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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.41 by root, Sat Apr 28 17:51:58 2007 UTC vs.
Revision 1.73 by root, Sat May 17 14:11:13 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 (©) 2005,2006,2007,2008 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.
351 */ 261 */
352object * 262object *
353check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
354{ 264{
355 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
356 267
357 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
358 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
359 return spop; 270 return spop;
360 271
361 return NULL; 272 return 0;
362} 273}
363 274
364 275
365/* 276/*
366 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
459 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 370 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."); 371 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
461 dir = 0; 372 dir = 0;
462 } 373 }
463 374
375 SET_FLAG (new_op, FLAG_IDENTIFIED);
464 op->map->insert (new_op, 376 op->map->insert (new_op,
465 op->x + freearr_x[dir], op->y + freearr_y[dir], 377 op->x + freearr_x[dir], op->y + freearr_y[dir],
466 op, 378 op,
467 dir ? 0 : INS_BELOW_ORIGINATOR); 379 dir ? 0 : INS_BELOW_ORIGINATOR);
468 380
527 /* 439 /*
528 * Combine similar spell effects into one spell effect. Needed for 440 * Combine similar spell effects into one spell effect. Needed for
529 * performance reasons with meteor swarm and the like, but also for 441 * performance reasons with meteor swarm and the like, but also for
530 * playability reasons. 442 * playability reasons.
531 */ 443 */
532 if (tmp->arch == op->arch 444 if (tmp->arch == op->arch /* no harm if not comparing by name here */
533 && tmp->type == op->type 445 && tmp->type == op->type
534 && tmp->subtype == op->subtype 446 && tmp->subtype == op->subtype
535 && tmp->owner == op->owner 447 && tmp->owner == op->owner
536 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 448 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
537 { 449 {
558 * dir: direction to fire in. 470 * dir: direction to fire in.
559 * spell: spell that is being fired. It uses other_arch for the archetype 471 * spell: spell that is being fired. It uses other_arch for the archetype
560 * to fire. 472 * to fire.
561 * returns 0 on failure, 1 on success. 473 * returns 0 on failure, 1 on success.
562 */ 474 */
563
564int 475int
565fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 476fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
566{ 477{
567 object *tmp;
568 int mflags;
569 maptile *m;
570
571 if (spell->other_arch == NULL) 478 if (!spell->other_arch)
572 return 0; 479 return 0;
573 480
574 m = op->map; 481 mapxy pos (op->map, x, y);//TODO, should not pass x, y
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 {
578 return 0;
579 }
580 482
581 tmp = arch_to_object (spell->other_arch); 483 pos.move (dir ? dir : rndm (1, 8));
582 484
583 if (tmp == NULL) 485 if (!pos.normalise ())
584 return 0; 486 return 0;
585 487
586 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y))) 488 object *tmp = spell->other_arch->instance ();
489
490 if (!tmp)
491 return 0;
492
493 if (pos.ms ().blocks (tmp))
587 { 494 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n"); 495 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast this spell on top of a wall!\n");
589 tmp->destroy (); 496 tmp->destroy ();
590 return 0; 497 return 0;
591 } 498 }
592 499
593 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 500 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
597 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 504 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
598 tmp->attacktype = spell->attacktype; 505 tmp->attacktype = spell->attacktype;
599 tmp->x = x; 506 tmp->x = x;
600 tmp->y = y; 507 tmp->y = y;
601 tmp->direction = dir; 508 tmp->direction = dir;
602 if (op->owner != NULL)
603 tmp->set_owner (op); 509 tmp->set_owner (op);
604 else
605 tmp->set_owner (op);
606 tmp->level = caster_level (caster, spell); 510 tmp->level = caster_level (caster, spell);
607 set_spell_skill (op, caster, spell, tmp); 511 set_spell_skill (op, caster, spell, tmp);
608 512
609 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 513 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
610 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 514 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
611 {
612 if (!tailor_god_spell (tmp, op)) 515 if (!tailor_god_spell (tmp, op))
613 return 0; 516 return 0;
614 } 517
615 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 518 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
616 SET_ANIMATION (tmp, dir); 519 SET_ANIMATION (tmp, dir);
617 520
618 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 521 if ((tmp = op->map->insert (tmp, x, y, op)))
619 move_spell_effect (tmp); 522 move_spell_effect (tmp);
620 523
621 return 1; 524 return 1;
622} 525}
623 526
628 ****************************************************************************/ 531 ****************************************************************************/
629void 532void
630regenerate_rod (object *rod) 533regenerate_rod (object *rod)
631{ 534{
632 if (rod->stats.hp < rod->stats.maxhp) 535 if (rod->stats.hp < rod->stats.maxhp)
633 { 536 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
634 rod->stats.hp += 1 + rod->stats.maxhp / 10;
635
636 if (rod->stats.hp > rod->stats.maxhp)
637 rod->stats.hp = rod->stats.maxhp;
638 }
639} 537}
640
641 538
642void 539void
643drain_rod_charge (object *rod) 540drain_rod_charge (object *rod)
644{ 541{
645 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 542 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
684 if (!tmp) 581 if (!tmp)
685 tmp = op->ms ().player (); 582 tmp = op->ms ().player ();
686 583
687 return tmp; 584 return tmp;
688} 585}
689
690
691 586
692/* raytrace: 587/* raytrace:
693 * spell_find_dir(map, x, y, exclude) will search first the center square 588 * spell_find_dir(map, x, y, exclude) will search first the center square
694 * then some close squares in the given map at the given coordinates for 589 * then some close squares in the given map at the given coordinates for
695 * live objects. 590 * live objects.
698 * monsters/generators only. If not, the spell will hunt players only. 593 * monsters/generators only. If not, the spell will hunt players only.
699 * It returns the direction toward the first/closest live object if it finds 594 * It returns the direction toward the first/closest live object if it finds
700 * any, otherwise -1. 595 * any, otherwise -1.
701 * note that exclude can be NULL, in which case all bets are off. 596 * note that exclude can be NULL, in which case all bets are off.
702 */ 597 */
703
704int 598int
705spell_find_dir (maptile *m, int x, int y, object *exclude) 599spell_find_dir (maptile *m, int x, int y, object *exclude)
706{ 600{
707 int i, max = SIZEOFFREE; 601 int i, max = SIZEOFFREE;
708 sint16 nx, ny; 602 sint16 nx, ny;
755 649
756 /* find a free square nearby 650 /* find a free square nearby
757 * first we check the closest square for free squares 651 * first we check the closest square for free squares
758 */ 652 */
759 653
760 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 654 dir = find_first_free_spot (at, op->map, op->x, op->y);
761 if (dir != -1) 655 if (dir != -1)
762 { 656 {
763 /* This is basically grabbed for generate monster. Fixed 971225 to 657 /* This is basically grabbed for generate monster. Fixed 971225 to
764 * insert multipart monsters properly 658 * insert multipart monsters properly
765 */ 659 */
660 //TODO: use expand_tail + ...
766 while (at != NULL) 661 while (at != NULL)
767 { 662 {
768 tmp = arch_to_object (at); 663 tmp = arch_to_object (at);
769 tmp->x = op->x + freearr_x[dir] + at->clone.x; 664 tmp->x = op->x + freearr_x[dir] + at->x;
770 tmp->y = op->y + freearr_y[dir] + at->clone.y; 665 tmp->y = op->y + freearr_y[dir] + at->y;
771 tmp->map = op->map; 666 tmp->map = op->map;
772 if (head) 667 if (head)
773 { 668 {
774 tmp->head = head; 669 tmp->head = head;
775 prev->more = tmp; 670 prev->more = tmp;
776 } 671 }
672
777 if (!head) 673 if (!head)
778 head = tmp; 674 head = tmp;
675
779 prev = tmp; 676 prev = tmp;
677
780 at = at->more; 678 at = (archetype *)at->more;
781 } 679 }
782 680
783 if (head->randomitems) 681 if (head->randomitems)
784 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 682 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
785 683
786 insert_ob_in_map (head, op->map, op, 0); 684 insert_ob_in_map (head, op->map, op, 0);
787 685
788 /* thought it'd be cool to insert a burnout, too. */ 686 /* thought it'd be cool to insert a burnout, too. */
789 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 687 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
790 } 688 }
791} 689}
792 690
793/* peterm: function which summons hostile monsters and 691/* peterm: function which summons hostile monsters and
794 * places them in nearby squares. 692 * places them in nearby squares.
998 if (!spell_ob->other_arch) 896 if (!spell_ob->other_arch)
999 { 897 {
1000 LOG (llevError, "cast_party_spell: empty other arch\n"); 898 LOG (llevError, "cast_party_spell: empty other arch\n");
1001 return 0; 899 return 0;
1002 } 900 }
901
1003 spell = arch_to_object (spell_ob->other_arch); 902 spell = arch_to_object (spell_ob->other_arch);
1004 903
1005 /* Always cast spell on caster */ 904 /* Always cast spell on caster */
1006 success = cast_spell (op, caster, dir, spell, stringarg); 905 success = cast_spell (op, caster, dir, spell, stringarg);
1007 906
1008 if (caster->contr->party == NULL) 907 if (caster->contr->party == NULL)
1009 { 908 {
1010 spell->remove (); 909 spell->remove ();
1011 return success; 910 return success;
1012 } 911 }
912
1013 for_all_players (pl) 913 for_all_players (pl)
1014 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 914 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1015 {
1016 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 915 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1017 } 916
1018 spell->remove (); 917 spell->remove ();
1019 return success; 918 return success;
1020} 919}
1021 920
1022/* This is where the main dispatch when someone casts a spell. 921/* This is where the main dispatch when someone casts a spell.
1044 * 943 *
1045 * if it is a player casting the spell (op->type == PLAYER, op == caster), 944 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1046 * this function will decrease the mana/grace appropriately. For other 945 * this function will decrease the mana/grace appropriately. For other
1047 * objects, the caller should do what it considers appropriate. 946 * objects, the caller should do what it considers appropriate.
1048 */ 947 */
1049
1050int 948int
1051cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 949cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1052{ 950{
1053 const char *godname; 951 const char *godname;
1054 int success = 0, mflags, cast_level = 0, old_shoottype; 952 int success = 0, cast_level = 0;
1055 object *skill = NULL; 953 object *skill = NULL;
1056
1057 old_shoottype = op->contr ? op->contr->shoottype : 0;
1058 954
1059 if (!spell_ob) 955 if (!spell_ob)
1060 { 956 {
1061 LOG (llevError, "cast_spell: null spell object passed\n"); 957 LOG (llevError, "cast_spell: null spell object passed\n");
1062 return 0; 958 return 0;
1091 * at least process that code. 987 * at least process that code.
1092 */ 988 */
1093 if (op->type == PLAYER && op == caster) 989 if (op->type == PLAYER && op == caster)
1094 { 990 {
1095 cast_level = caster_level (caster, spell_ob); 991 cast_level = caster_level (caster, spell_ob);
992
1096 if (spell_ob->skill) 993 if (spell_ob->skill)
1097 { 994 {
1098 skill = find_skill_by_name (op, spell_ob->skill); 995 skill = find_skill_by_name (op, spell_ob->skill);
996
1099 if (!skill) 997 if (!skill)
1100 { 998 {
1101 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 999 op->failmsg (format ("You need the skill %s to cast %s! "
1000 "H<You either need to learn the skill via a skill scroll "
1001 "or you need to wear a talisman or holy symbol.>",
1002 &spell_ob->skill, &spell_ob->name));
1102 return 0; 1003 return 0;
1103 } 1004 }
1005
1006 int casting_level = min_casting_level (op, spell_ob);
1007
1104 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 1008 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1105 { 1009 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 1010 op->failmsg (format ("You lack enough skill to cast that spell! "
1011 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
1012 cast_level, casting_level));
1107 return 0; 1013 return 0;
1108 } 1014 }
1109 } 1015 }
1016
1110 /* If the caster is the wiz, they don't ever fail, and don't have 1017 /* If the caster is the wiz, they don't ever fail, and don't have
1111 * to have sufficient grace/mana. 1018 * to have sufficient grace/mana.
1112 */ 1019 */
1113 if (!QUERY_FLAG (op, FLAG_WIZ)) 1020 if (!QUERY_FLAG (op, FLAG_WIZ))
1114 { 1021 {
1115 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1022 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1116 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1023 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1117 { 1024 {
1118 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1025 op->failmsg ("You don't have enough mana!");
1119 return 0; 1026 return 0;
1120 } 1027 }
1121 1028
1122 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1029 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1123 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1030 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1124 { 1031 {
1125 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1032 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1126 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1033 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1127 {
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1034 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1129 }
1130 else 1035 else
1131 { 1036 {
1132 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1037 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1133 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1038 op->failmsg (format ("%s ignores your prayer.", godname));
1134 return 0; 1039 return 0;
1135 } 1040 }
1136 } 1041 }
1137 1042
1138 /* player/monster is trying to cast the spell. might fumble it */ 1043 /* player/monster is trying to cast the spell. might fumble it */
1139 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1044 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1140 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1045 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1141 { 1046 {
1142 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1047 op->contr->play_sound (sound_find ("fumble_spell"));
1143 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1048 op->failmsg ("You fumble the prayer.");
1144
1145 if (settings.casting_time == TRUE)
1146 op->casting_time = -1;
1147 1049
1148 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1050 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1149 return 0; 1051 return 0;
1150 } 1052 }
1151 else if (spell_ob->stats.sp) 1053 else if (spell_ob->stats.sp)
1152 { 1054 {
1153 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1055 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1154 1056
1155 if (failure < 0) 1057 if (failure < 0)
1156 { 1058 {
1157 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1059 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1158 if (settings.spell_failure_effects == TRUE) 1060 if (settings.spell_failure_effects == TRUE)
1159 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1061 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1160 op->contr->shoottype = (rangetype) old_shoottype; 1062
1161 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1063 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1162 return 0; 1064 return 0;
1163 } 1065 }
1164 } 1066 }
1165 } 1067 }
1166 } 1068 }
1167 1069
1168 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1070 int mflags = op->ms ().flags ();
1169 1071
1170 /* See if we can cast a spell here. If the caster and op are 1072 /* See if we can cast a spell here. If the caster and op are
1171 * not alive, then this would mean that the mapmaker put the 1073 * not alive, then this would mean that the mapmaker put the
1172 * objects on the space - presume that they know what they are 1074 * objects on the space - presume that they know what they are
1173 * doing. 1075 * doing.
1174 */ 1076 */
1175 1077
1176 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1078 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1177 { 1079 {
1178 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1080 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1179 return 0; 1081 return 0;
1180 } 1082 }
1181 1083
1182 if ((spell_ob->type == SPELL) 1084 if ((spell_ob->type == SPELL)
1183 && (caster->type != POTION) 1085 && (caster->type != POTION)
1188 { 1090 {
1189 if (op->type != PLAYER) 1091 if (op->type != PLAYER)
1190 return 0; 1092 return 0;
1191 1093
1192 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1094 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1095 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1194 else 1096 else if (object *item = op->contr->ranged_ob)
1195 switch (op->contr->shoottype)
1196 { 1097 {
1197 case range_magic: 1098 if (item->type == SPELL)
1198 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1099 op->failmsg ("Something blocks your spellcasting.");
1199 break; 1100 else if (item->type == SCROLL)
1200 case range_misc: 1101 op->failmsg ("Something blocks the magic of your scroll.");
1201 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1202 break;
1203 case range_golem:
1204 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1205 break;
1206 default:
1207 break;
1208 }
1209 return 0;
1210 }
1211
1212 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1213 {
1214 if (op->casting_time == -1)
1215 { /* begin the casting */
1216 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1217 op->spell = spell_ob;
1218 /* put the stringarg into the object struct so that when the
1219 * spell is actually cast, it knows about the stringarg.
1220 * necessary for the invoke command spells.
1221 */
1222 if (stringarg)
1223 {
1224 op->spellarg = strdup (stringarg);
1225 }
1226 else 1102 else
1227 op->spellarg = NULL; 1103 op->failmsg ("Something blocks the magic of your item.");
1228 return 0;
1229 }
1230 else if (op->casting_time != 0)
1231 {
1232 if (op->type == PLAYER)
1233 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1234 return 0;
1235 } 1104 }
1236 else 1105 else
1237 { /* casting_time == 0 */ 1106 op->failmsg ("Something blocks the spell!");
1238 op->casting_time = -1; 1107
1239 spell_ob = op->spell; 1108 return 0;
1240 stringarg = op->spellarg;
1241 }
1242 }
1243 else
1244 { 1109 }
1110
1245 /* Take into account how long it takes to cast the spell. 1111 /* Take into account how long it takes to cast the spell.
1246 * if the player is casting it, then we use the time in 1112 * if the player is casting it, then we use the time in
1247 * the spell object. If it is a spell object, have it 1113 * the spell object. If it is a spell object, have it
1248 * take two ticks. Things that cast spells on the players 1114 * take two ticks. Things that cast spells on the players
1249 * behalf (eg, altars, and whatever else) shouldn't cost 1115 * behalf (eg, altars, and whatever else) shouldn't cost
1250 * the player any time. 1116 * the player any time.
1251 * Ignore casting time for firewalls 1117 * Ignore casting time for firewalls
1118 */
1119 if (caster == op && caster->type != FIREWALL)
1120 {
1121 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1122 /* Other portions of the code may also decrement the speed of the player, so
1123 * put a lower limit so that the player isn't stuck here too long
1252 */ 1124 */
1253 if (caster == op && caster->type != FIREWALL)
1254 {
1255 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1256 /* Other portions of the code may also decrement the speed of the player, so
1257 * put a lower limit so that the player isn't stuck here too long
1258 */
1259 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1125 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1260 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1126 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1261 } 1127 }
1262 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1128 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1263 {
1264 op->speed_left -= 2 * FABS (op->speed); 1129 op->speed_left -= 2 * FABS (op->speed);
1265 }
1266 }
1267 1130
1268 if (op->type == PLAYER && op == caster) 1131 if (op->type == PLAYER && op == caster)
1269 { 1132 {
1270 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1133 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1271 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1134 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1278 if (op != caster && !skill && caster->skill) 1141 if (op != caster && !skill && caster->skill)
1279 { 1142 {
1280 skill = find_skill_by_name (op, caster->skill); 1143 skill = find_skill_by_name (op, caster->skill);
1281 if (!skill) 1144 if (!skill)
1282 { 1145 {
1283 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1146 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1284 return 0; 1147 return 0;
1285 } 1148 }
1149
1286 change_skill (op, skill, 0); /* needed for proper exp credit */ 1150 op->change_skill (skill); /* needed for proper exp credit */
1287 } 1151 }
1152
1153 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1154 return RESULT_INT (0);
1288 1155
1289 switch (spell_ob->subtype) 1156 switch (spell_ob->subtype)
1290 { 1157 {
1291 /* The order of case statements is same as the order they show up 1158 /* The order of case statements is same as the order they show up
1292 * in in spells.h. 1159 * in in spells.h.
1293 */ 1160 */
1294 case SP_RAISE_DEAD: 1161 case SP_RAISE_DEAD:
1295 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1162 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1296 break; 1163 break;
1297 1164
1298 case SP_RUNE: 1165 case SP_RUNE:
1326 case SP_SMITE: 1193 case SP_SMITE:
1327 success = cast_smite_spell (op, caster, dir, spell_ob); 1194 success = cast_smite_spell (op, caster, dir, spell_ob);
1328 break; 1195 break;
1329 1196
1330 case SP_MAGIC_MISSILE: 1197 case SP_MAGIC_MISSILE:
1331 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1198 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1332 break; 1199 break;
1333 1200
1334 case SP_SUMMON_GOLEM: 1201 case SP_SUMMON_GOLEM:
1335 success = summon_golem (op, caster, dir, spell_ob); 1202 success = summon_golem (op, caster, dir, spell_ob);
1336 old_shoottype = range_golem;
1337 break; 1203 break;
1338 1204
1339 case SP_DIMENSION_DOOR: 1205 case SP_DIMENSION_DOOR:
1340 /* dimension door needs the actual caster, because that is what is 1206 /* dimension door needs the actual caster, because that is what is
1341 * moved. 1207 * moved.
1414#ifdef NO_POLYMORPH 1280#ifdef NO_POLYMORPH
1415 /* Not great, but at least provide feedback so if players do have 1281 /* Not great, but at least provide feedback so if players do have
1416 * polymorph (ie, find it as a preset item or left over from before 1282 * polymorph (ie, find it as a preset item or left over from before
1417 * it was disabled), they get some feedback. 1283 * it was disabled), they get some feedback.
1418 */ 1284 */
1419 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1285 op->failmsg ("The spell fizzles!");
1420 success = 0; 1286 success = 0;
1421#else 1287#else
1422 success = cast_polymorph (op, caster, spell_ob, dir); 1288 success = cast_polymorph (op, caster, spell_ob, dir);
1423#endif 1289#endif
1424 break; 1290 break;
1444 break; 1310 break;
1445 1311
1446 case SP_MOVING_BALL: 1312 case SP_MOVING_BALL:
1447 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1313 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1448 { 1314 {
1449 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1315 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1450 success = 0; 1316 success = 0;
1451 } 1317 }
1452 else 1318 else
1453 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1319 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1454 break; 1320 break;
1455 1321
1456 case SP_SWARM: 1322 case SP_SWARM:
1457 success = fire_swarm (op, caster, spell_ob, dir); 1323 success = fire_swarm (op, caster, spell_ob, dir);
1458 break; 1324 break;
1474 success = cast_consecrate (op, caster, spell_ob); 1340 success = cast_consecrate (op, caster, spell_ob);
1475 break; 1341 break;
1476 1342
1477 case SP_ANIMATE_WEAPON: 1343 case SP_ANIMATE_WEAPON:
1478 success = animate_weapon (op, caster, spell_ob, dir); 1344 success = animate_weapon (op, caster, spell_ob, dir);
1479 old_shoottype = range_golem;
1480 break; 1345 break;
1481 1346
1482 case SP_LIGHT: 1347 case SP_LIGHT:
1483 success = cast_light (op, caster, spell_ob, dir); 1348 success = cast_light (op, caster, spell_ob, dir);
1484 break; 1349 break;
1497 1362
1498 case SP_AURA: 1363 case SP_AURA:
1499 success = create_aura (op, caster, spell_ob); 1364 success = create_aura (op, caster, spell_ob);
1500 break; 1365 break;
1501 1366
1502 case SP_TOWN_PORTAL:
1503 success = cast_create_town_portal (op, caster, spell_ob, dir);
1504 break;
1505
1506 case SP_PARTY_SPELL: 1367 case SP_PARTY_SPELL:
1507 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1368 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1508 break; 1369 break;
1509 1370
1510 default: 1371 default:
1511 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1512 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1372 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1513 }
1514
1515 /* FIXME - we need some better sound suppport */
1516 // yes, for example, augment map info with the spell effect
1517 // so clients can calculate the sounds themselves
1518 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1519
1520 /* free the spell arg */
1521 if (settings.casting_time == TRUE && stringarg)
1522 { 1373 }
1523 free (stringarg); 1374
1524 stringarg = NULL; 1375 op->play_sound (
1525 } 1376 success
1526 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1377 ? spell_ob->sound
1527 * to something like use_magic_item, but you really want to be able to fire 1378 ? spell_ob->sound
1528 * it again. 1379 : sound_find ("spell_success")
1529 */ 1380 : sound_find ("fumble_spell")
1530 if (op->contr) 1381 );
1531 op->contr->shoottype = (rangetype) old_shoottype;
1532 1382
1533 return success; 1383 return success;
1534} 1384}
1535 1385
1536
1537/* This is called from time.c/process_object(). That function 1386/* This is called from time.c/process_object(). That function
1538 * calls this for any SPELL_EFFECT type objects. This function 1387 * calls this for any SPELL_EFFECT type objects. This function
1539 * then dispatches them to the appropriate specific routines. 1388 * then dispatches them to the appropriate specific routines.
1540 */ 1389 */
1541void 1390void
1542move_spell_effect (object *op) 1391move_spell_effect (object *op)
1543{ 1392{
1634 else if (victim->materialname) 1483 else if (victim->materialname)
1635 save_throw_object (victim, spell->attacktype, spell); 1484 save_throw_object (victim, spell->attacktype, spell);
1636 break; 1485 break;
1637 } 1486 }
1638} 1487}
1488

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