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Comparing deliantra/server/server/spell_util.C (file contents):
Revision 1.19 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.83 by root, Mon Sep 29 11:52:34 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23
24 23
25#include <global.h> 24#include <global.h>
26#include <spells.h> 25#include <spells.h>
27#include <object.h> 26#include <object.h>
28#include <errno.h> 27#include <errno.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 28#include <sproto.h>
31#endif
32#include <sounds.h> 29#include <sounds.h>
33 30
34extern char *spell_mapping[]; 31extern char *spell_mapping[];
35 32
36/* This returns a random spell from 'ob'. If skill is set, then 33/* This returns a random spell from 'ob'. If skill is set, then
39 */ 36 */
40object * 37object *
41find_random_spell_in_ob (object *ob, const char *skill) 38find_random_spell_in_ob (object *ob, const char *skill)
42{ 39{
43 int k = 0, s; 40 int k = 0, s;
44 object *tmp;
45 41
46 for (tmp = ob->inv; tmp; tmp = tmp->below) 42 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
47 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 43 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
48 k++; 44 k++;
49 45
50 /* No spells, no need to progess further */ 46 /* No spells, no need to progess further */
51 if (!k) 47 if (!k)
52 return NULL; 48 return NULL;
53 49
54 s = RANDOM () % k; 50 s = RANDOM () % k;
55 51
56 for (tmp = ob->inv; tmp; tmp = tmp->below) 52 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
57 if (tmp->type == SPELL && (!skill || tmp->skill == skill)) 53 if (tmp->type == SPELL && (!skill || tmp->skill == skill))
58 {
59 if (!s) 54 if (!s)
60 return tmp; 55 return tmp;
61 else 56 else
62 s--; 57 s--;
63 } 58
64 /* Should never get here, but just in case */ 59 /* Should never get here, but just in case */
65 return NULL; 60 return 0;
66} 61}
67 62
68/* Relatively simple function that gets used a lot. 63/* Relatively simple function that gets used a lot.
69 * Basically, it sets up the skill pointer for the spell being 64 * Basically, it sets up the skill pointer for the spell being
70 * cast. If op is really casting the spell, then the skill 65 * cast. If op is really casting the spell, then the skill
80 dest->skill = spob->skill; 75 dest->skill = spob->skill;
81 else 76 else
82 dest->skill = caster->skill; 77 dest->skill = caster->skill;
83} 78}
84 79
85/* init_spells: This should really be called check_spells, as that
86 * is what it does. It goes through the spells looking for any
87 * obvious errors. This was most useful in debugging when re-doing
88 * all the spells to catch simple errors. To use it all the time
89 * will result in it spitting out messages that aren't really errors.
90 */
91void
92init_spells (void)
93{
94#ifdef SPELL_DEBUG
95 static int init_spells_done = 0;
96 int i;
97 archetype *at;
98
99 if (init_spells_done)
100 return;
101 LOG (llevDebug, "Checking spells...\n");
102
103 for (at = first_archetype; at; at = at->next)
104 {
105 if (at->clone.type == SPELL)
106 {
107 if (at->clone.skill)
108 {
109 for (i = 1; i < NUM_SKILLS; i++)
110 if (!strcmp (skill_names[i], at->clone.skill))
111 break;
112 if (i == NUM_SKILLS)
113 {
114 LOG (llevError, "Spell %s has improper associated skill %s\n", at->name, at->clone.skill);
115 }
116 }
117 /* other_arch is already checked for in the loader */
118 }
119 }
120
121 i = 0;
122 while (spell_mapping[i])
123 {
124 if (!archetype::find (spell_mapping[i]))
125 {
126 LOG (llevError, "Unable to find spell mapping %s (%i)\n", spell_mapping[i], i);
127 }
128 i++;
129 }
130 LOG (llevDebug, "Checking spells completed.\n");
131#endif
132}
133
134/* Dumps all the spells - now also dumps skill associated with the spell.
135 * not sure what this would be used for, as the data seems pretty
136 * minimal, but easy enough to keep around.
137 */
138void
139dump_spells (void)
140{
141 archetype *at;
142
143 for (at = first_archetype; at; at = at->next)
144 {
145 if (at->clone.type == SPELL)
146 {
147 fprintf (stderr, "%s:%s:%s:%s:%d\n", &at->clone.name,
148 &at->name, at->clone.other_arch ? &at->clone.other_arch->name : "<nil>", &at->clone.skill, at->clone.level);
149 }
150 }
151}
152
153/* pretty basic function - basically just takes 80/* pretty basic function - basically just takes
154 * an object, sets the x,y, and calls insert_ob_in_map 81 * an object, sets the x,y, and calls insert_ob_in_map
155 */ 82 */
156
157void 83void
158spell_effect (object *spob, int x, int y, maptile *map, object *originator) 84spell_effect (object *spob, int x, int y, maptile *map, object *originator)
159{ 85{
160
161 if (spob->other_arch != NULL) 86 if (spob->other_arch)
162 { 87 map->insert (arch_to_object (spob->other_arch), x, y, originator);
163 object *effect = arch_to_object (spob->other_arch);
164
165 effect->x = x;
166 effect->y = y;
167
168 insert_ob_in_map (effect, map, originator, 0);
169 }
170} 88}
171 89
172/* 90static int
173 * This function takes a caster and spell and presents the 91attuned_bonus (object *caster, object *spell, int level)
174 * effective level the caster needs to be to cast the spell.
175 * basically, it just adjusts the spell->level with attuned/repelled
176 * spellpaths. Was called path_level_mod
177 *
178 * caster is person casting hte spell.
179 * spell is the spell object.
180 * Returns modified level.
181 */
182int
183min_casting_level (object *caster, object *spell)
184{ 92{
185 int new_level; 93 // compute the attuned/repelled bonus
186 94 // attuned only increases up to 2 times the original level (i.e. bonus <= level) */
187 if (caster->path_denied & spell->path_attuned) 95 // repell has no such quarrels
188 return 1; 96 return (caster->path_attuned & spell->path_attuned ? min (level, +ATTUNE_REPELL) : 0)
189 97 + (caster->path_repelled & spell->path_attuned ? -ATTUNE_REPELL : 0);
190 new_level = spell->level
191 + ((caster->path_repelled & spell->path_attuned) ? +2 : 0) + ((caster->path_attuned & spell->path_attuned) ? -2 : 0);
192
193 return (new_level < 1) ? 1 : new_level;
194} 98}
195
196 99
197/* This function returns the effective level the spell 100/* This function returns the effective level the spell
198 * is being cast at. 101 * is being cast at.
199 * Note that I changed the repelled/attuned bonus to 2 from 5.
200 * This is because the new code compares casting_level against
201 * min_caster_level, so the difference is effectively 4
202 */ 102 */
203
204int 103int
205caster_level (object *caster, object *spell) 104casting_level (object *caster, object *spell)
206{ 105{
207 int level = caster->level; 106 int level = caster->level;
208
209 /* If this is a player, try to find the matching skill */
210 if (caster->type == PLAYER && spell->skill)
211 for (int i = 0; i < NUM_SKILLS; i++)
212 if (caster->contr->last_skill_ob[i] && caster->contr->last_skill_ob[i]->skill == spell->skill)
213 {
214 level = caster->contr->last_skill_ob[i]->level;
215 break;
216 }
217 107
218 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */ 108 /* if a rod is fired by a player, take the use_magic_item skill in consideration. */
219 if (caster->type == ROD && caster->env && caster->env->type == PLAYER) 109 if (caster->type == ROD && caster->env && caster->env->type == PLAYER)
220 { 110 {
221 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM); 111 object *skill = find_skill_by_number (caster->env, SK_USE_MAGIC_ITEM);
222 int sk_level = skill ? skill->level : 1; 112 int sk_level = skill ? skill->level : 1;
223 113
224 level = MIN (level, sk_level + level / 10 + 1); 114 level = min (level, sk_level + level / 10 + 1);
225 } 115 }
116 else if (caster->type == PLAYER) /* If this is a player, try to find the matching skill */
117 if (object *skill = caster->contr->find_skill (spell->skill))
118 level = skill->level;
226 119
227 /* Got valid caster level. Now adjust for attunement */ 120 int bonus = attuned_bonus (caster, spell, level);
228 level += ((caster->path_repelled & spell->path_attuned) ? -2 : 0) + ((caster->path_attuned & spell->path_attuned) ? 2 : 0); 121
122 level += bonus;
123
124 // now scale the effective level from the startinglevel..100 range to 1..100
125 if (level < 100)
126 level = lerp (level, (int)spell->level, 100, 1, 100);
229 127
230 /* Always make this at least 1. If this is zero, we get divide by zero 128 /* Always make this at least 1. If this is zero, we get divide by zero
231 * errors in various places. 129 * errors in various places.
232 */ 130 */
233 if (level < 1)
234 level = 1;
235
236 return level; 131 return max (level, 1);
237} 132}
238 133
239/* The following function scales the spellpoint cost of 134/* The following function scales the spellpoint cost of
240 * a spell by it's increased effectiveness. Some of the 135 * a spell by it's increased effectiveness. Some of the
241 * lower level spells become incredibly vicious at high 136 * lower level spells become incredibly vicious at high
245 * caster is what is casting the spell, can be op. 140 * caster is what is casting the spell, can be op.
246 * spell is the spell object. 141 * spell is the spell object.
247 * Note that it is now possible for a spell to cost both grace and 142 * Note that it is now possible for a spell to cost both grace and
248 * mana. In that case, we return which ever value is higher. 143 * mana. In that case, we return which ever value is higher.
249 */ 144 */
250
251sint16 145sint16
252SP_level_spellpoint_cost (object *caster, object *spell, int flags) 146SP_level_spellpoint_cost (object *caster, object *spell, int flags)
253{ 147{
254 int sp, grace, level = caster_level (caster, spell); 148 int sp, grace, level = casting_level (caster, spell);
255 149
256 if (settings.spellpoint_level_depend == TRUE) 150 if (settings.spellpoint_level_depend == TRUE)
257 { 151 {
258 if (spell->stats.sp && spell->stats.maxsp) 152 if (spell->stats.sp && spell->stats.maxsp)
259 { 153 {
280 else 174 else
281 { 175 {
282 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell)); 176 sp = (int) (spell->stats.sp * PATH_SP_MULT (caster, spell));
283 if (spell->stats.sp && !sp) 177 if (spell->stats.sp && !sp)
284 sp = 1; 178 sp = 1;
179
285 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell)); 180 grace = (int) (spell->stats.grace * PATH_SP_MULT (caster, spell));
286 if (spell->stats.grace && !grace) 181 if (spell->stats.grace && !grace)
287 grace = 1; 182 grace = 1;
288 } 183 }
184
289 if (flags == SPELL_HIGHEST) 185 if (flags == SPELL_HIGHEST)
290 return MAX (sp, grace); 186 return MAX (sp, grace);
291 else if (flags == SPELL_GRACE) 187 else if (flags == SPELL_GRACE)
292 return grace; 188 return grace;
293 else if (flags == SPELL_MANA) 189 else if (flags == SPELL_MANA)
297 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags); 193 LOG (llevError, "SP_level_spellpoint_cost: Unknown flags passed: %d\n", flags);
298 return 0; 194 return 0;
299 } 195 }
300} 196}
301 197
198/*
199 * Return the effective casting level of the spell.
200 * To make spells independent of their starting level, this function
201 * scales the range spellstartlevel .. 100 into the range 1..100
202 */
203static int
204SP_casting_level (object *caster, object *spell)
205{
206 return casting_level (caster, spell);
207}
302 208
303/* SP_level_dam_adjust: Returns adjusted damage based on the caster. 209/* SP_level_dam_adjust: Returns adjusted damage based on the caster.
304 * spob is the spell we are adjusting. 210 * spob is the spell we are adjusting.
305 */ 211 */
306int 212int
307SP_level_dam_adjust (object *caster, object *spob) 213SP_level_dam_adjust (object *caster, object *spob)
308{ 214{
309 int level = caster_level (caster, spob);
310 int adj = level - min_casting_level (caster, spob);
311
312 if (adj < 0)
313 adj = 0;
314 if (spob->dam_modifier) 215 if (!spob->dam_modifier)
315 adj /= spob->dam_modifier;
316 else
317 adj = 0;
318 return adj; 216 return 0;
217
218 return SP_casting_level (caster, spob) / spob->dam_modifier;
319} 219}
320 220
321/* Adjust the strength of the spell based on level. 221/* Adjust the strength of the spell based on level.
322 * This is basically the same as SP_level_dam_adjust above, 222 * This is basically the same as SP_level_dam_adjust above,
323 * but instead looks at the level_modifier value. 223 * but instead looks at the level_modifier value.
324 */ 224 */
325int 225int
326SP_level_duration_adjust (object *caster, object *spob) 226SP_level_duration_adjust (object *caster, object *spob)
327{ 227{
328 int level = caster_level (caster, spob);
329 int adj = level - min_casting_level (caster, spob);
330
331 if (adj < 0)
332 adj = 0;
333 if (spob->duration_modifier) 228 if (!spob->duration_modifier)
334 adj /= spob->duration_modifier;
335 else
336 adj = 0;
337
338 return adj; 229 return 0;
230
231 return SP_casting_level (caster, spob) / spob->duration_modifier;
339} 232}
340 233
341/* Adjust the strength of the spell based on level. 234/* Adjust the strength of the spell based on level.
342 * This is basically the same as SP_level_dam_adjust above, 235 * This is basically the same as SP_level_dam_adjust above,
343 * but instead looks at the level_modifier value. 236 * but instead looks at the level_modifier value.
344 */ 237 */
345int 238int
346SP_level_range_adjust (object *caster, object *spob) 239SP_level_range_adjust (object *caster, object *spob)
347{ 240{
348 int level = caster_level (caster, spob);
349 int adj = level - min_casting_level (caster, spob);
350
351 if (adj < 0)
352 adj = 0;
353 if (spob->range_modifier) 241 if (!spob->range_modifier)
354 adj /= spob->range_modifier;
355 else
356 adj = 0;
357
358 return adj; 242 return 0;
243
244 return SP_casting_level (caster, spob) / spob->range_modifier;
359} 245}
360 246
361/* Checks to see if player knows the spell. If the name is the same 247/* Checks to see if player knows the spell. If the name is the same
362 * as an existing spell, we presume they know it. 248 * as an existing spell, we presume they know it.
363 * returns 1 if they know the spell, 0 if they don't. 249 * returns 1 if they know the spell, 0 if they don't.
364 */ 250 */
365object * 251object *
366check_spell_known (object *op, const char *name) 252check_spell_known (object *op, const char *name)
367{ 253{
368 object *spop; 254 object *spop;
255 shstr_cmp name_ (name);
369 256
370 for (spop = op->inv; spop; spop = spop->below) 257 for (spop = op->inv; spop; spop = spop->below)
371 if (spop->type == SPELL && !strcmp (spop->name, name)) 258 if (spop->type == SPELL && spop->name == name)
372 return spop; 259 return spop;
373 260
374 return NULL; 261 return 0;
375} 262}
376
377 263
378/* 264/*
379 * Look at object 'op' and see if they know the spell 265 * Look at object 'op' and see if they know the spell
380 * spname. This is pretty close to check_spell_known 266 * spname. This is pretty close to check_spell_known
381 * above, but it uses a looser matching mechanism. 267 * above, but it uses a looser matching mechanism.
382 * returns the matching spell object, or NULL. 268 * returns the matching spell object, or NULL.
383 * If we match multiple spells but don't get an 269 * If we match multiple spells but don't get an
384 * exact match, we also return NULL. 270 * exact match, we also return NULL.
385 */ 271 */
386
387object * 272object *
388lookup_spell_by_name (object *op, const char *spname) 273lookup_spell_by_name (object *op, const char *spname)
389{ 274{
390 object *spob1 = NULL, *spob2 = NULL, *spob; 275 object *spob1 = NULL, *spob2 = NULL, *spob;
391 int nummatch = 0; 276 int nummatch = 0;
437 * eg, updated for tiled maps. 322 * eg, updated for tiled maps.
438 */ 323 */
439int 324int
440reflwall (maptile *m, int x, int y, object *sp_op) 325reflwall (maptile *m, int x, int y, object *sp_op)
441{ 326{
442 object *op;
443
444 if (OUT_OF_REAL_MAP (m, x, y)) 327 if (OUT_OF_REAL_MAP (m, x, y))
445 return 0; 328 return 0;
446 for (op = get_map_ob (m, x, y); op != NULL; op = op->above) 329
447 if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || 330 for (object *op = GET_MAP_OB (m, x, y); op; op = op->above)
448 sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) 331 if (QUERY_FLAG (op, FLAG_REFL_SPELL)
332 && (!QUERY_FLAG (op, FLAG_ALIVE)
333 || (rndm (0, 99)) < 90 - (sp_op->level / 10)))
449 return 1; 334 return 1;
450 335
451 return 0; 336 return 0;
452} 337}
453 338
470 { 355 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 356 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
472 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet."); 357 new_draw_info (NDI_UNIQUE, 0, op, "You cast it at your feet.");
473 dir = 0; 358 dir = 0;
474 } 359 }
475 new_op->x = op->x + freearr_x[dir]; 360
476 new_op->y = op->y + freearr_y[dir]; 361 SET_FLAG (new_op, FLAG_IDENTIFIED);
477 if (dir == 0) 362 op->map->insert (new_op,
478 insert_ob_in_map (new_op, op->map, op, INS_BELOW_ORIGINATOR); 363 op->x + freearr_x[dir], op->y + freearr_y[dir],
479 else 364 op,
480 insert_ob_in_map (new_op, op->map, op, 0); 365 dir ? 0 : INS_BELOW_ORIGINATOR);
366
481 return dir; 367 return dir;
482} 368}
483 369
484/* Returns true if it is ok to put spell *op on the space/may provided. 370/* Returns true if it is ok to put spell *op on the space/may provided.
485 * immune_stop is basically the attacktype of the spell (why 371 * immune_stop is basically the attacktype of the spell (why
487 * has the AT_MAGIC bit set, and there is a counterwall 373 * has the AT_MAGIC bit set, and there is a counterwall
488 * on the space, the object doesn't get placed. if immune stop 374 * on the space, the object doesn't get placed. if immune stop
489 * does not have AT_MAGIC, then counterwalls do not effect the spell. 375 * does not have AT_MAGIC, then counterwalls do not effect the spell.
490 * 376 *
491 */ 377 */
492
493int 378int
494ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop) 379ok_to_put_more (maptile *m, sint16 x, sint16 y, object *op, int immune_stop)
495{ 380{
496 object *tmp; 381 if (!xy_normalise (m, x, y))
497 int mflags;
498 maptile *mp;
499
500 mp = m;
501 mflags = get_map_flags (m, &mp, x, y, &x, &y);
502
503 if (mflags & P_OUT_OF_MAP)
504 return 0; 382 return 0;
505 383
506 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (mp, x, y))) 384 mapspace &ms = m->at (x, y);
385 ms.update ();
386
387 if (OB_TYPE_MOVE_BLOCK (op, ms.move_block))
507 return 0; 388 return 0;
508 389
509 for (tmp = get_map_ob (mp, x, y); tmp != NULL; tmp = tmp->above) 390 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
510 { 391 {
511 /* If there is a counterspell on the space, and this 392 /* If there is a counterspell on the space, and this
512 * object is using magic, don't progress. I believe we could 393 * object is using magic, don't progress. I believe we could
513 * leave this out and let in progress, and other areas of the code 394 * leave this out and let in progress, and other areas of the code
514 * will then remove it, but that would seem to to use more 395 * will then remove it, but that would seem to to use more
515 * resources, and may not work as well if a player is standing 396 * resources, and may not work as well if a player is standing
516 * on top of a counterwall spell (may hit the player before being 397 * on top of a counterwall spell (may hit the player before being
517 * removed.) On the other hand, it may be more dramatic for the 398 * removed.) On the other hand, it may be more dramatic for the
518 * spell to actually hit the counterwall and be sucked up. 399 * spell to actually hit the counterwall and be sucked up.
519 */ 400 */
520 if ((tmp->attacktype & AT_COUNTERSPELL) && 401 if ((tmp->attacktype & AT_COUNTERSPELL)
521 (tmp->type != PLAYER) && !QUERY_FLAG (tmp, FLAG_MONSTER) && 402 && !QUERY_FLAG (tmp, FLAG_MONSTER)
522 (tmp->type != WEAPON) && (tmp->type != BOW) && (tmp->type != ARROW) && (tmp->type != GOLEM) && (immune_stop & AT_MAGIC)) 403 && (tmp->type != PLAYER)
404 && (tmp->type != WEAPON)
405 && (tmp->type != BOW)
406 && (tmp->type != ARROW)
407 && (tmp->type != GOLEM)
408 && !QUERY_FLAG (tmp, FLAG_IS_FLOOR) // XXX:
409 // we special case floor here because there
410 // are sometimes spell effect floors
411 // which are used to inflict damage
412 // (and those shouldn't go away from
413 // sanctuary) see also: permanent lava
414 && (immune_stop & AT_MAGIC))
523 return 0; 415 return 0;
524 416
525 /* This is to prevent 'out of control' spells. Basically, this 417 /* This is to prevent 'out of control' spells. Basically, this
526 * limits one spell effect per space per spell. This is definately 418 * limits one spell effect per space per spell. This is definately
527 * needed for performance reasons, and just for playability I believe. 419 * needed for performance reasons, and just for playability I believe.
534 /* 426 /*
535 * Combine similar spell effects into one spell effect. Needed for 427 * Combine similar spell effects into one spell effect. Needed for
536 * performance reasons with meteor swarm and the like, but also for 428 * performance reasons with meteor swarm and the like, but also for
537 * playability reasons. 429 * playability reasons.
538 */ 430 */
539 if (tmp->arch == op->arch 431 if (tmp->arch == op->arch /* no harm if not comparing by name here */
540 && tmp->type == op->type 432 && tmp->type == op->type
541 && tmp->subtype == op->subtype 433 && tmp->subtype == op->subtype
434 && tmp->owner == op->owner
542 && tmp->owner == op->owner && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp))) 435 && ((tmp->subtype == SP_EXPLOSION) || (tmp->subtype == SP_CONE && tmp->stats.sp == op->stats.sp)))
543 { 436 {
544 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam); 437 tmp->stats.dam = MAX (tmp->stats.dam, op->stats.dam);
545 tmp->range = MAX (tmp->range, op->range); 438 tmp->range = MAX (tmp->range, op->range);
546 tmp->duration = MAX (tmp->duration, op->duration); 439 tmp->duration = MAX (tmp->duration, op->duration);
547 return 0; 440 return 0;
549 442
550 /* Perhaps we should also put checks in for no magic and unholy 443 /* Perhaps we should also put checks in for no magic and unholy
551 * ground to prevent it from moving along? 444 * ground to prevent it from moving along?
552 */ 445 */
553 } 446 }
447
554 /* If it passes the above tests, it must be OK */ 448 /* If it passes the above tests, it must be OK */
555 return 1; 449 return 1;
556} 450}
557 451
558/* fire_arch_from_position: fires an archetype. 452/* fire_arch_from_position: fires an archetype.
563 * dir: direction to fire in. 457 * dir: direction to fire in.
564 * spell: spell that is being fired. It uses other_arch for the archetype 458 * spell: spell that is being fired. It uses other_arch for the archetype
565 * to fire. 459 * to fire.
566 * returns 0 on failure, 1 on success. 460 * returns 0 on failure, 1 on success.
567 */ 461 */
568
569int 462int
570fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell) 463fire_arch_from_position (object *op, object *caster, sint16 x, sint16 y, int dir, object *spell)
571{ 464{
572 object *tmp;
573 int mflags;
574 maptile *m;
575
576 if (spell->other_arch == NULL) 465 if (!spell->other_arch)
577 return 0; 466 return 0;
578 467
579 m = op->map; 468 object *tmp = spell->other_arch->instance ();
580 mflags = get_map_flags (m, &m, x, y, &x, &y);
581 if (mflags & P_OUT_OF_MAP)
582 {
583 return 0;
584 }
585 469
586 tmp = arch_to_object (spell->other_arch); 470 if (!tmp)
587
588 if (tmp == NULL)
589 return 0; 471 return 0;
590
591 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, x, y)))
592 {
593 new_draw_info (NDI_UNIQUE, 0, op, "You can't cast the spell on top of a wall!\n");
594 tmp->destroy (0);
595 return 0;
596 }
597
598
599 472
600 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 473 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
601 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 474 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
602 /* code in time.c uses food for some things, duration for others */ 475 /* code in time.c uses food for some things, duration for others */
603 tmp->stats.food = tmp->duration; 476 tmp->stats.food = tmp->duration;
604 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 477 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
605 tmp->attacktype = spell->attacktype; 478 tmp->attacktype = spell->attacktype;
606 tmp->x = x;
607 tmp->y = y;
608 tmp->direction = dir; 479 tmp->direction = dir;
609 if (get_owner (op) != NULL) 480 tmp->set_owner (op);
610 copy_owner (tmp, op);
611 else
612 set_owner (tmp, op);
613 tmp->level = caster_level (caster, spell); 481 tmp->level = casting_level (caster, spell);
614 set_spell_skill (op, caster, spell, tmp); 482 set_spell_skill (op, caster, spell, tmp);
615 483
616 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */ 484 /* needed for AT_HOLYWORD,AT_GODPOWER stuff */
617 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 485 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
618 {
619 if (!tailor_god_spell (tmp, op)) 486 if (!tailor_god_spell (tmp, op))
620 return 0; 487 return 0;
621 } 488
622 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 489 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
623 SET_ANIMATION (tmp, dir); 490 SET_ANIMATION (tmp, dir);
624 491
625 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 492 if ((tmp = op->map->insert (tmp, x, y, op)))
626 return 1;
627
628 move_spell_effect (tmp); 493 move_spell_effect (tmp);
629 494
630 return 1; 495 return 1;
631} 496}
632
633
634 497
635/***************************************************************************** 498/*****************************************************************************
636 * 499 *
637 * Code related to rods - perhaps better located in another file? 500 * Code related to rods - perhaps better located in another file?
638 * 501 *
639 ****************************************************************************/ 502 ****************************************************************************/
640
641void 503void
642regenerate_rod (object *rod) 504regenerate_rod (object *rod)
643{ 505{
644 if (rod->stats.hp < rod->stats.maxhp) 506 if (rod->stats.hp < rod->stats.maxhp)
645 { 507 rod->stats.hp = min (rod->stats.maxhp, rod->stats.hp + 1 + rod->stats.maxhp / 10);
646 rod->stats.hp += 1 + rod->stats.maxhp / 10;
647
648 if (rod->stats.hp > rod->stats.maxhp)
649 rod->stats.hp = rod->stats.maxhp;
650 }
651} 508}
652
653 509
654void 510void
655drain_rod_charge (object *rod) 511drain_rod_charge (object *rod)
656{ 512{
657 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST); 513 rod->stats.hp -= SP_level_spellpoint_cost (rod, rod->inv, SPELL_HIGHEST);
658} 514}
659
660
661
662 515
663/* this function is commonly used to find a friendly target for 516/* this function is commonly used to find a friendly target for
664 * spells such as heal or protection or armour 517 * spells such as heal or protection or armour
665 * op is what is looking for the target (which can be a player), 518 * op is what is looking for the target (which can be a player),
666 * dir is the direction we are looking in. Return object found, or 519 * dir is the direction we are looking in. Return object found, or
667 * NULL if no good object. 520 * NULL if no good object.
668 */ 521 */
669
670object * 522object *
671find_target_for_friendly_spell (object *op, int dir) 523find_target_for_friendly_spell (object *op, int dir)
672{ 524{
673 object *tmp; 525 object *tmp;
674 maptile *m;
675 sint16 x, y;
676 int mflags;
677 526
678 /* I don't really get this block - if op isn't a player or rune, 527 /* I don't really get this block - if op isn't a player or rune,
679 * we then make the owner of this object the target. 528 * we then make the owner of this object the target.
680 * The owner could very well be no where near op. 529 * The owner could very well be no where near op.
681 */ 530 */
682 if (op->type != PLAYER && op->type != RUNE) 531 if (op->type != PLAYER && op->type != RUNE)
683 { 532 {
684 tmp = get_owner (op); 533 tmp = op->owner;
685 /* If the owner does not exist, or is not a monster, than apply the spell 534 /* If the owner does not exist, or is not a monster, than apply the spell
686 * to the caster. 535 * to the caster.
687 */ 536 */
688 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER)) 537 if (!tmp || !QUERY_FLAG (tmp, FLAG_MONSTER))
689 tmp = op; 538 tmp = op;
690 } 539 }
691 else 540 else
692 { 541 {
693 m = op->map; 542 maptile *m = op->map;
694 x = op->x + freearr_x[dir]; 543 sint16 x = op->x + freearr_x[dir];
695 y = op->y + freearr_y[dir]; 544 sint16 y = op->y + freearr_y[dir];
696
697 mflags = get_map_flags (m, &m, x, y, &x, &y);
698
699 if (mflags & P_OUT_OF_MAP)
700 tmp = NULL;
701 else
702 { 545
703 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 546 tmp = xy_normalise (m, x, y)
704 if (tmp->type == PLAYER) 547 ? m->at (x, y).player ()
705 break; 548 : 0;
706 }
707 } 549 }
550
708 /* didn't find a player there, look in current square for a player */ 551 /* didn't find a player there, look in current square for a player */
709 if (tmp == NULL) 552 if (!tmp)
710 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 553 tmp = op->ms ().player ();
711 {
712 if (tmp->type == PLAYER)
713 break;
714 }
715 554
716 return tmp; 555 return tmp;
717} 556}
718
719
720 557
721/* raytrace: 558/* raytrace:
722 * spell_find_dir(map, x, y, exclude) will search first the center square 559 * spell_find_dir(map, x, y, exclude) will search first the center square
723 * then some close squares in the given map at the given coordinates for 560 * then some close squares in the given map at the given coordinates for
724 * live objects. 561 * live objects.
727 * monsters/generators only. If not, the spell will hunt players only. 564 * monsters/generators only. If not, the spell will hunt players only.
728 * It returns the direction toward the first/closest live object if it finds 565 * It returns the direction toward the first/closest live object if it finds
729 * any, otherwise -1. 566 * any, otherwise -1.
730 * note that exclude can be NULL, in which case all bets are off. 567 * note that exclude can be NULL, in which case all bets are off.
731 */ 568 */
732
733int 569int
734spell_find_dir (maptile *m, int x, int y, object *exclude) 570spell_find_dir (maptile *m, int x, int y, object *exclude)
735{ 571{
736 int i, max = SIZEOFFREE; 572 int i, max = SIZEOFFREE;
737 sint16 nx, ny; 573 sint16 nx, ny;
751 mp = m; 587 mp = m;
752 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 588 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
753 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) 589 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
754 continue; 590 continue;
755 591
756 tmp = get_map_ob (mp, nx, ny); 592 tmp = GET_MAP_OB (mp, nx, ny);
757 593
758 while (tmp != NULL && (((owner_type == PLAYER && 594 while (tmp != NULL && (((owner_type == PLAYER &&
759 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) || 595 !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR)) ||
760 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) 596 (owner_type != PLAYER && tmp->type != PLAYER)) || (tmp == exclude || (tmp->head && tmp->head == exclude))))
761 tmp = tmp->above; 597 tmp = tmp->above;
764 return freedir[i]; 600 return freedir[i];
765 } 601 }
766 return -1; /* flag for "keep going the way you were" */ 602 return -1; /* flag for "keep going the way you were" */
767} 603}
768 604
769
770
771/* put_a_monster: puts a monster named monstername near by 605/* put_a_monster: puts a monster named monstername near by
772 * op. This creates the treasures for the monsters, and 606 * op. This creates the treasures for the monsters, and
773 * also deals with multipart monsters properly. 607 * also deals with multipart monsters properly.
774 */ 608 */
775
776void 609void
777put_a_monster (object *op, const char *monstername) 610put_a_monster (object *op, const char *monstername)
778{ 611{
779 object *tmp, *head = NULL, *prev = NULL; 612 object *tmp, *head = NULL, *prev = NULL;
780 archetype *at; 613 archetype *at;
787 620
788 /* find a free square nearby 621 /* find a free square nearby
789 * first we check the closest square for free squares 622 * first we check the closest square for free squares
790 */ 623 */
791 624
792 dir = find_first_free_spot (&at->clone, op->map, op->x, op->y); 625 dir = find_first_free_spot (at, op->map, op->x, op->y);
793 if (dir != -1) 626 if (dir != -1)
794 { 627 {
795 /* This is basically grabbed for generate monster. Fixed 971225 to 628 /* This is basically grabbed for generate monster. Fixed 971225 to
796 * insert multipart monsters properly 629 * insert multipart monsters properly
797 */ 630 */
631 //TODO: use expand_tail + ...
798 while (at != NULL) 632 while (at != NULL)
799 { 633 {
800 tmp = arch_to_object (at); 634 tmp = arch_to_object (at);
801 tmp->x = op->x + freearr_x[dir] + at->clone.x; 635 tmp->x = op->x + freearr_x[dir] + at->x;
802 tmp->y = op->y + freearr_y[dir] + at->clone.y; 636 tmp->y = op->y + freearr_y[dir] + at->y;
803 tmp->map = op->map; 637 tmp->map = op->map;
804 if (head) 638 if (head)
805 { 639 {
806 tmp->head = head; 640 tmp->head = head;
807 prev->more = tmp; 641 prev->more = tmp;
808 } 642 }
643
809 if (!head) 644 if (!head)
810 head = tmp; 645 head = tmp;
646
811 prev = tmp; 647 prev = tmp;
648
812 at = at->more; 649 at = (archetype *)at->more;
813 } 650 }
814 651
815 if (head->randomitems) 652 if (head->randomitems)
816 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0); 653 create_treasure (head->randomitems, head, GT_INVISIBLE, op->map->difficulty, 0);
817 654
818 insert_ob_in_map (head, op->map, op, 0); 655 insert_ob_in_map (head, op->map, op, 0);
819 656
820 /* thought it'd be cool to insert a burnout, too. */ 657 /* thought it'd be cool to insert a burnout, too. */
821 tmp = get_archetype ("burnout"); 658 op->map->insert (archetype::get (shstr_burnout), op->x + freearr_x[dir], op->y + freearr_y[dir], op);
822 tmp->map = op->map;
823 tmp->x = op->x + freearr_x[dir];
824 tmp->y = op->y + freearr_y[dir];
825 insert_ob_in_map (tmp, op->map, op, 0);
826 } 659 }
827} 660}
828 661
829/* peterm: function which summons hostile monsters and 662/* peterm: function which summons hostile monsters and
830 * places them in nearby squares. 663 * places them in nearby squares.
857{ 690{
858 int attacktype; 691 int attacktype;
859 int face; 692 int face;
860} ATTACKS[22] = 693} ATTACKS[22] =
861{ 694{
862 {
863 AT_PHYSICAL, 0}, 695 { AT_PHYSICAL, 0},
864 {
865 AT_PHYSICAL, 0}, /*face = explosion */ 696 { AT_PHYSICAL, 0}, /*face = explosion */
866 {
867 AT_PHYSICAL, 0}, 697 { AT_PHYSICAL, 0},
868 {
869 AT_MAGIC, 1}, 698 { AT_MAGIC, 1},
870 {
871 AT_MAGIC, 1}, /* face = last-burnout */ 699 { AT_MAGIC, 1}, /* face = last-burnout */
872 {
873 AT_MAGIC, 1}, 700 { AT_MAGIC, 1},
874 {
875 AT_FIRE, 2}, 701 { AT_FIRE, 2},
876 {
877 AT_FIRE, 2}, /* face = fire.... */ 702 { AT_FIRE, 2}, /* face = fire.... */
878 {
879 AT_FIRE, 2}, 703 { AT_FIRE, 2},
880 {
881 AT_ELECTRICITY, 3}, 704 { AT_ELECTRICITY, 3},
882 {
883 AT_ELECTRICITY, 3}, /* ball_lightning */ 705 { AT_ELECTRICITY, 3}, /* ball_lightning */
884 {
885 AT_ELECTRICITY, 3}, 706 { AT_ELECTRICITY, 3},
886 {
887 AT_COLD, 4}, 707 { AT_COLD, 4},
888 {
889 AT_COLD, 4}, /* face=icestorm */ 708 { AT_COLD, 4}, /* face=icestorm */
890 {
891 AT_COLD, 4}, 709 { AT_COLD, 4},
892 {
893 AT_CONFUSION, 5}, 710 { AT_CONFUSION, 5},
894 {
895 AT_POISON, 7}, 711 { AT_POISON, 7},
896 {
897 AT_POISON, 7}, /* face = acid sphere. generator */ 712 { AT_POISON, 7}, /* face = acid sphere. generator */
898 {
899 AT_POISON, 7}, /* poisoncloud face */ 713 { AT_POISON, 7}, /* poisoncloud face */
900 {
901 AT_SLOW, 8}, 714 { AT_SLOW, 8},
902 {
903 AT_PARALYZE, 9}, 715 { AT_PARALYZE, 9},
904 {
905AT_FEAR, 10}}; 716 { AT_FEAR, 10},
906 717};
907
908 718
909/* shuffle_attack: peterm 719/* shuffle_attack: peterm
910 * This routine shuffles the attack of op to one of the 720 * This routine shuffles the attack of op to one of the
911 * ones in the list. It does this at random. It also 721 * ones in the list. It does this at random. It also
912 * chooses a face appropriate to the attack that is 722 * chooses a face appropriate to the attack that is
957 if (failure <= -20 && failure > -40) /* wonder */ 767 if (failure <= -20 && failure > -40) /* wonder */
958 { 768 {
959 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname); 769 new_draw_info_format (NDI_UNIQUE, 0, op, "%s gives a sign to renew your faith.", godname);
960 tmp = get_archetype (SPELL_WONDER); 770 tmp = get_archetype (SPELL_WONDER);
961 cast_cone (op, op, 0, tmp); 771 cast_cone (op, op, 0, tmp);
962 tmp->destroy (0); 772 tmp->destroy ();
963 } 773 }
964 774
965 else if (failure <= -40 && failure > -60) /* confusion */ 775 else if (failure <= -40 && failure > -60) /* confusion */
966 { 776 {
967 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!"); 777 new_draw_info (NDI_UNIQUE, 0, op, "Your diety touches your mind!");
1001 if (failure <= -20 && failure > -40) /* wonder */ 811 if (failure <= -20 && failure > -40) /* wonder */
1002 { 812 {
1003 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect."); 813 new_draw_info (NDI_UNIQUE, 0, op, "Your spell causes an unexpected effect.");
1004 tmp = get_archetype (SPELL_WONDER); 814 tmp = get_archetype (SPELL_WONDER);
1005 cast_cone (op, op, 0, tmp); 815 cast_cone (op, op, 0, tmp);
1006 tmp->destroy (0); 816 tmp->destroy ();
1007 } 817 }
1008 818
1009 else if (failure <= -40 && failure > -60) /* confusion */ 819 else if (failure <= -40 && failure > -60) /* confusion */
1010 { 820 {
1011 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!"); 821 new_draw_info (NDI_UNIQUE, 0, op, "Your magic recoils on you, making you confused!");
1030 else 840 else
1031 { 841 {
1032 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!"); 842 new_draw_info (NDI_UNIQUE, 0, op, "You lose control of the mana! The uncontrolled magic blasts you!");
1033 tmp = get_archetype (LOOSE_MANA); 843 tmp = get_archetype (LOOSE_MANA);
1034 tmp->level = skill->level; 844 tmp->level = skill->level;
1035 tmp->x = op->x;
1036 tmp->y = op->y;
1037 845
1038 /* increase the area of destruction a little for more powerful spells */ 846 /* increase the area of destruction a little for more powerful spells */
1039 tmp->range += isqrt (power); 847 tmp->range += isqrt (power);
1040 848
1041 if (power > 25) 849 if (power > 25)
1042 tmp->stats.dam = 25 + isqrt (power); 850 tmp->stats.dam = 25 + isqrt (power);
1043 else 851 else
1044 tmp->stats.dam = power; /* nasty recoils! */ 852 tmp->stats.dam = power; /* nasty recoils! */
1045 853
1046 tmp->stats.maxhp = tmp->count; 854 tmp->stats.maxhp = tmp->count;
1047 insert_ob_in_map (tmp, op->map, NULL, 0); 855
856 tmp->insert_at (op);
1048 } 857 }
1049 } 858 }
1050} 859}
1051 860
1052int 861int
1053cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 862cast_party_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1054{ 863{
1055 int success; 864 int success;
1056 player *pl;
1057 object *spell; 865 object *spell;
1058 866
1059 if (!spell_ob->other_arch) 867 if (!spell_ob->other_arch)
1060 { 868 {
1061 LOG (llevError, "cast_party_spell: empty other arch\n"); 869 LOG (llevError, "cast_party_spell: empty other arch\n");
1062 return 0; 870 return 0;
1063 } 871 }
872
1064 spell = arch_to_object (spell_ob->other_arch); 873 spell = arch_to_object (spell_ob->other_arch);
1065 874
1066 /* Always cast spell on caster */ 875 /* Always cast spell on caster */
1067 success = cast_spell (op, caster, dir, spell, stringarg); 876 success = cast_spell (op, caster, dir, spell, stringarg);
1068 877
1069 if (caster->contr->party == NULL) 878 if (caster->contr->party == NULL)
1070 { 879 {
1071 spell->remove (); 880 spell->remove ();
1072 return success; 881 return success;
1073 } 882 }
1074 for (pl = first_player; pl != NULL; pl = pl->next) 883
884 for_all_players (pl)
1075 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster))) 885 if ((pl->ob->contr->party == caster->contr->party) && (on_same_map (pl->ob, caster)))
1076 {
1077 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg); 886 cast_spell (pl->ob, caster, pl->ob->facing, spell, stringarg);
1078 } 887
1079 spell->remove (); 888 spell->remove ();
1080 return success; 889 return success;
1081} 890}
1082 891
1083/* This is where the main dispatch when someone casts a spell. 892/* This is where the main dispatch when someone casts a spell.
1105 * 914 *
1106 * if it is a player casting the spell (op->type == PLAYER, op == caster), 915 * if it is a player casting the spell (op->type == PLAYER, op == caster),
1107 * this function will decrease the mana/grace appropriately. For other 916 * this function will decrease the mana/grace appropriately. For other
1108 * objects, the caller should do what it considers appropriate. 917 * objects, the caller should do what it considers appropriate.
1109 */ 918 */
1110
1111int 919int
1112cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg) 920cast_spell (object *op, object *caster, int dir, object *spell_ob, char *stringarg)
1113{ 921{
1114 const char *godname; 922 const char *godname;
1115 int success = 0, mflags, cast_level = 0, old_shoottype; 923 int success = 0, cast_level = 0;
1116 object *skill = NULL; 924 object *skill = NULL;
1117
1118 old_shoottype = op->contr ? op->contr->shoottype : 0;
1119 925
1120 if (!spell_ob) 926 if (!spell_ob)
1121 { 927 {
1122 LOG (llevError, "cast_spell: null spell object passed\n"); 928 LOG (llevError, "cast_spell: null spell object passed\n");
1123 return 0; 929 return 0;
1151 * need to have the right skill pointer passed, so we need to 957 * need to have the right skill pointer passed, so we need to
1152 * at least process that code. 958 * at least process that code.
1153 */ 959 */
1154 if (op->type == PLAYER && op == caster) 960 if (op->type == PLAYER && op == caster)
1155 { 961 {
1156 cast_level = caster_level (caster, spell_ob);
1157 if (spell_ob->skill) 962 if (spell_ob->skill)
1158 { 963 {
1159 skill = find_skill_by_name (op, spell_ob->skill); 964 skill = find_skill_by_name (op, spell_ob->skill);
965
1160 if (!skill) 966 if (!skill)
1161 { 967 {
1162 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s.", &spell_ob->skill, &spell_ob->name); 968 op->failmsg (format ("You need the skill %s to cast %s! "
969 "H<You either need to learn the skill via a skill scroll "
970 "or you need to wear a talisman or holy symbol.>",
971 &spell_ob->skill, &spell_ob->name));
1163 return 0; 972 return 0;
1164 } 973 }
1165 if (min_casting_level (op, spell_ob) > cast_level && !QUERY_FLAG (op, FLAG_WIZ)) 974
975 const char *msg = "";
976
977 int caster_level = skill->level;
978
979 if (op->path_attuned & spell_ob->path_attuned)
1166 { 980 {
1167 new_draw_info (NDI_UNIQUE, 0, op, "You lack enough skill to cast that spell."); 981 caster_level += min (cast_level * 2, ATTUNE_REPELL);
982 msg = " (attuned)";
983 }
984
985 if (op->path_repelled & spell_ob->path_attuned)
986 {
987 caster_level = ATTUNE_REPELL; // negative is ok
988 msg = " (repelled)";
989 }
990
991 if (spell_ob->level > caster_level)
992 {
993 op->failmsg (format ("You lack enough skill to cast that spell! "
994 "H<Your effective cast level is %d%s, but level %d is required.>",
995 caster_level, msg, spell_ob->level));
996 if (!op->is_wiz ())
1168 return 0; 997 return 0;
1169 } 998 }
1170 } 999 }
1000
1171 /* If the caster is the wiz, they don't ever fail, and don't have 1001 /* If the caster is the wiz, they don't ever fail, and don't have
1172 * to have sufficient grace/mana. 1002 * to have sufficient grace/mana.
1173 */ 1003 */
1174 if (!QUERY_FLAG (op, FLAG_WIZ)) 1004 if (!QUERY_FLAG (op, FLAG_WIZ))
1175 { 1005 {
1176 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) && 1006 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) &&
1177 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp) 1007 SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA) > op->stats.sp)
1178 { 1008 {
1179 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 1009 op->failmsg ("You don't have enough mana!");
1180 return 0; 1010 return 0;
1181 } 1011 }
1012
1182 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) && 1013 if (SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) &&
1183 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace) 1014 SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) > op->stats.grace)
1184 { 1015 {
1185 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace - 1016 if (random_roll (0, op->stats.Wis - 1, op, PREFER_HIGH) + op->stats.grace -
1186 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0) 1017 10 * SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) / op->stats.maxgrace > 0)
1187 {
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s grants your prayer, though you are unworthy.", godname); 1018 op->statusmsg (format ("%s grants your prayer, though you are unworthy.", godname));
1189 }
1190 else 1019 else
1191 { 1020 {
1192 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace); 1021 prayer_failure (op, op->stats.grace, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE) - op->stats.grace);
1193 new_draw_info_format (NDI_UNIQUE, 0, op, "%s ignores your prayer.", godname); 1022 op->failmsg (format ("%s ignores your prayer.", godname));
1194 return 0; 1023 return 0;
1195 } 1024 }
1196 } 1025 }
1197 1026
1198 /* player/monster is trying to cast the spell. might fumble it */ 1027 /* player/monster is trying to cast the spell. might fumble it */
1199 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) < 1028 if (spell_ob->stats.grace && random_roll (0, 99, op, PREFER_HIGH) <
1200 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis])) 1029 (spell_ob->level / (float) MAX (1, op->level) * cleric_chance[op->stats.Wis]))
1201 { 1030 {
1202 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1031 op->contr->play_sound (sound_find ("fumble_spell"));
1203 new_draw_info (NDI_UNIQUE, 0, op, "You fumble the spell."); 1032 op->failmsg ("You fumble the prayer.");
1204 if (settings.casting_time == TRUE) 1033
1205 {
1206 op->casting_time = -1;
1207 }
1208 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW); 1034 op->stats.grace -= random_roll (1, SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE), op, PREFER_LOW);
1209 return 0; 1035 return 0;
1210 } 1036 }
1211 else if (spell_ob->stats.sp) 1037 else if (spell_ob->stats.sp)
1212 { 1038 {
1213 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35; 1039 int failure = random_roll (0, 199, op, PREFER_HIGH) - op->contr->encumbrance + op->level - spell_ob->level + 35;
1214 1040
1215 if (failure < 0) 1041 if (failure < 0)
1216 { 1042 {
1217 new_draw_info (NDI_UNIQUE, 0, op, "You bungle the spell because you have too much heavy equipment in use."); 1043 op->failmsg ("You bungle the spell because you have too much heavy equipment in use.");
1218 if (settings.spell_failure_effects == TRUE) 1044 if (settings.spell_failure_effects == TRUE)
1219 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill); 1045 spell_failure (op, failure, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), skill);
1220 op->contr->shoottype = (rangetype) old_shoottype; 1046
1221 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW); 1047 op->stats.sp -= random_roll (0, SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA), op, PREFER_LOW);
1222 return 0; 1048 return 0;
1223 } 1049 }
1224 } 1050 }
1225 } 1051 }
1226 } 1052 }
1227 1053
1228 mflags = get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL); 1054 int mflags = op->ms ().flags ();
1229 1055
1230 /* See if we can cast a spell here. If the caster and op are 1056 /* See if we can cast a spell here. If the caster and op are
1231 * not alive, then this would mean that the mapmaker put the 1057 * not alive, then this would mean that the mapmaker put the
1232 * objects on the space - presume that they know what they are 1058 * objects on the space - presume that they know what they are
1233 * doing. 1059 * doing.
1234 */ 1060 */
1235 1061
1236 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)! 1062 if ((mflags & P_SAFE) && !QUERY_FLAG (op, FLAG_WIZCAST)) // There is _ABSOLUTELY_ no magic allowed here (except wizards :-)!
1237 { 1063 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "This ground is sacred! The gods prevent any magical effects done by you here!."); 1064 op->failmsg ("This ground is sacred! The gods prevent any magical effects done by you here!");
1239 return 0; 1065 return 0;
1240 } 1066 }
1241 1067
1242 if ((spell_ob->type == SPELL) 1068 if ((spell_ob->type == SPELL)
1243 && (caster->type != POTION) 1069 && (caster->type != POTION)
1248 { 1074 {
1249 if (op->type != PLAYER) 1075 if (op->type != PLAYER)
1250 return 0; 1076 return 0;
1251 1077
1252 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace) 1078 if ((mflags & P_NO_CLERIC) && spell_ob->stats.grace)
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "This ground is unholy! %s ignores you.", godname); 1079 op->failmsg (format ("This ground is unholy! %s ignores you.", godname));
1254 else 1080 else if (object *item = op->contr->ranged_ob)
1255 switch (op->contr->shoottype)
1256 { 1081 {
1257 case range_magic: 1082 if (item->type == SPELL)
1258 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your spellcasting."); 1083 op->failmsg ("Something blocks your spellcasting.");
1259 break; 1084 else if (item->type == SCROLL)
1260 case range_misc: 1085 op->failmsg ("Something blocks the magic of your scroll.");
1261 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your item.");
1262 break;
1263 case range_golem:
1264 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of your scroll.");
1265 break;
1266 default:
1267 break;
1268 }
1269 return 0;
1270 }
1271
1272 if (caster == op && settings.casting_time == TRUE && spell_ob->type == SPELL)
1273 {
1274 if (op->casting_time == -1)
1275 { /* begin the casting */
1276 op->casting_time = (sint16) (spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob));
1277 op->spell = spell_ob;
1278 /* put the stringarg into the object struct so that when the
1279 * spell is actually cast, it knows about the stringarg.
1280 * necessary for the invoke command spells.
1281 */
1282 if (stringarg)
1283 {
1284 op->spellarg = strdup_local (stringarg);
1285 }
1286 else 1086 else
1287 op->spellarg = NULL; 1087 op->failmsg ("Something blocks the magic of your item.");
1288 return 0;
1289 }
1290 else if (op->casting_time != 0)
1291 {
1292 if (op->type == PLAYER)
1293 new_draw_info (NDI_UNIQUE, 0, op, "You are casting!");
1294 return 0;
1295 } 1088 }
1296 else 1089 else
1297 { /* casting_time == 0 */ 1090 op->failmsg ("Something blocks the spell!");
1298 op->casting_time = -1; 1091
1299 spell_ob = op->spell; 1092 return 0;
1300 stringarg = op->spellarg;
1301 }
1302 }
1303 else
1304 { 1093 }
1094
1305 /* Take into account how long it takes to cast the spell. 1095 /* Take into account how long it takes to cast the spell.
1306 * if the player is casting it, then we use the time in 1096 * if the player is casting it, then we use the time in
1307 * the spell object. If it is a spell object, have it 1097 * the spell object. If it is a spell object, have it
1308 * take two ticks. Things that cast spells on the players 1098 * take two ticks. Things that cast spells on the players
1309 * behalf (eg, altars, and whatever else) shouldn't cost 1099 * behalf (eg, altars, and whatever else) shouldn't cost
1310 * the player any time. 1100 * the player any time.
1311 * Ignore casting time for firewalls 1101 * Ignore casting time for firewalls
1102 */
1103 if (caster == op && caster->type != FIREWALL)
1104 {
1105 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1106 /* Other portions of the code may also decrement the speed of the player, so
1107 * put a lower limit so that the player isn't stuck here too long
1312 */ 1108 */
1313 if (caster == op && caster->type != FIREWALL)
1314 {
1315 op->speed_left -= spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1316 /* Other portions of the code may also decrement the speed of the player, so
1317 * put a lower limit so that the player isn't stuck here too long
1318 */
1319 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed)) 1109 if ((spell_ob->casting_time > 0) && op->speed_left < -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed))
1320 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed); 1110 op->speed_left = -spell_ob->casting_time * PATH_TIME_MULT (op, spell_ob) * FABS (op->speed);
1321 } 1111 }
1322 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL) 1112 else if (caster->type == WAND || caster->type == HORN || caster->type == ROD || caster->type == POTION || caster->type == SCROLL)
1323 {
1324 op->speed_left -= 2 * FABS (op->speed); 1113 op->speed_left -= 2 * FABS (op->speed);
1325 }
1326 }
1327 1114
1328 if (op->type == PLAYER && op == caster) 1115 if (op->type == PLAYER && op == caster)
1329 { 1116 {
1330 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE); 1117 op->stats.grace -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_GRACE);
1331 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA); 1118 op->stats.sp -= SP_level_spellpoint_cost (caster, spell_ob, SPELL_MANA);
1338 if (op != caster && !skill && caster->skill) 1125 if (op != caster && !skill && caster->skill)
1339 { 1126 {
1340 skill = find_skill_by_name (op, caster->skill); 1127 skill = find_skill_by_name (op, caster->skill);
1341 if (!skill) 1128 if (!skill)
1342 { 1129 {
1343 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use the %s", &caster->skill, query_name (caster)); 1130 op->failmsg (format ("You lack the skill %s to use the %s!", &caster->skill, query_name (caster)));
1344 return 0; 1131 return 0;
1345 } 1132 }
1133
1346 change_skill (op, skill, 0); /* needed for proper exp credit */ 1134 op->change_skill (skill); /* needed for proper exp credit */
1347 } 1135 }
1136
1137 if (INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1138 return RESULT_INT (0);
1348 1139
1349 switch (spell_ob->subtype) 1140 switch (spell_ob->subtype)
1350 { 1141 {
1351 /* The order of case statements is same as the order they show up 1142 /* The order of case statements is same as the order they show up
1352 * in in spells.h. 1143 * in in spells.h.
1353 */ 1144 */
1354 case SP_RAISE_DEAD: 1145 case SP_RAISE_DEAD:
1355 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg); 1146 success = cast_raise_dead_spell (op, caster, spell_ob, dir, stringarg);
1356 break; 1147 break;
1357 1148
1358 case SP_RUNE: 1149 case SP_RUNE:
1386 case SP_SMITE: 1177 case SP_SMITE:
1387 success = cast_smite_spell (op, caster, dir, spell_ob); 1178 success = cast_smite_spell (op, caster, dir, spell_ob);
1388 break; 1179 break;
1389 1180
1390 case SP_MAGIC_MISSILE: 1181 case SP_MAGIC_MISSILE:
1391 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1182 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1392 break; 1183 break;
1393 1184
1394 case SP_SUMMON_GOLEM: 1185 case SP_SUMMON_GOLEM:
1395 success = summon_golem (op, caster, dir, spell_ob); 1186 success = summon_golem (op, caster, dir, spell_ob);
1396 old_shoottype = range_golem;
1397 break; 1187 break;
1398 1188
1399 case SP_DIMENSION_DOOR: 1189 case SP_DIMENSION_DOOR:
1400 /* dimension door needs the actual caster, because that is what is 1190 /* dimension door needs the actual caster, because that is what is
1401 * moved. 1191 * moved.
1474#ifdef NO_POLYMORPH 1264#ifdef NO_POLYMORPH
1475 /* Not great, but at least provide feedback so if players do have 1265 /* Not great, but at least provide feedback so if players do have
1476 * polymorph (ie, find it as a preset item or left over from before 1266 * polymorph (ie, find it as a preset item or left over from before
1477 * it was disabled), they get some feedback. 1267 * it was disabled), they get some feedback.
1478 */ 1268 */
1479 new_draw_info (NDI_UNIQUE, 0, op, "The spell fizzles"); 1269 op->failmsg ("The spell fizzles!");
1480 success = 0; 1270 success = 0;
1481#else 1271#else
1482 success = cast_polymorph (op, caster, spell_ob, dir); 1272 success = cast_polymorph (op, caster, spell_ob, dir);
1483#endif 1273#endif
1484 break; 1274 break;
1504 break; 1294 break;
1505 1295
1506 case SP_MOVING_BALL: 1296 case SP_MOVING_BALL:
1507 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled) 1297 if (spell_ob->path_repelled && (spell_ob->path_repelled & caster->path_attuned) != spell_ob->path_repelled)
1508 { 1298 {
1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the proper attunement to cast %s", &spell_ob->name); 1299 op->failmsg (format ("You lack the proper attunement to cast %s!", &spell_ob->name));
1510 success = 0; 1300 success = 0;
1511 } 1301 }
1512 else 1302 else
1513 success = fire_arch_from_position (op, caster, op->x + freearr_x[dir], op->y + freearr_y[dir], dir, spell_ob); 1303 success = fire_arch_from_position (op, caster, op->x, op->y, dir, spell_ob);
1514 break; 1304 break;
1515 1305
1516 case SP_SWARM: 1306 case SP_SWARM:
1517 success = fire_swarm (op, caster, spell_ob, dir); 1307 success = fire_swarm (op, caster, spell_ob, dir);
1518 break; 1308 break;
1534 success = cast_consecrate (op, caster, spell_ob); 1324 success = cast_consecrate (op, caster, spell_ob);
1535 break; 1325 break;
1536 1326
1537 case SP_ANIMATE_WEAPON: 1327 case SP_ANIMATE_WEAPON:
1538 success = animate_weapon (op, caster, spell_ob, dir); 1328 success = animate_weapon (op, caster, spell_ob, dir);
1539 old_shoottype = range_golem;
1540 break; 1329 break;
1541 1330
1542 case SP_LIGHT: 1331 case SP_LIGHT:
1543 success = cast_light (op, caster, spell_ob, dir); 1332 success = cast_light (op, caster, spell_ob, dir);
1544 break; 1333 break;
1557 1346
1558 case SP_AURA: 1347 case SP_AURA:
1559 success = create_aura (op, caster, spell_ob); 1348 success = create_aura (op, caster, spell_ob);
1560 break; 1349 break;
1561 1350
1562 case SP_TOWN_PORTAL:
1563 success = cast_create_town_portal (op, caster, spell_ob, dir);
1564 break;
1565
1566 case SP_PARTY_SPELL: 1351 case SP_PARTY_SPELL:
1567 success = cast_party_spell (op, caster, dir, spell_ob, stringarg); 1352 success = cast_party_spell (op, caster, dir, spell_ob, stringarg);
1568 break; 1353 break;
1569 1354
1570 default: 1355 default:
1571 if (!INVOKE_OBJECT (CAST_SPELL, spell_ob, ARG_OBJECT (op), ARG_OBJECT (caster), ARG_INT (dir), ARG_STRING (stringarg)))
1572 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype); 1356 LOG (llevError, "cast_spell: Unhandled spell subtype %d\n", spell_ob->subtype);
1573 }
1574
1575 /* FIXME - we need some better sound suppport */
1576 // yes, for example, augment map info with the spell effect
1577 // so clients can calculate the sounds themselves
1578 //play_sound_map(op->map, op->x, op->y, SOUND_CAST_SPELL_0 + spell_ob->subtype);
1579
1580 /* free the spell arg */
1581 if (settings.casting_time == TRUE && stringarg)
1582 { 1357 }
1583 free (stringarg); 1358
1584 stringarg = NULL; 1359 op->play_sound (
1585 } 1360 success
1586 /* perhaps a bit of a hack, but if using a wand, it has to change the skill 1361 ? spell_ob->sound
1587 * to something like use_magic_item, but you really want to be able to fire 1362 ? spell_ob->sound
1588 * it again. 1363 : sound_find ("spell_success")
1589 */ 1364 : sound_find ("fumble_spell")
1590 if (op->contr) 1365 );
1591 op->contr->shoottype = (rangetype) old_shoottype;
1592 1366
1593 return success; 1367 return success;
1594} 1368}
1595 1369
1596
1597/* This is called from time.c/process_object(). That function 1370/* This is called from time.c/process_object(). That function
1598 * calls this for any SPELL_EFFECT type objects. This function 1371 * calls this for any SPELL_EFFECT type objects. This function
1599 * then dispatches them to the appropriate specific routines. 1372 * then dispatches them to the appropriate specific routines.
1600 */ 1373 */
1601void 1374void
1602move_spell_effect (object *op) 1375move_spell_effect (object *op)
1603{ 1376{
1661 check_bullet (op); 1434 check_bullet (op);
1662 return; 1435 return;
1663 } 1436 }
1664} 1437}
1665 1438
1666/* This is called by move_apply. Basically, if someone 1439/* This is called by move_apply. Basically, if someone
1667 * moves onto a spell effect and the walk_on or fly_on flags 1440 * moves onto a spell effect and the walk_on or fly_on flags
1668 * are set, this is called. This should only be called for 1441 * are set, this is called. This should only be called for
1669 * objects of the appropraite type. 1442 * objects of the appropriate type.
1670 */ 1443 */
1671void 1444void
1672apply_spell_effect (object *spell, object *victim) 1445apply_spell_effect (object *spell, object *victim)
1673{ 1446{
1674 switch (spell->subtype) 1447 switch (spell->subtype)
1680 1453
1681 case SP_MAGIC_MISSILE: 1454 case SP_MAGIC_MISSILE:
1682 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1455 if (QUERY_FLAG (victim, FLAG_ALIVE))
1683 { 1456 {
1684 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1457 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1685
1686 if (!spell->destroyed ())
1687 {
1688 spell->remove ();
1689 spell->destroy (0); 1458 spell->destroy ();
1690 }
1691 } 1459 }
1692 break; 1460 break;
1693 1461
1694 case SP_MOVING_BALL: 1462 case SP_MOVING_BALL:
1695 if (QUERY_FLAG (victim, FLAG_ALIVE)) 1463 if (QUERY_FLAG (victim, FLAG_ALIVE))
1696 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1); 1464 hit_player (victim, spell->stats.dam, spell, spell->attacktype, 1);
1697 else if (victim->material || victim->materialname) 1465 else if (victim->materialname)
1698 save_throw_object (victim, spell->attacktype, spell); 1466 save_throw_object (victim, spell->attacktype, spell);
1467
1699 break; 1468 break;
1700 } 1469 }
1701} 1470}
1471

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