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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.60 by root, Sun Sep 2 05:18:52 2007 UTC vs.
Revision 1.76 by root, Wed Jul 16 14:29:40 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <spells.h> 25#include <spells.h>
26#include <object.h> 26#include <object.h>
77 dest->skill = spob->skill; 77 dest->skill = spob->skill;
78 else 78 else
79 dest->skill = caster->skill; 79 dest->skill = caster->skill;
80} 80}
81 81
82/* init_spells: This should really be called check_spells, as that
83 * is what it does. It goes through the spells looking for any
84 * obvious errors. This was most useful in debugging when re-doing
85 * all the spells to catch simple errors. To use it all the time
86 * will result in it spitting out messages that aren't really errors.
87 */
88void
89init_spells (void)
90{
91#ifdef SPELL_DEBUG
92 static int init_spells_done = 0;
93 int i;
94 archetype *at;
95
96 if (init_spells_done)
97 return;
98 LOG (llevDebug, "Checking spells...\n");
99
100 for_all_archetypes (at)
101 {
102 if (at->type == SPELL)
103 {
104 if (at->skill)
105 {
106 for (i = 1; i < NUM_SKILLS; i++)
107 if (!strcmp (skill_names[i], at->skill))
108 break;
109 if (i == NUM_SKILLS)
110 {
111 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->skill);
112 }
113 }
114 /* other_arch is already checked for in the loader */
115 }
116 }
117
118 i = 0;
119 while (spell_mapping[i])
120 {
121 if (!archetype::find (spell_mapping[i]))
122 {
123 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
124 }
125 i++;
126 }
127 LOG (llevDebug, "Checking spells completed.\n");
128#endif
129}
130
131/* Dumps all the spells - now also dumps skill associated with the spell.
132 * not sure what this would be used for, as the data seems pretty
133 * minimal, but easy enough to keep around.
134 */
135void
136dump_spells ()
137{
138 for_all_archetypes (at)
139 if (at->type == SPELL)
140 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->object::name,
141 &at->archname, at->other_arch ? &at->other_arch->archname : "<nil>", &at->skill, at->level);
142}
143
144/* pretty basic function - basically just takes 82/* pretty basic function - basically just takes
145 * 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
146 */ 84 */
147void 85void
148spell_effect (object *spob, int x, int y, maptile *map, object *originator) 86spell_effect (object *spob, int x, int y, maptile *map, object *originator)
162 * Returns modified level. 100 * Returns modified level.
163 */ 101 */
164int 102int
165min_casting_level (object *caster, object *spell) 103min_casting_level (object *caster, object *spell)
166{ 104{
167 int new_level;
168
169 if (caster->path_denied & spell->path_attuned) 105 if (caster->path_denied & spell->path_attuned)
170 return 1; 106 return 1;
171 107
172 new_level = spell->level 108 int new_level = spell->level
173 + (caster->path_repelled & spell->path_attuned ? +2 : 0) 109 + (caster->path_repelled & spell->path_attuned ? +8 : 0)
174 + (caster->path_attuned & spell->path_attuned ? -2 : 0); 110 + (caster->path_attuned & spell->path_attuned ? -8 : 0);
175 111
176 return max (1, new_level); 112 return max (1, new_level);
177} 113}
178 114
179/* This function returns the effective level the spell 115/* This function returns the effective level the spell
185int 121int
186caster_level (object *caster, object *spell) 122caster_level (object *caster, object *spell)
187{ 123{
188 int level = caster->level; 124 int level = caster->level;
189 125
190 /* 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. */
191 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 */
192 for (int i = 0; i < NUM_SKILLS; i++) 135 for (int i = 0; i < NUM_SKILLS; i++)
193 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)
194 { 137 {
195 level = caster->contr->last_skill_ob[i]->level; 138 level = caster->contr->last_skill_ob[i]->level;
196 break; 139 break;
197 } 140 }
198 141
199 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
200 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
201 {
202 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
203 int sk_level = skill ? skill->level : 1;
204
205 level = MIN (level, sk_level + level / 10 + 1);
206 }
207
208 /* Got valid caster level. Now adjust for attunement */ 142 /* Got valid caster level. Now adjust for attunement */
209 level += caster->path_repelled & spell->path_attuned ? -2 : 0; 143 level += caster->path_repelled & spell->path_attuned ? -8 : 0;
210 level += caster->path_attuned & spell->path_attuned ? +2 : 0; 144 level += caster->path_attuned & spell->path_attuned ? +8 : 0;
211 145
212 /* 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
213 * errors in various places. 147 * errors in various places.
214 */ 148 */
215 return max (level, 1); 149 return max (level, 1);
259 else 193 else
260 { 194 {
261 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 195 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
262 if (spell->stats.sp && !sp) 196 if (spell->stats.sp && !sp)
263 sp = 1; 197 sp = 1;
198
264 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 199 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
265 if (spell->stats.grace && !grace) 200 if (spell->stats.grace && !grace)
266 grace = 1; 201 grace = 1;
267 } 202 }
203
268 if (flags == SPELL_HIGHEST) 204 if (flags == SPELL_HIGHEST)
269 return MAX (sp, grace); 205 return MAX (sp, grace);
270 else if (flags == SPELL_GRACE) 206 else if (flags == SPELL_GRACE)
271 return grace; 207 return grace;
272 else if (flags == SPELL_MANA) 208 else if (flags == SPELL_MANA)
276 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);
277 return 0; 213 return 0;
278 } 214 }
279} 215}
280 216
281
282/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 217/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
283 * spob is the spell we are adjusting. 218 * spob is the spell we are adjusting.
284 */ 219 */
285int 220int
286SP_level_dam_adjust (object *caster, object *spob) 221SP_level_dam_adjust (object *caster, object *spob)
287{ 222{
223 if (!spob->dam_modifier)
224 return 0;
225
288 int level = caster_level (caster, spob); 226 int level = caster_level (caster, spob);
289 int adj = level - min_casting_level (caster, spob); 227 return max (0, level - min_casting_level (caster, spob)) / spob->dam_modifier;
290
291 if (adj < 0)
292 adj = 0;
293 if (spob->dam_modifier)
294 adj /= spob->dam_modifier;
295 else
296 adj = 0;
297 return adj;
298} 228}
299 229
300/* Adjust the strength of the spell based on level. 230/* Adjust the strength of the spell based on level.
301 * This is basically the same as SP_level_dam_adjust above, 231 * This is basically the same as SP_level_dam_adjust above,
302 * but instead looks at the level_modifier value. 232 * but instead looks at the level_modifier value.
303 */ 233 */
304int 234int
305SP_level_duration_adjust (object *caster, object *spob) 235SP_level_duration_adjust (object *caster, object *spob)
306{ 236{
237 if (!spob->duration_modifier)
238 return 0;
239
307 int level = caster_level (caster, spob); 240 int level = caster_level (caster, spob);
308 int adj = level - min_casting_level (caster, spob); 241 return max (0, level - min_casting_level (caster, spob)) / spob->duration_modifier;
309
310 if (adj < 0)
311 adj = 0;
312 if (spob->duration_modifier)
313 adj /= spob->duration_modifier;
314 else
315 adj = 0;
316
317 return adj;
318} 242}
319 243
320/* Adjust the strength of the spell based on level. 244/* Adjust the strength of the spell based on level.
321 * This is basically the same as SP_level_dam_adjust above, 245 * This is basically the same as SP_level_dam_adjust above,
322 * but instead looks at the level_modifier value. 246 * but instead looks at the level_modifier value.
323 */ 247 */
324int 248int
325SP_level_range_adjust (object *caster, object *spob) 249SP_level_range_adjust (object *caster, object *spob)
326{ 250{
251 if (!spob->range_modifier)
252 return 0;
253
327 int level = caster_level (caster, spob); 254 int level = caster_level (caster, spob);
328 int adj = level - min_casting_level (caster, spob); 255 return (level - min_casting_level (caster, spob)) / spob->range_modifier;
329
330 if (adj < 0)
331 adj = 0;
332 if (spob->range_modifier)
333 adj /= spob->range_modifier;
334 else
335 adj = 0;
336
337 return adj;
338} 256}
339 257
340/* 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
341 * as an existing spell, we presume they know it. 259 * as an existing spell, we presume they know it.
342 * 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.
343 */ 261 */
344object * 262object *
345check_spell_known (object *op, const char *name) 263check_spell_known (object *op, const char *name)
346{ 264{
347 object *spop; 265 object *spop;
266 shstr_cmp name_ (name);
348 267
349 for (spop = op->inv; spop; spop = spop->below) 268 for (spop = op->inv; spop; spop = spop->below)
350 if (spop->type == SPELL && !strcmp (spop->name, name)) 269 if (spop->type == SPELL && spop->name == name)
351 return spop; 270 return spop;
352 271
353 return NULL; 272 return 0;
354} 273}
355 274
356 275
357/* 276/*
358 * Look at object 'op' and see if they know the spell 277 * Look at object 'op' and see if they know the spell
475{ 394{
476 if (!xy_normalise (m, x, y)) 395 if (!xy_normalise (m, x, y))
477 return 0; 396 return 0;
478 397
479 mapspace &ms = m->at (x, y); 398 mapspace &ms = m->at (x, y);
399 ms.update ();
480 400
481 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block)) 401 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
482 return 0; 402 return 0;
483 403
484 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
520 /* 440 /*
521 * Combine similar spell effects into one spell effect. Needed for 441 * Combine similar spell effects into one spell effect. Needed for
522 * performance reasons with meteor swarm and the like, but also for 442 * performance reasons with meteor swarm and the like, but also for
523 * playability reasons. 443 * playability reasons.
524 */ 444 */
525 if (tmp->arch == op->arch 445 if (tmp->arch == op->arch /* no harm if not comparing by name here */
526 && tmp->type == op->type 446 && tmp->type == op->type
527 && tmp->subtype == op->subtype 447 && tmp->subtype == op->subtype
528 && tmp->owner == op->owner 448 && tmp->owner == op->owner
529 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 449 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
530 { 450 {
554 * returns 0 on failure, 1 on success. 474 * returns 0 on failure, 1 on success.
555 */ 475 */
556int 476int
557fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 477fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
558{ 478{
559 object *tmp;
560 int mflags;
561 maptile *m;
562
563 if (spell->other_arch == NULL) 479 if (!spell->other_arch)
564 return 0; 480 return 0;
565 481
566 m = op->map; 482 object *tmp = spell->other_arch->instance ();
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 if (mflags & P_OUT_OF_MAP)
569 {
570 return 0;
571 }
572 483
573 tmp = arch_to_object (spell->other_arch); 484 if (!tmp)
574
575 if (tmp == NULL)
576 return 0; 485 return 0;
577
578 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
579 {
580 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
581 tmp->destroy ();
582 return 0;
583 }
584 486
585 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 487 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
586 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 488 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
587 /* code in time.c uses food for some things, duration for others */ 489 /* code in time.c uses food for some things, duration for others */
588 tmp->stats.food = tmp->duration; 490 tmp->stats.food = tmp->duration;
589 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 491 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
590 tmp->attacktype = spell->attacktype; 492 tmp->attacktype = spell->attacktype;
591 tmp->x = x;
592 tmp->y = y;
593 tmp->direction = dir; 493 tmp->direction = dir;
594 if (op->owner != NULL)
595 tmp->set_owner (op); 494 tmp->set_owner (op);
596 else
597 tmp->set_owner (op);
598 tmp->level = caster_level (caster, spell); 495 tmp->level = caster_level (caster, spell);
599 set_spell_skill (op, caster, spell, tmp); 496 set_spell_skill (op, caster, spell, tmp);
600 497
601 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 498 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
602 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 499 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
603 {
604 if (!tailor_god_spell (tmp, op)) 500 if (!tailor_god_spell (tmp, op))
605 return 0; 501 return 0;
606 } 502
607 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 503 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
608 SET_ANIMATION (tmp, dir); 504 SET_ANIMATION (tmp, dir);
609 505
610 if ((tmp = insert_ob_in_map (tmp, m, op, 0))) 506 if ((tmp = op->map->insert (tmp, x, y, op)))
611 move_spell_effect (tmp); 507 move_spell_effect (tmp);
612 508
613 return 1; 509 return 1;
614} 510}
615 511
670 if (!tmp) 566 if (!tmp)
671 tmp = op->ms ().player (); 567 tmp = op->ms ().player ();
672 568
673 return tmp; 569 return tmp;
674} 570}
675
676
677 571
678/* raytrace: 572/* raytrace:
679 * spell_find_dir(map, x, y, exclude) will search first the center square 573 * spell_find_dir(map, x, y, exclude) will search first the center square
680 * then some close squares in the given map at the given coordinates for 574 * then some close squares in the given map at the given coordinates for
681 * live objects. 575 * live objects.
684 * monsters/generators only. If not, the spell will hunt players only. 578 * monsters/generators only. If not, the spell will hunt players only.
685 * It returns the direction toward the first/closest live object if it finds 579 * It returns the direction toward the first/closest live object if it finds
686 * any, otherwise -1. 580 * any, otherwise -1.
687 * note that exclude can be NULL, in which case all bets are off. 581 * note that exclude can be NULL, in which case all bets are off.
688 */ 582 */
689
690int 583int
691spell_find_dir (maptile *m, int x, int y, object *exclude) 584spell_find_dir (maptile *m, int x, int y, object *exclude)
692{ 585{
693 int i, max = SIZEOFFREE; 586 int i, max = SIZEOFFREE;
694 sint16 nx, ny; 587 sint16 nx, ny;
774 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 667 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
775 668
776 insert_ob_in_map (head, op->map, op, 0); 669 insert_ob_in_map (head, op->map, op, 0);
777 670
778 /* thought it'd be cool to insert a burnout, too. */ 671 /* thought it'd be cool to insert a burnout, too. */
779 op->map->insert (get_archetype ("burnout"), op->x + freearr_x[dir], op->y + freearr_y[dir], op); 672 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
780 } 673 }
781} 674}
782 675
783/* peterm: function which summons hostile monsters and 676/* peterm: function which summons hostile monsters and
784 * places them in nearby squares. 677 * places them in nearby squares.
1086 { 979 {
1087 skill = find_skill_by_name (op, spell_ob->skill); 980 skill = find_skill_by_name (op, spell_ob->skill);
1088 981
1089 if (!skill) 982 if (!skill)
1090 { 983 {
1091 op->failmsg (format ("You need the skill %s to cast %s!", &spell_ob->skill, &spell_ob->name)); 984 op->failmsg (format ("You need the skill %s to cast %s! "
985 "H<You either need to learn the skill via a skill scroll "
986 "or you need to wear a talisman or holy symbol.>",
987 &spell_ob->skill, &spell_ob->name));
1092 return 0; 988 return 0;
1093 } 989 }
1094 990
991 int casting_level = min_casting_level (op, spell_ob);
992
1095 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 993 if (casting_level > cast_level && !QUERY_FLAG (op, FLAG_WIZ))
1096 { 994 {
1097 op->failmsg ("You lack enough skill to cast that spell!"); 995 op->failmsg (format ("You lack enough skill to cast that spell! "
996 "H<Your cast level is %d, but level %d is required. Maybe you are repelled?>",
997 cast_level, casting_level));
1098 return 0; 998 return 0;
1099 } 999 }
1100 } 1000 }
1101 1001
1102 /* If the caster is the wiz, they don't ever fail, and don't have 1002 /* If the caster is the wiz, they don't ever fail, and don't have
1278 case SP_SMITE: 1178 case SP_SMITE:
1279 success = cast_smite_spell (op, caster, dir, spell_ob); 1179 success = cast_smite_spell (op, caster, dir, spell_ob);
1280 break; 1180 break;
1281 1181
1282 case SP_MAGIC_MISSILE: 1182 case SP_MAGIC_MISSILE:
1283 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1183 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1284 break; 1184 break;
1285 1185
1286 case SP_SUMMON_GOLEM: 1186 case SP_SUMMON_GOLEM:
1287 success = summon_golem (op, caster, dir, spell_ob); 1187 success = summon_golem (op, caster, dir, spell_ob);
1288 break; 1188 break;
1399 { 1299 {
1400 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name)); 1300 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1401 success = 0; 1301 success = 0;
1402 } 1302 }
1403 else 1303 else
1404 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1304 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1405 break; 1305 break;
1406 1306
1407 case SP_SWARM: 1307 case SP_SWARM:
1408 success = fire_swarm (op, caster, spell_ob, dir); 1308 success = fire_swarm (op, caster, spell_ob, dir);
1409 break; 1309 break;
1455 1355
1456 default: 1356 default:
1457 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1357 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1458 } 1358 }
1459 1359
1460 op->play_sound (success ? spell_ob->sound : sound_find ("fumble_spell")); 1360 op->play_sound (
1361 success
1362 ? spell_ob->sound
1363 ? spell_ob->sound
1364 : sound_find ("spell_success")
1365 : sound_find ("fumble_spell")
1366 );
1461 1367
1462 return success; 1368 return success;
1463} 1369}
1464 1370
1465/* This is called from time.c/process_object(). That function 1371/* This is called from time.c/process_object(). That function
1529 check_bullet (op); 1435 check_bullet (op);
1530 return; 1436 return;
1531 } 1437 }
1532} 1438}
1533 1439
1534/* This is called by move_apply. Basically, if someone 1440/* This is called by move_apply. Basically, if someone
1535 * moves onto a spell effect and the walk_on or fly_on flags 1441 * moves onto a spell effect and the walk_on or fly_on flags
1536 * are set, this is called. This should only be called for 1442 * are set, this is called. This should only be called for
1537 * objects of the appropraite type. 1443 * objects of the appropriate type.
1538 */ 1444 */
1539void 1445void
1540apply_spell_effect (object *spell, object *victim) 1446apply_spell_effect (object *spell, object *victim)
1541{ 1447{
1542 switch (spell->subtype) 1448 switch (spell->subtype)

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