… | |
… | |
442 | object *op; |
442 | object *op; |
443 | |
443 | |
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
444 | if (OUT_OF_REAL_MAP (m, x, y)) |
445 | return 0; |
445 | return 0; |
446 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
446 | for (op = get_map_ob (m, x, y); op != NULL; op = op->above) |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) && (!QUERY_FLAG (op, FLAG_ALIVE) || |
447 | if (QUERY_FLAG (op, FLAG_REFL_SPELL) |
448 | sp_op->type == LIGHTNING || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
448 | && (!QUERY_FLAG (op, FLAG_ALIVE) |
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449 | || sp_op->type == LIGHTNING // XXX: elmex: why is LIGHTNING special cased here? |
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450 | // most spells use subtypes for bolts today... |
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451 | || (rndm (0, 99)) < 90 - (sp_op->level / 10))) |
449 | return 1; |
452 | return 1; |
450 | |
453 | |
451 | return 0; |
454 | return 0; |
452 | } |
455 | } |
453 | |
456 | |