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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.43 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
483 482
484 /* Prevent recursion */ 483 /* Prevent recursion */
485 op->move_on = 0; 484 op->move_on = 0;
486 485
487 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
488 /* remove the firebullet */ 489 /* remove the firebullet */
489 op->destroy (); 490 op->destroy ();
490} 491}
491 492
492/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
617 int mflags; 618 int mflags;
618 619
619 if (!spob->other_arch) 620 if (!spob->other_arch)
620 return 0; 621 return 0;
621 622
622 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 624 if (!tmp)
624 return 0; 625 return 0;
625 626
626 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 630 if (spob->slaying)
630 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
631 632
641 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
642 643
643 tmp->set_owner (op); 644 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
645 646
646 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 649 tmp->map = op->map;
649 650
650 maptile *newmap; 651 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
935 * op is the original bomb object. 936 * op is the original bomb object.
936 */ 937 */
937void 938void
938animate_bomb (object *op) 939animate_bomb (object *op)
939{ 940{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 942 return;
945 943
946 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
947 945
948 if (op->env) 946 if (op->env)
949 { 947 {
950 if (env->map == NULL) 948 if (env->map == NULL)
951 return; 949 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 950
956 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
957 return; 952 return;
958 } 953 }
959 954
970 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 966 * so just set up the appropriate values.
972 */ 967 */
973 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
974 { 969 {
975 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
976 { 971 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 973 continue;
979 974
980 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
981 tmp->direction = i; 976 tmp->direction = i;
982 tmp->range = op->range; 977 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 979 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
999} 994}
1000 995
1001int 996int
1002create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 998{
1004
1005 object *tmp; 999 object *tmp;
1006 int mflags; 1000 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1002 maptile *m;
1009 1003
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1006 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1008 return 0;
1015 } 1009 }
1010
1016 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1017 1012
1018 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1085 * op = player 1080 * op = player
1086 * caster = object casting the spell. 1081 * caster = object casting the spell.
1087 * dir = direction being cast 1082 * dir = direction being cast
1088 * spell = spell object 1083 * spell = spell object
1089 */ 1084 */
1090
1091int 1085int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1087{
1094 object *effect, *target; 1088 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1172 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1173 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1174 1168
1175 return 1; 1169 return 1;
1176} 1170}
1177
1178 1171
1179/**************************************************************************** 1172/****************************************************************************
1180 * 1173 *
1181 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1373 { 1366 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0; 1368 return 0;
1376 } 1369 }
1377 1370
1371 tmp = tmp->head_ ();
1372
1378 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1380 { 1375 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1377 {
1383 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1384 { 1379 {
1390 return 0; 1385 return 0;
1391 } 1386 }
1392 } 1387 }
1393 } 1388 }
1394 1389
1395 if (force == NULL) 1390 if (!force)
1396 { 1391 {
1397 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1399 if (spell_ob->race) 1395 if (spell_ob->race)
1400 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1401 else 1397 else
1402 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1403 1399
1413 { 1409 {
1414 force->duration = duration; 1410 force->duration = duration;
1415 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1416 } 1412 }
1417 else 1413 else
1418 {
1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1420 } 1415
1421 return 1; 1416 return 1;
1422 } 1417 }
1418
1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1424 force->speed = 1.f; 1420 force->speed = 1.f;
1425 force->speed_left = -1.f; 1421 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1427 1423
1600 } 1596 }
1601 1597
1602 /* charm */ 1598 /* charm */
1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1604 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1607 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1729 1727
1730 op->direction = i; 1728 op->direction = i;
1731 } 1729 }
1732} 1730}
1733 1731
1734
1735/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1741 */ 1738 */
1742
1743void 1739void
1744move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1745{ 1741{
1746#if 0 1742#if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1746 int adjustdir;
1751 maptile *m; 1747 maptile *m;
1752#endif 1748#endif
1753 int basedir;
1754 object *owner; 1749 object *owner = op->env;
1755 1750
1756 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1757 if (op->duration == 0 || owner == NULL)
1758 { 1752 {
1759 op->destroy (); 1753 op->destroy ();
1760 return; 1754 return;
1761 } 1755 }
1762 1756
1763 op->duration--; 1757 op->duration--;
1764 1758
1765 basedir = op->direction; 1759 int basedir = op->direction;
1766 if (basedir == 0) 1760 if (!basedir)
1767 {
1768 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1770 }
1771 1763
1772#if 0 1764#if 0
1773 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1835 { 1827 {
1836 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 } 1833 }
1842} 1834}
1843
1844
1845
1846 1835
1847/* fire_swarm: 1836/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1839 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1845 * n: the number to be fired.
1857 */ 1846 */
1858
1859int 1847int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1849{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1850 if (!spell->other_arch)
1866 return 0; 1851 return 0;
1867 1852
1868 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1870 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1876 1858
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1879 return 1; 1861 return 1;
1880 1862
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1866
1885 tmp->direction = dir; 1867 tmp->direction = dir;
1886 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1871
1888 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1889 return 1; 1874 return 1;
1890} 1875}
1891
1892 1876
1893/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1894 * function. 1878 * function.
1895 */ 1879 */
1896int 1880int
1958 1942
1959 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1960 return 1; 1944 return 1;
1961} 1945}
1962 1946
1963
1964
1965
1966/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1948 * player and infects someone.
1968 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1969 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1970 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1971 */ 1952 */
1972
1973int 1953int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1955{
1976 sint16 x, y; 1956 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1984 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1985 * direction the player is pointing. 1965 * direction the player is pointing.
1986 */ 1966 */
1987 if (!dir) 1967 if (!dir)
1988 dir = op->facing; 1968 dir = op->facing;
1969
1989 if (!dir) 1970 if (!dir)
1990 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
1991 1972
1992 /* Calculate these once here */ 1973 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2027 /* do level adjustments */ 2008 /* do level adjustments */
2028 if (disease->stats.wc) 2009 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2030 2011
2031 if (disease->magic > 0) 2012 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2033 2014
2034 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2036 2017
2037 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)

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