… | |
… | |
343 | * BULLET/BALL CODE |
343 | * BULLET/BALL CODE |
344 | * |
344 | * |
345 | ***************************************************************************/ |
345 | ***************************************************************************/ |
346 | |
346 | |
347 | /* expands an explosion. op is a piece of the |
347 | /* expands an explosion. op is a piece of the |
348 | * explosion - this expans it in the different directions. |
348 | * explosion - this expands it in the different directions. |
349 | * At least that is what I think this does. |
349 | * At least that is what I think this does. |
350 | */ |
350 | */ |
351 | void |
351 | void |
352 | explosion (object *op) |
352 | explosion (object *op) |
353 | { |
353 | { |
… | |
… | |
1173 | /* ok, tell it where to be, and insert! */ |
1173 | /* ok, tell it where to be, and insert! */ |
1174 | effect->insert_at (target, op); |
1174 | effect->insert_at (target, op); |
1175 | |
1175 | |
1176 | return 1; |
1176 | return 1; |
1177 | } |
1177 | } |
1178 | |
|
|
1179 | |
1178 | |
1180 | /**************************************************************************** |
1179 | /**************************************************************************** |
1181 | * |
1180 | * |
1182 | * MAGIC MISSILE code. |
1181 | * MAGIC MISSILE code. |
1183 | * note that the fire_bullet is used to fire the missile. The |
1182 | * note that the fire_bullet is used to fire the missile. The |
… | |
… | |
1374 | { |
1373 | { |
1375 | new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1374 | new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1376 | return 0; |
1375 | return 0; |
1377 | } |
1376 | } |
1378 | |
1377 | |
|
|
1378 | tmp = tmp->head_ (); |
|
|
1379 | |
1379 | /* If we've already got a force of this type, don't add a new one. */ |
1380 | /* If we've already got a force of this type, don't add a new one. */ |
1380 | for (force = tmp->inv; force != NULL; force = force->below) |
1381 | for (force = tmp->inv; force; force = force->below) |
1381 | { |
1382 | { |
1382 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1383 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1383 | { |
1384 | { |
1384 | if (force->name == spell_ob->name) |
1385 | if (force->name == spell_ob->name) |
1385 | { |
1386 | { |
… | |
… | |
1391 | return 0; |
1392 | return 0; |
1392 | } |
1393 | } |
1393 | } |
1394 | } |
1394 | } |
1395 | } |
1395 | |
1396 | |
1396 | if (force == NULL) |
1397 | if (!force) |
1397 | { |
1398 | { |
1398 | force = get_archetype (FORCE_NAME); |
1399 | force = get_archetype (FORCE_NAME); |
1399 | force->subtype = FORCE_CHANGE_ABILITY; |
1400 | force->subtype = FORCE_CHANGE_ABILITY; |
|
|
1401 | |
1400 | if (spell_ob->race) |
1402 | if (spell_ob->race) |
1401 | force->name = spell_ob->race; |
1403 | force->name = spell_ob->race; |
1402 | else |
1404 | else |
1403 | force->name = spell_ob->name; |
1405 | force->name = spell_ob->name; |
1404 | |
1406 | |
… | |
… | |
1414 | { |
1416 | { |
1415 | force->duration = duration; |
1417 | force->duration = duration; |
1416 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1418 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1417 | } |
1419 | } |
1418 | else |
1420 | else |
1419 | { |
|
|
1420 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1421 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1421 | } |
1422 | |
1422 | return 1; |
1423 | return 1; |
1423 | } |
1424 | } |
|
|
1425 | |
1424 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1426 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1425 | force->speed = 1.f; |
1427 | force->speed = 1.f; |
1426 | force->speed_left = -1.f; |
1428 | force->speed_left = -1.f; |
1427 | SET_FLAG (force, FLAG_APPLIED); |
1429 | SET_FLAG (force, FLAG_APPLIED); |
1428 | |
1430 | |