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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.67 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

737 } 737 }
738#endif 738#endif
739 739
740 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741 741
742 if (!op->is_on_map ())
743 return;
744
742 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
744 * degree. 747 * degree.
745 */ 748 */
746 if (op->weight) 749 if (op->weight)
750 {
747 check_spell_knockback (op); 751 check_spell_knockback (op);
748 752
749 if (op->destroyed ()) 753 if (!op->is_on_map ())
750 return; 754 return;
755 }
751 756
752 if (op->duration-- < 0) 757 if (op->duration-- < 0)
753 { 758 {
754 op->destroy (); 759 op->destroy ();
755 return; 760 return;
1003 int mflags; 1008 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m; 1010 maptile *m;
1006 1011
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 { 1021 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1011 return 0; 1023 return 0;
1024 }
1012 } 1025 }
1013 1026
1014 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1015 1028
1016 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1245 1258
1246 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1247 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1248 tmp->stats.food = time; 1261 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius;
1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1252 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1253
1254 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1255 1265
1256 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1258 1268
1260} 1270}
1261 1271
1262int 1272int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1274{
1265 int i, j, range, mflags, friendly = 0, dam, dur;
1266 sint16 sx, sy;
1267 maptile *m;
1268 object *tmp;
1269 const char *skill;
1270
1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1272 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1275 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276 1280
1277 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1278 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1279 * We do some shortcuts here - since this is just temporary
1280 * and we'll reset the values back, we don't need to go through
1281 * the full share string/free_string route.
1282 */ 1283 */
1283 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1284 if (caster == op) 1286 if (caster == op)
1285 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1286 else if (caster->skill) 1288 else if (caster->skill)
1287 op->skill = caster->skill; 1289 op->skill = caster->skill;
1288 else 1290 else
1289 op->skill = NULL; 1291 op->skill = 0;
1290 1292
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1292 1294
1293 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1294 { 1296 {
1295 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1298
1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1305 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1306 { 1302 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1304
1311 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1312 { 1307 {
1313 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1314 tmp = tmp->head;
1315
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1318 { 1309 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1311
1323 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1325 } 1314 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1316 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1330 }
1331 } 1319 }
1332 } 1320 }
1333 } 1321 }
1334 }
1335 } 1322 }
1336 1323
1337 op->skill = skill; 1324 op->skill = skill;
1338 return 1; 1325 return 1;
1339} 1326}
1446 */ 1433 */
1447int 1434int
1448mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1449{ 1436{
1450 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1439 const char *race;
1455 1440
1456 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1457 * doing it over and over again. 1442 * doing it over and over again.
1458 */ 1443 */
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1472 race = god->race; 1457 race = god->race;
1473 else 1458 else
1474 race = spell->race; 1459 race = spell->race;
1475 1460
1476 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1477 for (y = op->y - range; y <= op->y + range; y++)
1478 { 1462 {
1479 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1480 m = op->map;
1481 nx = x;
1482 ny = y;
1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1486 1464
1487 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1488 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1467 continue;
1490 1468
1491 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1492 if (caster && caster->contr 1471 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1473 continue;
1495 1474
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1498 break; 1477 break;
1499 1478
1500 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1502 continue; 1481 continue;
1503 1482
1504 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1484 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1485
1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1511 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1512 continue; 1488 continue;
1513 1489
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue; 1491 continue;
1516 1492
1517 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1494 best_at = -1;
1519 if (spell->attacktype) 1495 if (spell->attacktype)
1520 { 1496 {
1521 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1500 best_at = at;
1525 1501
1526 if (best_at == -1) 1502 if (best_at == -1)
1527 at = 0; 1503 at = 0;
1528 else 1504 else
1529 { 1505 {
1530 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1531 continue; 1507 continue;
1532 else 1508 else
1533 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1534 } 1510 }
1511
1535 at -= level / 5; 1512 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1537 continue; 1514 continue;
1538 } 1515 }
1539 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1540 { 1517 {
1541 /* 1518 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545 1522
1546 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1547 1524
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster... 1526 charm a level 125 monster...
1550 1527
1551 Ryo, august 14th 1528 Ryo, august 14th
1552 */ 1529 */
1553 if (head->level > level) 1530 if (head->level > level)
1554 continue; 1531 continue;
1555 1532
1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1557 /* Failed, no effect */ 1534 /* Failed, no effect */
1558 continue; 1535 continue;
1559 } 1536 }
1560 1537
1561 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1562 1540
1563 /* aggravation */ 1541 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 { 1543 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1567 remove_friendly_object (head); 1545 remove_friendly_object (head);
1568 done_one = 1; 1546 done_one = 1;
1569 head->enemy = op; 1547 head->enemy = op;
1570 } 1548 }
1571 1549
1572 /* calm monsters */ 1550 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 { 1552 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1554 head->enemy = NULL;
1577 done_one = 1; 1555 done_one = 1;
1578 } 1556 }
1579 1557
1580 /* berserk monsters */ 1558 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 { 1560 {
1583 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1584 done_one = 1; 1562 done_one = 1;
1585 } 1563 }
1586 1564
1587 /* charm */ 1565 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1589 { 1567 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1569
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1596 head->set_owner (op); 1574 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1576 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1600 done_one = 1; 1578 done_one = 1;
1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1602 head->stats.exp = 0; 1580 head->stats.exp = 0;
1603 } 1581 }
1604 1582
1605 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1608 } /* for y */ 1586 }
1609 1587
1610 return 1; 1588 return 1;
1611} 1589}
1612
1613 1590
1614/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1615 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1616 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1594 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1644 { 1621 {
1645 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1647 */ 1624 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1651 1627
1652 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1655 { 1631 {
1656 dir = tmpdir; 1632 dir = tmpdir;
1657 break; 1633 break;
1658 } 1634 }
1659 } 1635 }
1636
1660 if (dir == 0) 1637 if (dir == 0)
1661 { 1638 {
1662 nx = op->x; 1639 nx = op->x;
1663 ny = op->y; 1640 ny = op->y;
1664 m = op->map; 1641 m = op->map;
1885 int dam, mflags; 1862 int dam, mflags;
1886 maptile *m; 1863 maptile *m;
1887 1864
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1866
1890 if (!dir) 1867 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1868 {
1895
1896 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1898 m = op->map; 1871 m = op->map;
1899 1872
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1874
1902 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1903 { 1876 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1878 return 0;
1906 } 1879 }
1907 1880
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1882 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1885 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1887 if (target->head)
1915 target = target->head; 1888 target = target->head;
1916 1889
1917 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1919 } 1893 }
1920 }
1921 1894
1922 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 { 1897 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1926 return 0; 1899 return 0;
1900 }
1927 } 1901 }
1928 1902
1929 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1930 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1931 if (!tmp) 1905 if (!tmp)
1932 { 1906 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1908 return 0;
1935 } 1909 }
1910
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1937 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1938 {
1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1940 if (tmp->glow_radius > MAX_LIGHT_RADII)
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1915
1916 if (dir)
1944 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1945 return 1; 1921 return 1;
1946} 1922}
1947 1923
1948/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1925 * player and infects someone.

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