399 * moved. 1299 * moved.
1532 success = cast_consecrate (op, caster, spell_ob); 1432 success = cast_consecrate (op, caster, spell_ob);
1533 break; 1433 break;
1534 1434
1535 case SP_ANIMATE_WEAPON: 1435 case SP_ANIMATE_WEAPON:
1536 success = animate_weapon (op, caster, spell_ob, dir); 1436 success = animate_weapon (op, caster, spell_ob, dir);
1537 old_shoottype = range_golem;
1538 break; 1437 break;
1539 1438
1540 case SP_LIGHT: 1439 case SP_LIGHT:
1541 success = cast_light (op, caster, spell_ob, dir); 1440 success = cast_light (op, caster, spell_ob, dir);
1542 break; 1441 break;
1555 1454
1556 case SP_AURA: 1455 case SP_AURA:
1557 success = create_aura (op, caster, spell_ob); 1456 success = create_aura (op, caster, spell_ob);
1558 break; 1457 break;
1559 1458
1560 case SP_TOWN_PORTAL:
1561 success = cast_create_town_portal (op, caster, spell_ob, dir);
1562 break;
1563
1564 case SP_PARTY_SPELL: 1459 case SP_PARTY_SPELL:
1565 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1460 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1566 break; 1461 break;
1567 1462
1568 default: 1463 default:
1569 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1570 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1464 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1571 } 1465 }
1572 1466
1573 /* FIXME - we need some better sound suppport */ 1467 /* FIXME - we need some better sound suppport */
1574 // yes, for example, augment map info with the spell effect 1468 // yes, for example, augment map info with the spell effect
1575 // so clients can calculate the sounds themselves 1469 // so clients can calculate the sounds themselves
1576 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype); 1470 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1577 1471
1578 /* free the spell arg */
1579 if (settings.casting_time == TRUE && stringarg)
1580 {
1581 free (stringarg);
1582 stringarg = NULL;
1583 }
1584 /* perhaps a bit of a hack, but if using a wand, it has to change the skill
1585 * to something like use_magic_item, but you really want to be able to fire
1586 * it again.
1587 */
1588 if (op->contr)
1589 op->contr->shoottype = (rangetype) old_shoottype;
1590
1591 return success; 1472 return success;
1592} 1473}
1593 1474
1594 1475
1595/* This is called from time.c/process_object(). That function 1476/* This is called from time.c/process_object(). That function
1687 break; 1568 break;
1688 1569
1689 case SP_MOVING_BALL: 1570 case SP_MOVING_BALL:
1690 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1571 if (QUERY_FLAG (victim, FLAG_ALIVE))
1691 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1572 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1692 else if (victim->material || victim->materialname) 1573 else if (victim->materialname)
1693 save_throw_object (victim, spell->attacktype, spell); 1574 save_throw_object (victim, spell->attacktype, spell);
1694 break; 1575 break;
1695 } 1576 }
1696} 1577}

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