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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.70 by root, Sun May 4 18:24:11 2008 UTC vs.
Revision 1.82 by root, Mon Sep 29 10:32:51 2008 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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
36 */ 36 */
37object * 37object *
38find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
39{ 39{
40 int k = 0, s; 40 int k = 0, s;
41 object *tmp;
42 41
43 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
44 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
45 k++; 44 k++;
46 45
47 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
48 if (!k) 47 if (!k)
49 return NULL; 48 return NULL;
50 49
51 s = RANDOM () % k; 50 s = RANDOM () % k;
52 51
53 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
54 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
55 {
56 if (!s) 54 if (!s)
57 return tmp; 55 return tmp;
58 else 56 else
59 s--; 57 s--;
60 } 58
61 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
62 return NULL; 60 return 0;
63} 61}
64 62
65/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
66 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
67 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
85void 83void
86spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
87{ 85{
88 if (spob->other_arch) 86 if (spob->other_arch)
89 map->insert (arch_to_object (spob->other_arch), x, y, originator); 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
88}
89
90static int
91attuned_bonus (object *caster, object *spell, int level)
92{
93 // compute the attuned/repelled bonus
94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
95 // repell has no such quarrels
96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
90} 98}
91 99
92/* 100/*
93 * This function takes a caster and spell and presents the 101 * This function takes a caster and spell and presents the
94 * effective level the caster needs to be to cast the spell. 102 * effective level the caster needs to be to cast the spell.
101 */ 109 */
102int 110int
103min_casting_level (object *caster, object *spell) 111min_casting_level (object *caster, object *spell)
104{ 112{
105 if (caster->path_denied & spell->path_attuned) 113 if (caster->path_denied & spell->path_attuned)
106 return 1; 114 return 500;
107 115
108 int new_level = spell->level 116 return max (1, spell->level + attuned_bonus (caster, spell, spell->level));
109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
111
112 return max (1, new_level);
113} 117}
114 118
115/* This function returns the effective level the spell 119/* This function returns the effective level the spell
116 * is being cast at. 120 * is being cast at.
117 * Note that I changed the repelled/attuned bonus to 2 from 5.
118 * This is because the new code compares casting_level against
119 * min_caster_level, so the difference is effectively 4
120 */ 121 */
121int 122int
122caster_level (object *caster, object *spell) 123casting_level (object *caster, object *spell)
123{ 124{
124 int level = caster->level; 125 int level = caster->level;
125 126
126 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 127 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
127 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 128 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
129 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 130 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
130 int sk_level = skill ? skill->level : 1; 131 int sk_level = skill ? skill->level : 1;
131 132
132 level = min (level, sk_level + level / 10 + 1); 133 level = min (level, sk_level + level / 10 + 1);
133 } 134 }
134 else if (caster->type == PLAYER && spell->skill) /* If this is a player, try to find the matching skill */ 135 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
135 for (int i = 0; i < NUM_SKILLS; i++) 136 if (object *skill = caster->contr->find_skill (spell->skill))
136 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill) 137 level = skill->level;
137 {
138 level = caster->contr->last_skill_ob[i]->level;
139 break;
140 }
141 138
142 /* Got valid caster level. Now adjust for attunement */ 139 int bonus = attuned_bonus (caster, spell, level);
143 level += caster->path_repelled & spell->path_attuned ? -8 : 0; 140
144 level += caster->path_attuned & spell->path_attuned ? +8 : 0; 141 level += bonus;
142
143 // now scale the effective level from the startinglevel..100 range to 1..100
144 if (level < 100)
145 level = lerp (level, (int)spell->level, 100, 1, 100);
145 146
146 /* Always make this at least 1. If this is zero, we get divide by zero 147 /* Always make this at least 1. If this is zero, we get divide by zero
147 * errors in various places. 148 * errors in various places.
148 */ 149 */
149 return max (level, 1); 150 return max (level, 1);
158 * caster is what is casting the spell, can be op. 159 * caster is what is casting the spell, can be op.
159 * spell is the spell object. 160 * spell is the spell object.
160 * Note that it is now possible for a spell to cost both grace and 161 * Note that it is now possible for a spell to cost both grace and
161 * mana. In that case, we return which ever value is higher. 162 * mana. In that case, we return which ever value is higher.
162 */ 163 */
163
164sint16 164sint16
165SP_level_spellpoint_cost (object *caster, object *spell, int flags) 165SP_level_spellpoint_cost (object *caster, object *spell, int flags)
166{ 166{
167 int sp, grace, level = caster_level (caster, spell); 167 int sp, grace, level = casting_level (caster, spell);
168 168
169 if (settings.spellpoint_level_depend == TRUE) 169 if (settings.spellpoint_level_depend == TRUE)
170 { 170 {
171 if (spell->stats.sp && spell->stats.maxsp) 171 if (spell->stats.sp && spell->stats.maxsp)
172 { 172 {
212 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);
213 return 0; 213 return 0;
214 } 214 }
215} 215}
216 216
217/*
218 * Return the effective casting level of the spell.
219 * To make spells independent of their starting level, this function
220 * scales the range spellstartlevel .. 100 into the range 1..100
221 */
222static int
223SP_casting_level (object *caster, object *spell)
224{
225 return casting_level (caster, spell);
226}
227
217/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 228/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
218 * spob is the spell we are adjusting. 229 * spob is the spell we are adjusting.
219 */ 230 */
220int 231int
221SP_level_dam_adjust (object *caster, object *spob) 232SP_level_dam_adjust (object *caster, object *spob)
222{ 233{
223 if (!spob->dam_modifier) 234 if (!spob->dam_modifier)
224 return 0; 235 return 0;
225 236
226 int level = caster_level (caster, spob);
227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier; 237 return SP_casting_level (caster, spob) / spob->dam_modifier;
228} 238}
229 239
230/* Adjust the strength of the spell based on level. 240/* Adjust the strength of the spell based on level.
231 * This is basically the same as SP_level_dam_adjust above, 241 * This is basically the same as SP_level_dam_adjust above,
232 * but instead looks at the level_modifier value. 242 * but instead looks at the level_modifier value.
235SP_level_duration_adjust (object *caster, object *spob) 245SP_level_duration_adjust (object *caster, object *spob)
236{ 246{
237 if (!spob->duration_modifier) 247 if (!spob->duration_modifier)
238 return 0; 248 return 0;
239 249
240 int level = caster_level (caster, spob);
241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier; 250 return SP_casting_level (caster, spob) / spob->duration_modifier;
242} 251}
243 252
244/* Adjust the strength of the spell based on level. 253/* Adjust the strength of the spell based on level.
245 * This is basically the same as SP_level_dam_adjust above, 254 * This is basically the same as SP_level_dam_adjust above,
246 * but instead looks at the level_modifier value. 255 * but instead looks at the level_modifier value.
249SP_level_range_adjust (object *caster, object *spob) 258SP_level_range_adjust (object *caster, object *spob)
250{ 259{
251 if (!spob->range_modifier) 260 if (!spob->range_modifier)
252 return 0; 261 return 0;
253 262
254 int level = caster_level (caster, spob);
255 return (level - min_casting_level (caster, spob)) / spob->range_modifier; 263 return SP_casting_level (caster, spob) / spob->range_modifier;
256} 264}
257 265
258/* Checks to see if player knows the spell. If the name is the same 266/* Checks to see if player knows the spell. If the name is the same
259 * as an existing spell, we presume they know it. 267 * as an existing spell, we presume they know it.
260 * returns 1 if they know the spell, 0 if they don't. 268 * returns 1 if they know the spell, 0 if they don't.
261 */ 269 */
262object * 270object *
263check_spell_known (object *op, const char *name) 271check_spell_known (object *op, const char *name)
264{ 272{
265 object *spop; 273 object *spop;
274 shstr_cmp name_ (name);
266 275
267 for (spop = op->inv; spop; spop = spop->below) 276 for (spop = op->inv; spop; spop = spop->below)
268 if (spop->type == SPELL && !strcmp (spop->name, name)) 277 if (spop->type == SPELL && spop->name == name)
269 return spop; 278 return spop;
270 279
271 return NULL; 280 return 0;
272} 281}
273
274 282
275/* 283/*
276 * Look at object 'op' and see if they know the spell 284 * Look at object 'op' and see if they know the spell
277 * spname. This is pretty close to check_spell_known 285 * spname. This is pretty close to check_spell_known
278 * above, but it uses a looser matching mechanism. 286 * above, but it uses a looser matching mechanism.
279 * returns the matching spell object, or NULL. 287 * returns the matching spell object, or NULL.
280 * If we match multiple spells but don't get an 288 * If we match multiple spells but don't get an
281 * exact match, we also return NULL. 289 * exact match, we also return NULL.
282 */ 290 */
283
284object * 291object *
285lookup_spell_by_name (object *op, const char *spname) 292lookup_spell_by_name (object *op, const char *spname)
286{ 293{
287 object *spob1 = NULL, *spob2 = NULL, *spob; 294 object *spob1 = NULL, *spob2 = NULL, *spob;
288 int nummatch = 0; 295 int nummatch = 0;
334 * eg, updated for tiled maps. 341 * eg, updated for tiled maps.
335 */ 342 */
336int 343int
337reflwall (maptile *m, int x, int y, object *sp_op) 344reflwall (maptile *m, int x, int y, object *sp_op)
338{ 345{
339 object *op;
340
341 if (OUT_OF_REAL_MAP (m, x, y)) 346 if (OUT_OF_REAL_MAP (m, x, y))
342 return 0; 347 return 0;
348
343 for (op = GET_MAP_OB (m, x, y); op != NULL; op = op->above) 349 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
344 if (QUERY_FLAG (op, FLAG_REFL_SPELL) 350 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
345 && (!QUERY_FLAG (op, FLAG_ALIVE) 351 && (!QUERY_FLAG (op, FLAG_ALIVE)
346 || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 352 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
347 return 1; 353 return 1;
348 354
393{ 399{
394 if (!xy_normalise (m, x, y)) 400 if (!xy_normalise (m, x, y))
395 return 0; 401 return 0;
396 402
397 mapspace &ms = m->at (x, y); 403 mapspace &ms = m->at (x, y);
404 ms.update ();
398 405
399 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 406 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
400 return 0; 407 return 0;
401 408
402 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 409 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
472 * returns 0 on failure, 1 on success. 479 * returns 0 on failure, 1 on success.
473 */ 480 */
474int 481int
475fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 482fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
476{ 483{
477 object *tmp;
478 int mflags;
479 maptile *m;
480
481 if (spell->other_arch == NULL) 484 if (!spell->other_arch)
482 return 0; 485 return 0;
483 486
484 m = op->map; 487 object *tmp = spell->other_arch->instance ();
485 mflags = get_map_flags (m, &m, x, y, &x, &y);
486 if (mflags & P_OUT_OF_MAP)
487 {
488 return 0;
489 }
490 488
491 tmp = arch_to_object (spell->other_arch); 489 if (!tmp)
492
493 if (tmp == NULL)
494 return 0; 490 return 0;
495
496 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
499 tmp->destroy ();
500 return 0;
501 }
502 491
503 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 492 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
504 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 493 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
505 /* code in time.c uses food for some things, duration for others */ 494 /* code in time.c uses food for some things, duration for others */
506 tmp->stats.food = tmp->duration; 495 tmp->stats.food = tmp->duration;
507 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 496 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
508 tmp->attacktype = spell->attacktype; 497 tmp->attacktype = spell->attacktype;
509 tmp->x = x;
510 tmp->y = y;
511 tmp->direction = dir; 498 tmp->direction = dir;
512 if (op->owner != NULL)
513 tmp->set_owner (op); 499 tmp->set_owner (op);
514 else
515 tmp->set_owner (op);
516 tmp->level = caster_level (caster, spell); 500 tmp->level = casting_level (caster, spell);
517 set_spell_skill (op, caster, spell, tmp); 501 set_spell_skill (op, caster, spell, tmp);
518 502
519 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 503 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
520 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 504 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
521 {
522 if (!tailor_god_spell (tmp, op)) 505 if (!tailor_god_spell (tmp, op))
523 return 0; 506 return 0;
524 } 507
525 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 508 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
526 SET_ANIMATION (tmp, dir); 509 SET_ANIMATION (tmp, dir);
527 510
528 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 511 if ((tmp = op->map->insert (tmp, x, y, op)))
529 move_spell_effect (tmp); 512 move_spell_effect (tmp);
530 513
531 return 1; 514 return 1;
532} 515}
533 516
588 if (!tmp) 571 if (!tmp)
589 tmp = op->ms ().player (); 572 tmp = op->ms ().player ();
590 573
591 return tmp; 574 return tmp;
592} 575}
593
594
595 576
596/* raytrace: 577/* raytrace:
597 * spell_find_dir(map, x, y, exclude) will search first the center square 578 * spell_find_dir(map, x, y, exclude) will search first the center square
598 * then some close squares in the given map at the given coordinates for 579 * then some close squares in the given map at the given coordinates for
599 * live objects. 580 * live objects.
602 * monsters/generators only. If not, the spell will hunt players only. 583 * monsters/generators only. If not, the spell will hunt players only.
603 * It returns the direction toward the first/closest live object if it finds 584 * It returns the direction toward the first/closest live object if it finds
604 * any, otherwise -1. 585 * any, otherwise -1.
605 * note that exclude can be NULL, in which case all bets are off. 586 * note that exclude can be NULL, in which case all bets are off.
606 */ 587 */
607
608int 588int
609spell_find_dir (maptile *m, int x, int y, object *exclude) 589spell_find_dir (maptile *m, int x, int y, object *exclude)
610{ 590{
611 int i, max = SIZEOFFREE; 591 int i, max = SIZEOFFREE;
612 sint16 nx, ny; 592 sint16 nx, ny;
996 * need to have the right skill pointer passed, so we need to 976 * need to have the right skill pointer passed, so we need to
997 * at least process that code. 977 * at least process that code.
998 */ 978 */
999 if (op->type == PLAYER && op == caster) 979 if (op->type == PLAYER && op == caster)
1000 { 980 {
1001 cast_level = caster_level (caster, spell_ob);
1002
1003 if (spell_ob->skill) 981 if (spell_ob->skill)
1004 { 982 {
1005 skill = find_skill_by_name (op, spell_ob->skill); 983 skill = find_skill_by_name (op, spell_ob->skill);
1006 984
1007 if (!skill) 985 if (!skill)
1008 { 986 {
1009 op->failmsg (format ("You need the skill %s to cast %s! " 987 op->failmsg (format ("You need the skill %s to cast %s! "
1010 "H<You either need to learn the skill via a skill scroll " 988 "H<You either need to learn the skill via a skill scroll "
1011 "or you need to wear a talisman or holy symbol.>", 989 "or you need to wear a talisman or holy symbol.>",
1012 &spell_ob->skill, &spell_ob->name)); 990 &spell_ob->skill, &spell_ob->name));
1013 return 0; 991 return 0;
1014 } 992 }
1015 993
1016 int casting_level = min_casting_level (op, spell_ob); 994 const char *msg = "";
1017 995
1018 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 996 int caster_level = skill->level;
997
998 if (op->path_attuned & spell_ob->path_attuned)
999 {
1000 caster_level += min (cast_level * 2, ATTUNE_REPELL);
1001 msg = " (attuned)";
1002 }
1003
1004 if (op->path_repelled & spell_ob->path_attuned)
1005 {
1006 caster_level = ATTUNE_REPELL; // negative is ok
1007 msg = " (repelled)";
1008 }
1009
1010 if (spell_ob->level > caster_level)
1019 { 1011 {
1020 op->failmsg (format ("You lack enough skill to cast that spell! " 1012 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?>", 1013 "H<Your effective cast level is %d%s, but level %d is required.>",
1022 cast_level, casting_level)); 1014 caster_level, msg, spell_ob->level));
1015 if (!op->is_wiz ())
1023 return 0; 1016 return 0;
1024 } 1017 }
1025 } 1018 }
1026 1019
1027 /* If the caster is the wiz, they don't ever fail, and don't have 1020 /* If the caster is the wiz, they don't ever fail, and don't have
1028 * to have sufficient grace/mana. 1021 * to have sufficient grace/mana.
1203 case SP_SMITE: 1196 case SP_SMITE:
1204 success = cast_smite_spell (op, caster, dir, spell_ob); 1197 success = cast_smite_spell (op, caster, dir, spell_ob);
1205 break; 1198 break;
1206 1199
1207 case SP_MAGIC_MISSILE: 1200 case SP_MAGIC_MISSILE:
1208 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1201 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1209 break; 1202 break;
1210 1203
1211 case SP_SUMMON_GOLEM: 1204 case SP_SUMMON_GOLEM:
1212 success = summon_golem (op, caster, dir, spell_ob); 1205 success = summon_golem (op, caster, dir, spell_ob);
1213 break; 1206 break;
1324 { 1317 {
1325 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1318 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1326 success = 0; 1319 success = 0;
1327 } 1320 }
1328 else 1321 else
1329 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1322 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1330 break; 1323 break;
1331 1324
1332 case SP_SWARM: 1325 case SP_SWARM:
1333 success = fire_swarm (op, caster, spell_ob, dir); 1326 success = fire_swarm (op, caster, spell_ob, dir);
1334 break; 1327 break;
1460 check_bullet (op); 1453 check_bullet (op);
1461 return; 1454 return;
1462 } 1455 }
1463} 1456}
1464 1457
1465/* This is called by move_apply. Basically, if someone 1458/* This is called by move_apply. Basically, if someone
1466 * moves onto a spell effect and the walk_on or fly_on flags 1459 * moves onto a spell effect and the walk_on or fly_on flags
1467 * are set, this is called. This should only be called for 1460 * are set, this is called. This should only be called for
1468 * objects of the appropraite type. 1461 * objects of the appropriate type.
1469 */ 1462 */
1470void 1463void
1471apply_spell_effect (object *spell, object *victim) 1464apply_spell_effect (object *spell, object *victim)
1472{ 1465{
1473 switch (spell->subtype) 1466 switch (spell->subtype)
1479 1472
1480 case SP_MAGIC_MISSILE: 1473 case SP_MAGIC_MISSILE:
1481 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1474 if (QUERY_FLAG (victim, FLAG_ALIVE))
1482 { 1475 {
1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1476 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1484
1485 if (!spell->destroyed ())
1486 spell->destroy (); 1477 spell->destroy ();
1487 } 1478 }
1488 break; 1479 break;
1489 1480
1490 case SP_MOVING_BALL: 1481 case SP_MOVING_BALL:
1491 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1482 if (QUERY_FLAG (victim, FLAG_ALIVE))
1492 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1483 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1493 else if (victim->materialname) 1484 else if (victim->materialname)
1494 save_throw_object (victim, spell->attacktype, spell); 1485 save_throw_object (victim, spell->attacktype, spell);
1495 break;
1496 }
1497}
1498 1486
1487 break;
1488 }
1489}
1490

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