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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41void 41void
42check_spell_knockback (object *op) 42check_spell_knockback (object *op)
43{ 43{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 44 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 46
48 if (!op->weight) 47 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
54 { 53 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 } 56 }
58 57
59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 59 {
61 int num_sections = 1; 60 int num_sections = 1;
62 61
63 /* don't move DM */ 62 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
71 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue; 72 continue;
74 73
75 /* count the object's sections */ 74 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 76 num_sections++;
78 77
79 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
149 new_bolt->duration++; 148 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 152 tmp->stats.dam++;
153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
156} 156}
157 157
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
160 */ 160 */
161
162void 161void
163move_bolt (object *op) 162move_bolt (object *op)
164{ 163{
165 int mflags; 164 int mflags;
166 sint16 x, y; 165 sint16 x, y;
167 maptile *m; 166 maptile *m;
168 167
169 if (--op->duration < 0) 168 if (--op->duration < 0)
170 { 169 {
171 op->destroy (); 170 op->drop_and_destroy ();
172 return; 171 return;
173 } 172 }
174 173
175 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
176 175
249 tmp->duration++; 248 tmp->duration++;
250 249
251 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 251 * going off in other directions.
253 */ 252 */
254 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 255
259 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
261 */ 258 */
262 op->range = 0; 259 op->range = 0;
286 return 0; 283 return 0;
287 284
288 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
290 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
291 if (spob->slaying) 289 if (spob->slaying)
292 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
297 296
308 307
309 maptile *newmap; 308 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
312 { 311 {
313 tmp->destroy (); 312 tmp->drop_and_destroy ();
314 return 0; 313 return 0;
315 } 314 }
316 315
317 tmp->map = newmap; 316 tmp->map = newmap;
318 317
319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 { 319 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 { 321 {
323 tmp->destroy (); 322 tmp->drop_and_destroy ();
324 return 0; 323 return 0;
325 } 324 }
326 325
327 tmp->x = op->x; 326 tmp->x = op->x;
328 tmp->y = op->y; 327 tmp->y = op->y;
394void 393void
395explode_bullet (object *op) 394explode_bullet (object *op)
396{ 395{
397 object *tmp, *owner; 396 object *tmp, *owner;
398 397
399 if (op->other_arch == NULL) 398 if (!op->other_arch)
400 { 399 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 401 op->destroy ();
403 return; 402 return;
404 } 403 }
433 } 432 }
434 433
435 if (op->attacktype) 434 if (op->attacktype)
436 { 435 {
437 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
438 if (op->destroyed ()) 438 if (op->destroyed ())
439 return; 439 return;
440 } 440 }
441 441
442 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
445 tmp->set_owner (op); 445 tmp->set_owner (op);
446 tmp->skill = op->skill; 446 tmp->skill = op->skill;
447 447
448 owner = op->owner; 448 owner = op->owner;
449 449
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
451 { 454 {
452 op->destroy (); 455 op->destroy ();
453 return; 456 return;
454 } 457 }
455 458
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 709
705void 710void
706move_cone (object *op) 711move_cone (object *op)
707{ 712{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 714 if (!op->map)
712 { 715 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 717 op->set_speed (0);
734 } 737 }
735#endif 738#endif
736 739
737 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
738 741
742 if (!op->is_on_map ())
743 return;
744
739 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
741 * degree. 747 * degree.
742 */ 748 */
743 if (op->weight) 749 if (op->weight)
750 {
744 check_spell_knockback (op); 751 check_spell_knockback (op);
745 752
746 if (op->destroyed ()) 753 if (!op->is_on_map ())
747 return; 754 return;
755 }
748 756
749 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
750 { 758 {
751 op->destroy (); 759 op->destroy ();
752 return; 760 return;
753 } 761 }
754 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
759 { 767 {
760 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
761 return; 769 return;
762 } 770 }
763 771
764 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
765 { 773 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 775
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 777 {
861 869
862 success = 1; 870 success = 1;
863 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 872 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
868 876
869 /* holy word stuff */ 877 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
1000 int mflags; 1008 int mflags;
1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1002 maptile *m; 1010 maptile *m;
1003 1011
1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 { 1021 {
1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1008 return 0; 1023 return 0;
1024 }
1009 } 1025 }
1010 1026
1011 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1012 1028
1013 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1113 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1114 else 1130 else
1115 return 0; 1131 return 0;
1116 1132
1117 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1137 {
1122 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1178 1194
1179/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1180void 1196void
1181move_missile (object *op) 1197move_missile (object *op)
1182{ 1198{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1189 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1190 op->destroy (); 1210 op->destroy ();
1191 return; 1211 return;
1192 } 1212 }
1193 1213
1194 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1215
1206 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1217 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1215 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1216 */ 1221 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1222 op->destroy ();
1228 return; 1223 return;
1229 } 1224 }
1230 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1231 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1232 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1233 { 1234 {
1234 op->direction = i; 1235 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1236 } 1237 }
1237 1238
1238 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1239} 1240}
1240 1241
1241/**************************************************************************** 1242/****************************************************************************
1242 * Destruction 1243 * Destruction
1243 ****************************************************************************/ 1244 ****************************************************************************/
1257 1258
1258 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1259 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1260 tmp->stats.food = time; 1261 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius;
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1267 1265
1268 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1270 1268
1272} 1270}
1273 1271
1274int 1272int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1274{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1287 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 1280
1289 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1290 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */ 1283 */
1295 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1296 if (caster == op) 1286 if (caster == op)
1297 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1298 else if (caster->skill) 1288 else if (caster->skill)
1299 op->skill = caster->skill; 1289 op->skill = caster->skill;
1300 else 1290 else
1301 op->skill = NULL; 1291 op->skill = 0;
1302 1292
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1304 1294
1305 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1306 { 1296 {
1307 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1298
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1318 { 1302 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1304
1323 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1324 { 1307 {
1325 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1326 tmp = tmp->head;
1327
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1330 { 1309 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1334 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1336 } 1314 }
1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1338 { 1316 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1341 }
1342 } 1319 }
1343 } 1320 }
1344 } 1321 }
1345 }
1346 } 1322 }
1347 1323
1348 op->skill = skill; 1324 op->skill = skill;
1349 return 1; 1325 return 1;
1350} 1326}
1457 */ 1433 */
1458int 1434int
1459mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1460{ 1436{
1461 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1439 const char *race;
1466 1440
1467 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1468 * doing it over and over again. 1442 * doing it over and over again.
1469 */ 1443 */
1470 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1447
1474 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1475 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1476 * won't ever match anything. 1450 * won't ever match anything.
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1483 race = god->race; 1457 race = god->race;
1484 else 1458 else
1485 race = spell->race; 1459 race = spell->race;
1486 1460
1487 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1488 for (y = op->y - range; y <= op->y + range; y++)
1489 { 1462 {
1490 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1464
1498 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1499 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1500 continue; 1467 continue;
1501 1468
1502 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1503 if (caster && caster->contr 1471 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1473 continue;
1506 1474
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1509 break; 1477 break;
1510 1478
1511 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1513 continue; 1481 continue;
1514 1482
1515 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1484 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1485
1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1522 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1523 continue; 1488 continue;
1524 1489
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1491 continue;
1527 1492
1528 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1494 best_at = -1;
1530 if (spell->attacktype) 1495 if (spell->attacktype)
1531 { 1496 {
1532 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1500 best_at = at;
1536 1501
1537 if (best_at == -1) 1502 if (best_at == -1)
1538 at = 0; 1503 at = 0;
1539 else 1504 else
1540 { 1505 {
1541 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1542 continue; 1507 continue;
1543 else 1508 else
1544 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1545 } 1510 }
1511
1546 at -= level / 5; 1512 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1548 continue; 1514 continue;
1549 } 1515 }
1550 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1551 { 1517 {
1552 /* 1518 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556 1522
1557 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1558 1524
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster... 1526 charm a level 125 monster...
1561 1527
1562 Ryo, august 14th 1528 Ryo, august 14th
1563 */ 1529 */
1564 if (head->level > level) 1530 if (head->level > level)
1565 continue; 1531 continue;
1566 1532
1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1568 /* Failed, no effect */ 1534 /* Failed, no effect */
1569 continue; 1535 continue;
1570 } 1536 }
1571 1537
1572 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1573 1540
1574 /* aggravation */ 1541 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1543 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1545 remove_friendly_object (head);
1579 done_one = 1; 1546 done_one = 1;
1580 head->enemy = op; 1547 head->enemy = op;
1581 } 1548 }
1582 1549
1583 /* calm monsters */ 1550 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1552 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1554 head->enemy = NULL;
1588 done_one = 1; 1555 done_one = 1;
1589 } 1556 }
1590 1557
1591 /* berserk monsters */ 1558 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1560 {
1594 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1562 done_one = 1;
1596 } 1563 }
1597 1564
1598 /* charm */ 1565 /* charm */
1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1600 { 1567 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1569
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1574 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1576 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1611 done_one = 1; 1578 done_one = 1;
1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1613 head->stats.exp = 0; 1580 head->stats.exp = 0;
1614 } 1581 }
1615 1582
1616 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1586 }
1620 1587
1621 return 1; 1588 return 1;
1622} 1589}
1623
1624 1590
1625/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1626 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1594 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1630 */ 1596 */
1631
1632void 1597void
1633move_ball_spell (object *op) 1598move_ball_spell (object *op)
1634{ 1599{
1635 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1656 { 1621 {
1657 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1659 */ 1624 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1663 1627
1664 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1667 { 1631 {
1668 dir = tmpdir; 1632 dir = tmpdir;
1669 break; 1633 break;
1670 } 1634 }
1671 } 1635 }
1636
1672 if (dir == 0) 1637 if (dir == 0)
1673 { 1638 {
1674 nx = op->x; 1639 nx = op->x;
1675 ny = op->y; 1640 ny = op->y;
1676 m = op->map; 1641 m = op->map;
1702 1667
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1669 {
1705 if (j) 1670 if (j)
1706 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1707 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1674 }
1710 1675
1711 /* insert the other arch */ 1676 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1746 int adjustdir; 1711 int adjustdir;
1747 maptile *m; 1712 maptile *m;
1748#endif 1713#endif
1749 object *owner = op->env; 1714 object *owner = op->env;
1750 1715
1716 if (!owner) // MUST not happen, remove when true TODO
1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1719 op->destroy ();
1720 return;
1721 }
1722
1751 if (!op->duration || !owner->is_on_map ()) 1723 if (!op->duration || !owner->is_on_map ())
1752 { 1724 {
1753 op->destroy (); 1725 op->drop_and_destroy ();
1754 return; 1726 return;
1755 } 1727 }
1756 1728
1757 op->duration--; 1729 op->duration--;
1758 1730
1759 int basedir = op->direction; 1731 int basedir = op->direction;
1760 if (!basedir) 1732 if (!basedir)
1733 {
1761 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1737 }
1763 1738
1764#if 0 1739#if 0
1765 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1849{ 1824{
1850 if (!spell->other_arch) 1825 if (!spell->other_arch)
1851 return 0; 1826 return 0;
1852 1827
1853 object *tmp = archetype::get (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1829
1854 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1856 tmp->spell = spell->other_arch->instance (); 1832 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1858 1834
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1862 1838
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1845 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1846 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1848
1872 op->insert (tmp); 1849 op->insert (tmp);
1873 1850
1885 int dam, mflags; 1862 int dam, mflags;
1886 maptile *m; 1863 maptile *m;
1887 1864
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1866
1890 if (!dir) 1867 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1868 {
1895
1896 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1898 m = op->map; 1871 m = op->map;
1899 1872
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1874
1902 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1903 { 1876 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1878 return 0;
1906 } 1879 }
1907 1880
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1882 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1885 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1887 if (target->head)
1915 target = target->head; 1888 target = target->head;
1889
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1918 } 1893 }
1919 }
1920 1894
1921 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 { 1897 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1925 return 0; 1899 return 0;
1900 }
1926 } 1901 }
1927 1902
1928 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp) 1905 if (!tmp)
1931 { 1906 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1908 return 0;
1934 } 1909 }
1910
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1936 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1937 {
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1939 if (tmp->glow_radius > MAX_LIGHT_RADII)
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1915
1916 if (dir)
1943 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1944 return 1; 1921 return 1;
1945} 1922}
1946 1923
1947/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1925 * player and infects someone.
2001 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2002 1979
2003 disease->set_owner (op); 1980 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2007 1984
2008 /* do level adjustments */ 1985 /* do level adjustments */
2009 if (disease->stats.wc) 1986 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2011 1988

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