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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.33 by root, Sat May 12 22:04:20 2007 UTC vs.
Revision 1.54 by root, Wed Apr 30 10:31:04 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394 391
395
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
400void 396void
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy ();
419 return; 416 return;
420 } 417 }
487 484
488 /* Prevent recursion */ 485 /* Prevent recursion */
489 op->move_on = 0; 486 op->move_on = 0;
490 487
491 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
492 /* remove the firebullet */ 491 /* remove the firebullet */
493 op->destroy (); 492 op->destroy ();
494} 493}
495 494
496/* checks to see what op should do, given the space it is on 495/* checks to see what op should do, given the space it is on
612 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 612 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
615 * pointers. 614 * pointers.
616 */ 615 */
617
618int 616int
619fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 618{
621 object *tmp = NULL; 619 object *tmp = NULL;
622 int mflags; 620 int mflags;
820 818
821 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 821 * insert it into is blocked.
824 */ 822 */
825 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
826 824
827 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
828 { 826 {
829 sint16 x, y, d; 827 sint16 x, y, d;
830 828
909 else 907 else
910 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
911 } 909 }
912 910
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 913
916 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 916
919 m->insert (tmp, sx, sy, op); 917 m->insert (tmp, sx, sy, op);
920 918
921 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 920 * a single space too many times.
934 * 932 *
935 * BOMB related code 933 * BOMB related code
936 * 934 *
937 ****************************************************************************/ 935 ****************************************************************************/
938 936
939
940/* This handles an exploding bomb. 937/* This handles an exploding bomb.
941 * op is the original bomb object. 938 * op is the original bomb object.
942 */ 939 */
943void 940void
944animate_bomb (object *op) 941animate_bomb (object *op)
945{ 942{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 944 return;
951 945
952 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
953 947
954 if (op->env) 948 if (op->env)
955 { 949 {
956 if (env->map == NULL) 950 if (env->map == NULL)
957 return; 951 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 952
962 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
963 return; 954 return;
964 } 955 }
965 956
976 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 968 * so just set up the appropriate values.
978 */ 969 */
979 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
980 { 971 {
981 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
982 { 973 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 975 continue;
985 976
986 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
987 tmp->direction = i; 978 tmp->direction = i;
988 tmp->range = op->range; 979 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 981 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1005} 996}
1006 997
1007int 998int
1008create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1000{
1010
1011 object *tmp; 1001 object *tmp;
1012 int mflags; 1002 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1004 maptile *m;
1015 1005
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1008 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1010 return 0;
1021 } 1011 }
1012
1022 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1023 1014
1024 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1038 * dir is the direction to look in.
1048 * range is how far out to look. 1039 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1040 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1041 * this info is used for blocked magic/unholy spaces.
1051 */ 1042 */
1052
1053object * 1043object *
1054get_pointed_target (object *op, int dir, int range, int type) 1044get_pointed_target (object *op, int dir, int range, int type)
1055{ 1045{
1056 object *target; 1046 object *target;
1057 sint16 x, y; 1047 sint16 x, y;
1076 return NULL; 1066 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1067 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1068 return NULL;
1079 1069
1080 if (mflags & P_IS_ALIVE) 1070 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1071 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1072 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1073 return target;
1087 }
1088 }
1089 }
1090 } 1074 }
1075
1091 return NULL; 1076 return NULL;
1092} 1077}
1093
1094 1078
1095/* cast_smite_arch() - the priest points to a creature and causes 1079/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1080 * a 'godly curse' to decend.
1097 * usual params - 1081 * usual params -
1098 * op = player 1082 * op = player
1099 * caster = object casting the spell. 1083 * caster = object casting the spell.
1100 * dir = direction being cast 1084 * dir = direction being cast
1101 * spell = spell object 1085 * spell = spell object
1102 */ 1086 */
1103
1104int 1087int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1089{
1107 object *effect, *target; 1090 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1187 1170
1188 return 1; 1171 return 1;
1189} 1172}
1190 1173
1191
1192/**************************************************************************** 1174/****************************************************************************
1193 * 1175 *
1194 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1178 * code here is just to move the missile.
1266 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1270 */ 1252 */
1271
1272int 1253int
1273make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1274{ 1255{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1258 return 0;
1280 1259
1281 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1262 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1267
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1294 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1296 1272
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1273 return 1;
1303} 1274}
1304
1305
1306
1307 1275
1308int 1276int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1278{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1279 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1300 else if (caster->skill)
1333 op->skill = caster->skill; 1301 op->skill = caster->skill;
1334 else 1302 else
1335 op->skill = NULL; 1303 op->skill = NULL;
1336 1304
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1305 op->change_skill (find_skill_by_name (op, op->skill));
1338 1306
1339 for (i = -range; i < range; i++) 1307 for (i = -range; i < range; i++)
1340 { 1308 {
1341 for (j = -range; j < range; j++) 1309 for (j = -range; j < range; j++)
1342 { 1310 {
1400 { 1368 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1370 return 0;
1403 } 1371 }
1404 1372
1373 tmp = tmp->head_ ();
1374
1405 /* If we've already got a force of this type, don't add a new one. */ 1375 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1407 { 1377 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1379 {
1410 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1411 { 1381 {
1417 return 0; 1387 return 0;
1418 } 1388 }
1419 } 1389 }
1420 } 1390 }
1421 1391
1422 if (force == NULL) 1392 if (!force)
1423 { 1393 {
1424 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1426 if (spell_ob->race) 1397 if (spell_ob->race)
1427 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1428 else 1399 else
1429 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1430 1401
1440 { 1411 {
1441 force->duration = duration; 1412 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1414 }
1444 else 1415 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1417
1448 return 1; 1418 return 1;
1449 } 1419 }
1420
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.f; 1422 force->speed = 1.f;
1452 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1454 1425
1577 at -= level / 5; 1548 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1549 if (did_make_save (head, head->level, at))
1579 continue; 1550 continue;
1580 } 1551 }
1581 else /* spell->attacktype */ 1552 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1553 {
1554 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558
1559 The chance will then be in the range [20-70] percent, not too bad.
1560
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster...
1563
1564 Ryo, august 14th
1565 */
1595 if (head->level > level) 1566 if (head->level > level)
1596 continue; 1567 continue;
1568
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1570 /* Failed, no effect */
1599 continue; 1571 continue;
1600 } 1572 }
1601 1573
1626 } 1598 }
1627 1599
1628 /* charm */ 1600 /* charm */
1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1630 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1635 head->set_owner (op); 1609 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1984 1958
1985 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1986 return 1; 1960 return 1;
1987} 1961}
1988 1962
1989
1990
1991
1992/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1964 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1965 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1966 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1997 */ 1968 */
1998
1999int 1969int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1971{
2002 sint16 x, y; 1972 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1981 * direction the player is pointing.
2012 */ 1982 */
2013 if (!dir) 1983 if (!dir)
2014 dir = op->facing; 1984 dir = op->facing;
1985
2015 if (!dir) 1986 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
2017 1988
2018 /* Calculate these once here */ 1989 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2053 /* do level adjustments */ 2024 /* do level adjustments */
2054 if (disease->stats.wc) 2025 if (disease->stats.wc)
2055 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2056 2027
2057 if (disease->magic > 0) 2028 if (disease->magic > 0)
2058 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2059 2030
2060 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2062 2033
2063 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)
2101 if (infect_object (walk, disease, 1)) 2072 if (infect_object (walk, disease, 1))
2102 { 2073 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2074 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2075
2105 disease->destroy (); /* don't need this one anymore */ 2076 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2077 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2078 return 1;
2108 } 2079 }
2109 2080
2110 disease->destroy (); 2081 disease->destroy ();
2111 } 2082 }

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