… | |
… | |
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 | { |
… | |
… | |
483 | |
483 | |
484 | /* Prevent recursion */ |
484 | /* Prevent recursion */ |
485 | op->move_on = 0; |
485 | op->move_on = 0; |
486 | |
486 | |
487 | tmp->insert_at (op, op); |
487 | tmp->insert_at (op, op); |
|
|
488 | tmp->play_sound (tmp->sound); |
|
|
489 | |
488 | /* remove the firebullet */ |
490 | /* remove the firebullet */ |
489 | op->destroy (); |
491 | op->destroy (); |
490 | } |
492 | } |
491 | |
493 | |
492 | /* checks to see what op should do, given the space it is on |
494 | /* checks to see what op should do, given the space it is on |
… | |
… | |
1085 | * op = player |
1087 | * op = player |
1086 | * caster = object casting the spell. |
1088 | * caster = object casting the spell. |
1087 | * dir = direction being cast |
1089 | * dir = direction being cast |
1088 | * spell = spell object |
1090 | * spell = spell object |
1089 | */ |
1091 | */ |
1090 | |
|
|
1091 | int |
1092 | int |
1092 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1093 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1093 | { |
1094 | { |
1094 | object *effect, *target; |
1095 | object *effect, *target; |
1095 | object *god = find_god (determine_god (op)); |
1096 | object *god = find_god (determine_god (op)); |
… | |
… | |
1173 | effect->insert_at (target, op); |
1174 | effect->insert_at (target, op); |
1174 | |
1175 | |
1175 | return 1; |
1176 | return 1; |
1176 | } |
1177 | } |
1177 | |
1178 | |
1178 | |
|
|
1179 | /**************************************************************************** |
1179 | /**************************************************************************** |
1180 | * |
1180 | * |
1181 | * MAGIC MISSILE code. |
1181 | * MAGIC MISSILE code. |
1182 | * 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 |
1183 | * code here is just to move the missile. |
1183 | * code here is just to move the missile. |
… | |
… | |
1253 | * we do this by creating a force and inserting it in the |
1253 | * we do this by creating a force and inserting it in the |
1254 | * object. if time is 0, the object glows permanently. To truely |
1254 | * object. if time is 0, the object glows permanently. To truely |
1255 | * make this work for non-living objects, we would have to |
1255 | * make this work for non-living objects, we would have to |
1256 | * give them the capability to have an inventory. b.t. |
1256 | * give them the capability to have an inventory. b.t. |
1257 | */ |
1257 | */ |
1258 | |
|
|
1259 | int |
1258 | int |
1260 | make_object_glow (object *op, int radius, int time) |
1259 | make_object_glow (object *op, int radius, int time) |
1261 | { |
1260 | { |
1262 | object *tmp; |
|
|
1263 | |
|
|
1264 | /* some things are unaffected... */ |
1261 | /* some things are unaffected... */ |
1265 | if (op->path_denied & PATH_LIGHT) |
1262 | if (op->path_denied & PATH_LIGHT) |
1266 | return 0; |
1263 | return 0; |
1267 | |
1264 | |
1268 | tmp = get_archetype (FORCE_NAME); |
1265 | object *tmp = get_archetype (FORCE_NAME); |
1269 | tmp->speed = 0.01; |
1266 | tmp->speed = 0.01; |
1270 | tmp->stats.food = time; |
1267 | tmp->stats.food = time; |
1271 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1268 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1272 | tmp->glow_radius = radius; |
1269 | tmp->glow_radius = radius; |
1273 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1270 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1274 | tmp->glow_radius = MAX_LIGHT_RADII; |
1271 | tmp->glow_radius = MAX_LIGHT_RADII; |
1275 | |
1272 | |
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); |
1273 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1274 | |
1281 | if (tmp->glow_radius > op->glow_radius) |
1275 | if (tmp->glow_radius > op->glow_radius) |
1282 | op->glow_radius = tmp->glow_radius; |
1276 | op->glow_radius = tmp->glow_radius; |
1283 | |
1277 | |
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; |
1278 | return 1; |
1290 | } |
1279 | } |
1291 | |
1280 | |
1292 | int |
1281 | int |
1293 | cast_destruction (object *op, object *caster, object *spell_ob) |
1282 | cast_destruction (object *op, object *caster, object *spell_ob) |