… | |
… | |
1085 | * op = player |
1085 | * op = player |
1086 | * caster = object casting the spell. |
1086 | * caster = object casting the spell. |
1087 | * dir = direction being cast |
1087 | * dir = direction being cast |
1088 | * spell = spell object |
1088 | * spell = spell object |
1089 | */ |
1089 | */ |
1090 | |
|
|
1091 | int |
1090 | int |
1092 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1091 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1093 | { |
1092 | { |
1094 | object *effect, *target; |
1093 | object *effect, *target; |
1095 | object *god = find_god (determine_god (op)); |
1094 | object *god = find_god (determine_god (op)); |
… | |
… | |
1253 | * we do this by creating a force and inserting it in the |
1252 | * we do this by creating a force and inserting it in the |
1254 | * object. if time is 0, the object glows permanently. To truely |
1253 | * object. if time is 0, the object glows permanently. To truely |
1255 | * make this work for non-living objects, we would have to |
1254 | * make this work for non-living objects, we would have to |
1256 | * give them the capability to have an inventory. b.t. |
1255 | * give them the capability to have an inventory. b.t. |
1257 | */ |
1256 | */ |
1258 | |
|
|
1259 | int |
1257 | int |
1260 | make_object_glow (object *op, int radius, int time) |
1258 | make_object_glow (object *op, int radius, int time) |
1261 | { |
1259 | { |
1262 | object *tmp; |
|
|
1263 | |
|
|
1264 | /* some things are unaffected... */ |
1260 | /* some things are unaffected... */ |
1265 | if (op->path_denied & PATH_LIGHT) |
1261 | if (op->path_denied & PATH_LIGHT) |
1266 | return 0; |
1262 | return 0; |
1267 | |
1263 | |
1268 | tmp = get_archetype (FORCE_NAME); |
1264 | object *tmp = get_archetype (FORCE_NAME); |
1269 | tmp->speed = 0.01; |
1265 | tmp->speed = 0.01; |
1270 | tmp->stats.food = time; |
1266 | tmp->stats.food = time; |
1271 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1267 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1272 | tmp->glow_radius = radius; |
1268 | tmp->glow_radius = radius; |
1273 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1269 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1274 | tmp->glow_radius = MAX_LIGHT_RADII; |
1270 | tmp->glow_radius = MAX_LIGHT_RADII; |
1275 | |
1271 | |
1276 | tmp->x = op->x; |
|
|
1277 | tmp->y = op->y; |
|
|
1278 | if (tmp->speed < MIN_ACTIVE_SPEED) |
|
|
1279 | tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
|
|
1280 | tmp = insert_ob_in_ob (tmp, op); |
1272 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1273 | |
1281 | if (tmp->glow_radius > op->glow_radius) |
1274 | if (tmp->glow_radius > op->glow_radius) |
1282 | op->glow_radius = tmp->glow_radius; |
1275 | op->glow_radius = tmp->glow_radius; |
1283 | |
1276 | |
1284 | if (!tmp->env || op != tmp->env) |
|
|
1285 | { |
|
|
1286 | LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); |
|
|
1287 | return 0; |
|
|
1288 | } |
|
|
1289 | return 1; |
1277 | return 1; |
1290 | } |
1278 | } |
1291 | |
1279 | |
1292 | int |
1280 | int |
1293 | cast_destruction (object *op, object *caster, object *spell_ob) |
1281 | cast_destruction (object *op, object *caster, object *spell_ob) |