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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.39 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.70 by root, Sun May 4 18:24:11 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24
25 23
26#include <global.h> 24#include <global.h>
27#include <spells.h> 25#include <spells.h>
28#include <object.h> 26#include <object.h>
29#include <errno.h> 27#include <errno.h>
79 dest->skill = spob->skill; 77 dest->skill = spob->skill;
80 else 78 else
81 dest->skill = caster->skill; 79 dest->skill = caster->skill;
82} 80}
83 81
84/* init_spells: This should really be called check_spells, as that
85 * is what it does. It goes through the spells looking for any
86 * obvious errors. This was most useful in debugging when re-doing
87 * all the spells to catch simple errors. To use it all the time
88 * will result in it spitting out messages that aren't really errors.
89 */
90void
91init_spells (void)
92{
93#ifdef SPELL_DEBUG
94 static int init_spells_done = 0;
95 int i;
96 archetype *at;
97
98 if (init_spells_done)
99 return;
100 LOG (llevDebug, "Checking spells...\n");
101
102 for (at = first_archetype; at; at = at->next)
103 {
104 if (at->clone.type == SPELL)
105 {
106 if (at->clone.skill)
107 {
108 for (i = 1; i < NUM_SKILLS; i++)
109 if (!strcmp (skill_names[i], at->clone.skill))
110 break;
111 if (i == NUM_SKILLS)
112 {
113 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
114 }
115 }
116 /* other_arch is already checked for in the loader */
117 }
118 }
119
120 i = 0;
121 while (spell_mapping[i])
122 {
123 if (!archetype::find (spell_mapping[i]))
124 {
125 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
126 }
127 i++;
128 }
129 LOG (llevDebug, "Checking spells completed.\n");
130#endif
131}
132
133/* Dumps all the spells - now also dumps skill associated with the spell.
134 * not sure what this would be used for, as the data seems pretty
135 * minimal, but easy enough to keep around.
136 */
137void
138dump_spells (void)
139{
140 archetype *at;
141
142 for (at = first_archetype; at; at = at->next)
143 {
144 if (at->clone.type == SPELL)
145 {
146 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
147 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
148 }
149 }
150}
151
152/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
153 * an object, sets the x,y, and calls insert_ob_in_map 83 * an object, sets the x,y, and calls insert_ob_in_map
154 */ 84 */
155void 85void
156spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
170 * Returns modified level. 100 * Returns modified level.
171 */ 101 */
172int 102int
173min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
174{ 104{
175 int new_level;
176
177 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
178 return 1; 106 return 1;
179 107
180 new_level = spell->level 108 int new_level = spell->level
181 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
182 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
183 111
184 return max (1, new_level); 112 return max (1, new_level);
185} 113}
186 114
187/* This function returns the effective level the spell 115/* This function returns the effective level the spell
193int 121int
194caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
195{ 123{
196 int level = caster->level; 124 int level = caster->level;
197 125
198 /* If this is a player, try to find the matching skill */ 126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
199 if (caster->type == PLAYER && spell->skill) 127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
128 {
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1;
131
132 level = min (level, sk_level + level / 10 + 1);
133 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */
200 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
201 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
202 { 137 {
203 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
204 break; 139 break;
205 } 140 }
206 141
207 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
208 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
209 {
210 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
211 int sk_level = skill ? skill->level : 1;
212
213 level = MIN (level, sk_level + level / 10 + 1);
214 }
215
216 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
217 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
218 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
219 145
220 /* Always make this at least 1. If this is zero, we get divide by zero 146 /* Always make this at least 1. If this is zero, we get divide by zero
221 * errors in various places. 147 * errors in various places.
222 */ 148 */
223 return max (level, 1); 149 return max (level, 1);
267 else 193 else
268 { 194 {
269 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
270 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
271 sp = 1; 197 sp = 1;
198
272 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
273 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
274 grace = 1; 201 grace = 1;
275 } 202 }
203
276 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
277 return MAX (sp, grace); 205 return MAX (sp, grace);
278 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
279 return grace; 207 return grace;
280 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
284 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 212 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
285 return 0; 213 return 0;
286 } 214 }
287} 215}
288 216
289
290/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
291 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
292 */ 219 */
293int 220int
294SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
295{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
296 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
297 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
298
299 if (adj < 0)
300 adj = 0;
301 if (spob->dam_modifier)
302 adj /= spob->dam_modifier;
303 else
304 adj = 0;
305 return adj;
306} 228}
307 229
308/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
309 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
310 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
311 */ 233 */
312int 234int
313SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
314{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
315 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
316 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
317
318 if (adj < 0)
319 adj = 0;
320 if (spob->duration_modifier)
321 adj /= spob->duration_modifier;
322 else
323 adj = 0;
324
325 return adj;
326} 242}
327 243
328/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
329 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
330 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
331 */ 247 */
332int 248int
333SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
334{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
335 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
336 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
337
338 if (adj < 0)
339 adj = 0;
340 if (spob->range_modifier)
341 adj /= spob->range_modifier;
342 else
343 adj = 0;
344
345 return adj;
346} 256}
347 257
348/* Checks to see if player knows the spell. If the name is the same 258/* Checks to see if player knows the spell. If the name is the same
349 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
350 * returns 1 if they know the spell, 0 if they don't. 260 * returns 1 if they know the spell, 0 if they don't.
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 369 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
460 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 370 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0; 371 dir = 0;
462 } 372 }
463 373
374 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 375 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 376 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 377 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 378 dir ? 0 : INS_BELOW_ORIGINATOR);
468 379
497 * resources, and may not work as well if a player is standing 408 * resources, and may not work as well if a player is standing
498 * on top of a counterwall spell (may hit the player before being 409 * on top of a counterwall spell (may hit the player before being
499 * removed.) On the other hand, it may be more dramatic for the 410 * removed.) On the other hand, it may be more dramatic for the
500 * spell to actually hit the counterwall and be sucked up. 411 * spell to actually hit the counterwall and be sucked up.
501 */ 412 */
502 if ((tmp->attacktype & AT_COUNTERSPELL) && 413 if ((tmp->attacktype & AT_COUNTERSPELL)
503 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 414 && !QUERY_FLAG (tmp, FLAG_MONSTER)
504 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 415 && (tmp->type != PLAYER)
416 && (tmp->type != WEAPON)
417 && (tmp->type != BOW)
418 && (tmp->type != ARROW)
419 && (tmp->type != GOLEM)
420 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
421 // we special case floor here because there
422 // are sometimes spell effect floors
423 // which are used to inflict damage
424 // (and those shouldn't go away from
425 // sanctuary) see also: permanent lava
426 && (immune_stop & AT_MAGIC))
505 return 0; 427 return 0;
506 428
507 /* This is to prevent 'out of control' spells. Basically, this 429 /* This is to prevent 'out of control' spells. Basically, this
508 * limits one spell effect per space per spell. This is definately 430 * limits one spell effect per space per spell. This is definately
509 * needed for performance reasons, and just for playability I believe. 431 * needed for performance reasons, and just for playability I believe.
516 /* 438 /*
517 * Combine similar spell effects into one spell effect. Needed for 439 * Combine similar spell effects into one spell effect. Needed for
518 * performance reasons with meteor swarm and the like, but also for 440 * performance reasons with meteor swarm and the like, but also for
519 * playability reasons. 441 * playability reasons.
520 */ 442 */
521 if (tmp->arch == op->arch 443 if (tmp->arch == op->arch /* no harm if not comparing by name here */
522 && tmp->type == op->type 444 && tmp->type == op->type
523 && tmp->subtype == op->subtype 445 && tmp->subtype == op->subtype
524 && tmp->owner == op->owner 446 && tmp->owner == op->owner
525 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 447 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
526 { 448 {
547 * dir: direction to fire in. 469 * dir: direction to fire in.
548 * spell: spell that is being fired. It uses other_arch for the archetype 470 * spell: spell that is being fired. It uses other_arch for the archetype
549 * to fire. 471 * to fire.
550 * returns 0 on failure, 1 on success. 472 * returns 0 on failure, 1 on success.
551 */ 473 */
552
553int 474int
554fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
555{ 476{
556 object *tmp; 477 object *tmp;
557 int mflags; 478 int mflags;
617 ****************************************************************************/ 538 ****************************************************************************/
618void 539void
619regenerate_rod (object *rod) 540regenerate_rod (object *rod)
620{ 541{
621 if (rod->stats.hp < rod->stats.maxhp) 542 if (rod->stats.hp < rod->stats.maxhp)
622 { 543 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
623 rod->stats.hp += 1 + rod->stats.maxhp / 10;
624
625 if (rod->stats.hp > rod->stats.maxhp)
626 rod->stats.hp = rod->stats.maxhp;
627 }
628} 544}
629
630 545
631void 546void
632drain_rod_charge (object *rod) 547drain_rod_charge (object *rod)
633{ 548{
634 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 549 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
724 return freedir[i]; 639 return freedir[i];
725 } 640 }
726 return -1; /* flag for "keep going the way you were" */ 641 return -1; /* flag for "keep going the way you were" */
727} 642}
728 643
729
730
731/* put_a_monster: puts a monster named monstername near by 644/* put_a_monster: puts a monster named monstername near by
732 * op. This creates the treasures for the monsters, and 645 * op. This creates the treasures for the monsters, and
733 * also deals with multipart monsters properly. 646 * also deals with multipart monsters properly.
734 */ 647 */
735
736void 648void
737put_a_monster (object *op, const char *monstername) 649put_a_monster (object *op, const char *monstername)
738{ 650{
739 object *tmp, *head = NULL, *prev = NULL; 651 object *tmp, *head = NULL, *prev = NULL;
740 archetype *at; 652 archetype *at;
747 659
748 /* find a free square nearby 660 /* find a free square nearby
749 * first we check the closest square for free squares 661 * first we check the closest square for free squares
750 */ 662 */
751 663
752 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 664 dir = find_first_free_spot (at, op->map, op->x, op->y);
753 if (dir != -1) 665 if (dir != -1)
754 { 666 {
755 /* This is basically grabbed for generate monster. Fixed 971225 to 667 /* This is basically grabbed for generate monster. Fixed 971225 to
756 * insert multipart monsters properly 668 * insert multipart monsters properly
757 */ 669 */
670 //TODO: use expand_tail + ...
758 while (at != NULL) 671 while (at != NULL)
759 { 672 {
760 tmp = arch_to_object (at); 673 tmp = arch_to_object (at);
761 tmp->x = op->x + freearr_x[dir] + at->clone.x; 674 tmp->x = op->x + freearr_x[dir] + at->x;
762 tmp->y = op->y + freearr_y[dir] + at->clone.y; 675 tmp->y = op->y + freearr_y[dir] + at->y;
763 tmp->map = op->map; 676 tmp->map = op->map;
764 if (head) 677 if (head)
765 { 678 {
766 tmp->head = head; 679 tmp->head = head;
767 prev->more = tmp; 680 prev->more = tmp;
768 } 681 }
682
769 if (!head) 683 if (!head)
770 head = tmp; 684 head = tmp;
685
771 prev = tmp; 686 prev = tmp;
687
772 at = at->more; 688 at = (archetype *)at->more;
773 } 689 }
774 690
775 if (head->randomitems) 691 if (head->randomitems)
776 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 692 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
777 693
778 insert_ob_in_map (head, op->map, op, 0); 694 insert_ob_in_map (head, op->map, op, 0);
779 695
780 /* thought it'd be cool to insert a burnout, too. */ 696 /* thought it'd be cool to insert a burnout, too. */
781 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 697 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
782 } 698 }
783} 699}
784 700
785/* peterm: function which summons hostile monsters and 701/* peterm: function which summons hostile monsters and
786 * places them in nearby squares. 702 * places them in nearby squares.
813{ 729{
814 int attacktype; 730 int attacktype;
815 int face; 731 int face;
816} ATTACKS[22] = 732} ATTACKS[22] =
817{ 733{
818 {
819 AT_PHYSICAL, 0}, 734 { AT_PHYSICAL, 0},
820 {
821 AT_PHYSICAL, 0}, /*face = explosion */ 735 { AT_PHYSICAL, 0}, /*face = explosion */
822 {
823 AT_PHYSICAL, 0}, 736 { AT_PHYSICAL, 0},
824 {
825 AT_MAGIC, 1}, 737 { AT_MAGIC, 1},
826 {
827 AT_MAGIC, 1}, /* face = last-burnout */ 738 { AT_MAGIC, 1}, /* face = last-burnout */
828 {
829 AT_MAGIC, 1}, 739 { AT_MAGIC, 1},
830 {
831 AT_FIRE, 2}, 740 { AT_FIRE, 2},
832 {
833 AT_FIRE, 2}, /* face = fire.... */ 741 { AT_FIRE, 2}, /* face = fire.... */
834 {
835 AT_FIRE, 2}, 742 { AT_FIRE, 2},
836 {
837 AT_ELECTRICITY, 3}, 743 { AT_ELECTRICITY, 3},
838 {
839 AT_ELECTRICITY, 3}, /* ball_lightning */ 744 { AT_ELECTRICITY, 3}, /* ball_lightning */
840 {
841 AT_ELECTRICITY, 3}, 745 { AT_ELECTRICITY, 3},
842 {
843 AT_COLD, 4}, 746 { AT_COLD, 4},
844 {
845 AT_COLD, 4}, /* face=icestorm */ 747 { AT_COLD, 4}, /* face=icestorm */
846 {
847 AT_COLD, 4}, 748 { AT_COLD, 4},
848 {
849 AT_CONFUSION, 5}, 749 { AT_CONFUSION, 5},
850 {
851 AT_POISON, 7}, 750 { AT_POISON, 7},
852 {
853 AT_POISON, 7}, /* face = acid sphere. generator */ 751 { AT_POISON, 7}, /* face = acid sphere. generator */
854 {
855 AT_POISON, 7}, /* poisoncloud face */ 752 { AT_POISON, 7}, /* poisoncloud face */
856 {
857 AT_SLOW, 8}, 753 { AT_SLOW, 8},
858 {
859 AT_PARALYZE, 9}, 754 { AT_PARALYZE, 9},
860 {
861AT_FEAR, 10}}; 755 { AT_FEAR, 10},
862 756};
863
864 757
865/* shuffle_attack: peterm 758/* shuffle_attack: peterm
866 * This routine shuffles the attack of op to one of the 759 * This routine shuffles the attack of op to one of the
867 * ones in the list. It does this at random. It also 760 * ones in the list. It does this at random. It also
868 * chooses a face appropriate to the attack that is 761 * chooses a face appropriate to the attack that is
1013 if (!spell_ob->other_arch) 906 if (!spell_ob->other_arch)
1014 { 907 {
1015 LOG (llevError, "cast_party_spell: empty other arch\n"); 908 LOG (llevError, "cast_party_spell: empty other arch\n");
1016 return 0; 909 return 0;
1017 } 910 }
911
1018 spell = arch_to_object (spell_ob->other_arch); 912 spell = arch_to_object (spell_ob->other_arch);
1019 913
1020 /* Always cast spell on caster */ 914 /* Always cast spell on caster */
1021 success = cast_spell (op, caster, dir, spell, stringarg); 915 success = cast_spell (op, caster, dir, spell, stringarg);
1022 916
1023 if (caster->contr->party == NULL) 917 if (caster->contr->party == NULL)
1024 { 918 {
1025 spell->remove (); 919 spell->remove ();
1026 return success; 920 return success;
1027 } 921 }
922
1028 for_all_players (pl) 923 for_all_players (pl)
1029 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 924 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1030 {
1031 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 925 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1032 } 926
1033 spell->remove (); 927 spell->remove ();
1034 return success; 928 return success;
1035} 929}
1036 930
1037/* This is where the main dispatch when someone casts a spell. 931/* This is where the main dispatch when someone casts a spell.
1059 * 953 *
1060 * if it is a player casting the spell (op->type == PLAYER, op == caster), 954 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1061 * this function will decrease the mana/grace appropriately. For other 955 * this function will decrease the mana/grace appropriately. For other
1062 * objects, the caller should do what it considers appropriate. 956 * objects, the caller should do what it considers appropriate.
1063 */ 957 */
1064
1065int 958int
1066cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 959cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1067{ 960{
1068 const char *godname; 961 const char *godname;
1069 int success = 0, mflags, cast_level = 0, old_shoottype; 962 int success = 0, cast_level = 0;
1070 object *skill = NULL; 963 object *skill = NULL;
1071
1072 old_shoottype = op->contr ? op->contr->shoottype : 0;
1073 964
1074 if (!spell_ob) 965 if (!spell_ob)
1075 { 966 {
1076 LOG (llevError, "cast_spell: null spell object passed\n"); 967 LOG (llevError, "cast_spell: null spell object passed\n");
1077 return 0; 968 return 0;
1106 * at least process that code. 997 * at least process that code.
1107 */ 998 */
1108 if (op->type == PLAYER && op == caster) 999 if (op->type == PLAYER && op == caster)
1109 { 1000 {
1110 cast_level = caster_level (caster, spell_ob); 1001 cast_level = caster_level (caster, spell_ob);
1002
1111 if (spell_ob->skill) 1003 if (spell_ob->skill)
1112 { 1004 {
1113 skill = find_skill_by_name (op, spell_ob->skill); 1005 skill = find_skill_by_name (op, spell_ob->skill);
1006
1114 if (!skill) 1007 if (!skill)
1115 { 1008 {
1116 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 1009 op->failmsg (format ("You need the skill %s to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name));
1117 return 0; 1013 return 0;
1118 } 1014 }
1015
1016 int casting_level = min_casting_level (op, spell_ob);
1017
1119 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1120 { 1019 {
1121 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1020 op->failmsg (format ("You lack enough skill to cast that spell! "
1021 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1022 cast_level, casting_level));
1122 return 0; 1023 return 0;
1123 } 1024 }
1124 } 1025 }
1026
1125 /* If the caster is the wiz, they don't ever fail, and don't have 1027 /* If the caster is the wiz, they don't ever fail, and don't have
1126 * to have sufficient grace/mana. 1028 * to have sufficient grace/mana.
1127 */ 1029 */
1128 if (!QUERY_FLAG (op, FLAG_WIZ)) 1030 if (!QUERY_FLAG (op, FLAG_WIZ))
1129 { 1031 {
1130 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1032 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1131 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1033 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1132 { 1034 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1035 op->failmsg ("You don't have enough mana!");
1134 return 0; 1036 return 0;
1135 } 1037 }
1136 1038
1137 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1039 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1138 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1040 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1139 { 1041 {
1140 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1042 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1141 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1043 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1142 {
1143 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1044 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1144 }
1145 else 1045 else
1146 { 1046 {
1147 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1047 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1148 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1048 op->failmsg (format ("%s ignores your prayer.", godname));
1149 return 0; 1049 return 0;
1150 } 1050 }
1151 } 1051 }
1152 1052
1153 /* player/monster is trying to cast the spell. might fumble it */ 1053 /* player/monster is trying to cast the spell. might fumble it */
1154 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1054 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1155 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1055 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1156 { 1056 {
1157 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1057 op->contr->play_sound (sound_find ("fumble_spell"));
1158 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1058 op->failmsg ("You fumble the prayer.");
1159
1160 if (settings.casting_time == TRUE)
1161 op->casting_time = -1;
1162 1059
1163 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1060 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1164 return 0; 1061 return 0;
1165 } 1062 }
1166 else if (spell_ob->stats.sp) 1063 else if (spell_ob->stats.sp)
1167 { 1064 {
1168 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1065 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1169 1066
1170 if (failure < 0) 1067 if (failure < 0)
1171 { 1068 {
1172 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1069 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1173 if (settings.spell_failure_effects == TRUE) 1070 if (settings.spell_failure_effects == TRUE)
1174 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1071 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1175 op->contr->shoottype = (rangetype) old_shoottype; 1072
1176 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1073 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1177 return 0; 1074 return 0;
1178 } 1075 }
1179 } 1076 }
1180 } 1077 }
1181 } 1078 }
1182 1079
1183 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1080 int mflags = op->ms ().flags ();
1184 1081
1185 /* See if we can cast a spell here. If the caster and op are 1082 /* See if we can cast a spell here. If the caster and op are
1186 * not alive, then this would mean that the mapmaker put the 1083 * not alive, then this would mean that the mapmaker put the
1187 * objects on the space - presume that they know what they are 1084 * objects on the space - presume that they know what they are
1188 * doing. 1085 * doing.
1189 */ 1086 */
1190 1087
1191 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1088 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1192 { 1089 {
1193 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1090 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1194 return 0; 1091 return 0;
1195 } 1092 }
1196 1093
1197 if ((spell_ob->type == SPELL) 1094 if ((spell_ob->type == SPELL)
1198 && (caster->type != POTION) 1095 && (caster->type != POTION)
1203 { 1100 {
1204 if (op->type != PLAYER) 1101 if (op->type != PLAYER)
1205 return 0; 1102 return 0;
1206 1103
1207 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1104 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1208 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1105 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1209 else 1106 else if (object *item = op->contr->ranged_ob)
1210 switch (op->contr->shoottype)
1211 { 1107 {
1212 case range_magic: 1108 if (item->type == SPELL)
1213 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1109 op->failmsg ("Something blocks your spellcasting.");
1214 break; 1110 else if (item->type == SCROLL)
1215 case range_misc: 1111 op->failmsg ("Something blocks the magic of your scroll.");
1216 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1217 break;
1218 case range_golem:
1219 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1220 break;
1221 default:
1222 break;
1223 }
1224 return 0;
1225 }
1226
1227 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1228 {
1229 if (op->casting_time == -1)
1230 { /* begin the casting */
1231 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1232 op->spell = spell_ob;
1233 /* put the stringarg into the object struct so that when the
1234 * spell is actually cast, it knows about the stringarg.
1235 * necessary for the invoke command spells.
1236 */
1237 if (stringarg)
1238 {
1239 op->spellarg = strdup (stringarg);
1240 }
1241 else 1112 else
1242 op->spellarg = NULL; 1113 op->failmsg ("Something blocks the magic of your item.");
1243 return 0;
1244 }
1245 else if (op->casting_time != 0)
1246 {
1247 if (op->type == PLAYER)
1248 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1249 return 0;
1250 } 1114 }
1251 else 1115 else
1252 { /* casting_time == 0 */ 1116 op->failmsg ("Something blocks the spell!");
1253 op->casting_time = -1; 1117
1254 spell_ob = op->spell; 1118 return 0;
1255 stringarg = op->spellarg;
1256 }
1257 }
1258 else
1259 { 1119 }
1120
1260 /* Take into account how long it takes to cast the spell. 1121 /* Take into account how long it takes to cast the spell.
1261 * if the player is casting it, then we use the time in 1122 * if the player is casting it, then we use the time in
1262 * the spell object. If it is a spell object, have it 1123 * the spell object. If it is a spell object, have it
1263 * take two ticks. Things that cast spells on the players 1124 * take two ticks. Things that cast spells on the players
1264 * behalf (eg, altars, and whatever else) shouldn't cost 1125 * behalf (eg, altars, and whatever else) shouldn't cost
1265 * the player any time. 1126 * the player any time.
1266 * Ignore casting time for firewalls 1127 * Ignore casting time for firewalls
1128 */
1129 if (caster == op && caster->type != FIREWALL)
1130 {
1131 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1132 /* Other portions of the code may also decrement the speed of the player, so
1133 * put a lower limit so that the player isn't stuck here too long
1267 */ 1134 */
1268 if (caster == op && caster->type != FIREWALL)
1269 {
1270 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1271 /* Other portions of the code may also decrement the speed of the player, so
1272 * put a lower limit so that the player isn't stuck here too long
1273 */
1274 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1135 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1275 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1136 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1276 } 1137 }
1277 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1138 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1278 {
1279 op->speed_left -= 2 * FABS (op->speed); 1139 op->speed_left -= 2 * FABS (op->speed);
1280 }
1281 }
1282 1140
1283 if (op->type == PLAYER && op == caster) 1141 if (op->type == PLAYER && op == caster)
1284 { 1142 {
1285 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1143 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1286 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1144 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1293 if (op != caster && !skill && caster->skill) 1151 if (op != caster && !skill && caster->skill)
1294 { 1152 {
1295 skill = find_skill_by_name (op, caster->skill); 1153 skill = find_skill_by_name (op, caster->skill);
1296 if (!skill) 1154 if (!skill)
1297 { 1155 {
1298 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1156 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1299 return 0; 1157 return 0;
1300 } 1158 }
1159
1301 change_skill (op, skill, 0); /* needed for proper exp credit */ 1160 op->change_skill (skill); /* needed for proper exp credit */
1302 } 1161 }
1162
1163 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1164 return RESULT_INT (0);
1303 1165
1304 switch (spell_ob->subtype) 1166 switch (spell_ob->subtype)
1305 { 1167 {
1306 /* The order of case statements is same as the order they show up 1168 /* The order of case statements is same as the order they show up
1307 * in in spells.h. 1169 * in in spells.h.
1308 */ 1170 */
1309 case SP_RAISE_DEAD: 1171 case SP_RAISE_DEAD:
1310 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1172 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1311 break; 1173 break;
1312 1174
1313 case SP_RUNE: 1175 case SP_RUNE:
1346 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1347 break; 1209 break;
1348 1210
1349 case SP_SUMMON_GOLEM: 1211 case SP_SUMMON_GOLEM:
1350 success = summon_golem (op, caster, dir, spell_ob); 1212 success = summon_golem (op, caster, dir, spell_ob);
1351 old_shoottype = range_golem;
1352 break; 1213 break;
1353 1214
1354 case SP_DIMENSION_DOOR: 1215 case SP_DIMENSION_DOOR:
1355 /* dimension door needs the actual caster, because that is what is 1216 /* dimension door needs the actual caster, because that is what is
1356 * moved. 1217 * moved.
1429#ifdef NO_POLYMORPH 1290#ifdef NO_POLYMORPH
1430 /* Not great, but at least provide feedback so if players do have 1291 /* Not great, but at least provide feedback so if players do have
1431 * polymorph (ie, find it as a preset item or left over from before 1292 * polymorph (ie, find it as a preset item or left over from before
1432 * it was disabled), they get some feedback. 1293 * it was disabled), they get some feedback.
1433 */ 1294 */
1434 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1295 op->failmsg ("The spell fizzles!");
1435 success = 0; 1296 success = 0;
1436#else 1297#else
1437 success = cast_polymorph (op, caster, spell_ob, dir); 1298 success = cast_polymorph (op, caster, spell_ob, dir);
1438#endif 1299#endif
1439 break; 1300 break;
1459 break; 1320 break;
1460 1321
1461 case SP_MOVING_BALL: 1322 case SP_MOVING_BALL:
1462 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1323 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1463 { 1324 {
1464 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1465 success = 0; 1326 success = 0;
1466 } 1327 }
1467 else 1328 else
1468 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob);
1469 break; 1330 break;
1489 success = cast_consecrate (op, caster, spell_ob); 1350 success = cast_consecrate (op, caster, spell_ob);
1490 break; 1351 break;
1491 1352
1492 case SP_ANIMATE_WEAPON: 1353 case SP_ANIMATE_WEAPON:
1493 success = animate_weapon (op, caster, spell_ob, dir); 1354 success = animate_weapon (op, caster, spell_ob, dir);
1494 old_shoottype = range_golem;
1495 break; 1355 break;
1496 1356
1497 case SP_LIGHT: 1357 case SP_LIGHT:
1498 success = cast_light (op, caster, spell_ob, dir); 1358 success = cast_light (op, caster, spell_ob, dir);
1499 break; 1359 break;
1512 1372
1513 case SP_AURA: 1373 case SP_AURA:
1514 success = create_aura (op, caster, spell_ob); 1374 success = create_aura (op, caster, spell_ob);
1515 break; 1375 break;
1516 1376
1517 case SP_TOWN_PORTAL:
1518 success = cast_create_town_portal (op, caster, spell_ob, dir);
1519 break;
1520
1521 case SP_PARTY_SPELL: 1377 case SP_PARTY_SPELL:
1522 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1378 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1523 break; 1379 break;
1524 1380
1525 default: 1381 default:
1526 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1527 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1382 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1528 }
1529
1530 /* FIXME - we need some better sound suppport */
1531 // yes, for example, augment map info with the spell effect
1532 // so clients can calculate the sounds themselves
1533 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1534
1535 /* free the spell arg */
1536 if (settings.casting_time == TRUE && stringarg)
1537 { 1383 }
1538 free (stringarg); 1384
1539 stringarg = NULL; 1385 op->play_sound (
1540 } 1386 success
1541 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1387 ? spell_ob->sound
1542 * to something like use_magic_item, but you really want to be able to fire 1388 ? spell_ob->sound
1543 * it again. 1389 : sound_find ("spell_success")
1544 */ 1390 : sound_find ("fumble_spell")
1545 if (op->contr) 1391 );
1546 op->contr->shoottype = (rangetype) old_shoottype;
1547 1392
1548 return success; 1393 return success;
1549} 1394}
1550 1395
1551
1552/* This is called from time.c/process_object(). That function 1396/* This is called from time.c/process_object(). That function
1553 * calls this for any SPELL_EFFECT type objects. This function 1397 * calls this for any SPELL_EFFECT type objects. This function
1554 * then dispatches them to the appropriate specific routines. 1398 * then dispatches them to the appropriate specific routines.
1555 */ 1399 */
1556void 1400void
1557move_spell_effect (object *op) 1401move_spell_effect (object *op)
1558{ 1402{
1649 else if (victim->materialname) 1493 else if (victim->materialname)
1650 save_throw_object (victim, spell->attacktype, spell); 1494 save_throw_object (victim, spell->attacktype, spell);
1651 break; 1495 break;
1652 } 1496 }
1653} 1497}
1498

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