ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

1008 int mflags; 1008 int mflags;
1009 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];
1010 maptile *m; 1010 maptile *m;
1011 1011
1012 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 {
1013 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))
1014 { 1021 {
1015 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.");
1016 return 0; 1023 return 0;
1024 }
1017 } 1025 }
1018 1026
1019 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1020 1028
1021 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1250 1258
1251 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1261 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = radius;
1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1257 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1258
1259 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1260 1265
1261 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1263 1268
1265} 1270}
1266 1271
1267int 1272int
1268cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1269{ 1274{
1270 int i, j, range, mflags, friendly = 0, dam, dur;
1271 sint16 sx, sy;
1272 maptile *m;
1273 object *tmp;
1274 const char *skill;
1275
1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1277 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);
1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1280 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1281 1280
1282 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1283 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1284 * We do some shortcuts here - since this is just temporary
1285 * and we'll reset the values back, we don't need to go through
1286 * the full share string/free_string route.
1287 */ 1283 */
1288 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1289 if (caster == op) 1286 if (caster == op)
1290 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1291 else if (caster->skill) 1288 else if (caster->skill)
1292 op->skill = caster->skill; 1289 op->skill = caster->skill;
1293 else 1290 else
1294 op->skill = NULL; 1291 op->skill = 0;
1295 1292
1296 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1297 1294
1298 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1299 { 1296 {
1300 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305 1298
1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1310 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 ())
1311 { 1302 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315 1304
1316 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1317 { 1307 {
1318 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1319 tmp = tmp->head;
1320
1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1323 { 1309 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327 1311
1328 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1329 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);
1330 } 1314 }
1331 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)
1332 { 1316 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 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);
1335 }
1336 } 1319 }
1337 } 1320 }
1338 } 1321 }
1339 }
1340 } 1322 }
1341 1323
1342 op->skill = skill; 1324 op->skill = skill;
1343 return 1; 1325 return 1;
1344} 1326}
1451 */ 1433 */
1452int 1434int
1453mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1454{ 1436{
1455 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race; 1439 const char *race;
1460 1440
1461 /* 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
1462 * doing it over and over again. 1442 * doing it over and over again.
1463 */ 1443 */
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1477 race = god->race; 1457 race = god->race;
1478 else 1458 else
1479 race = spell->race; 1459 race = spell->race;
1480 1460
1481 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1482 for (y = op->y - range; y <= op->y + range; y++)
1483 { 1462 {
1484 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1485 m = op->map;
1486 nx = x;
1487 ny = y;
1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1491 1464
1492 /* 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 */
1493 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1494 continue; 1467 continue;
1495 1468
1496 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1497 if (caster && caster->contr 1471 && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1499 continue; 1473 continue;
1500 1474
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1503 break; 1477 break;
1504 1478
1505 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1507 continue; 1481 continue;
1508 1482
1509 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head; 1484 head = tmp->head_ ();
1512 else
1513 head = tmp;
1514 1485
1515 /* 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 */
1516 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1517 continue; 1488 continue;
1518 1489
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue; 1491 continue;
1521 1492
1522 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1; 1494 best_at = -1;
1524 if (spell->attacktype) 1495 if (spell->attacktype)
1525 { 1496 {
1526 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at; 1500 best_at = at;
1530 1501
1531 if (best_at == -1) 1502 if (best_at == -1)
1532 at = 0; 1503 at = 0;
1533 else 1504 else
1534 { 1505 {
1535 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1536 continue; 1507 continue;
1537 else 1508 else
1538 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1539 } 1510 }
1511
1540 at -= level / 5; 1512 at -= level / 5;
1541 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1542 continue; 1514 continue;
1543 } 1515 }
1544 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1545 { 1517 {
1546 /* 1518 /*
1547 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:
1548 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1549 * 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 ) )
1550 1522
1551 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.
1552 1524
1553 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
1554 charm a level 125 monster... 1526 charm a level 125 monster...
1555 1527
1556 Ryo, august 14th 1528 Ryo, august 14th
1557 */ 1529 */
1558 if (head->level > level) 1530 if (head->level > level)
1559 continue; 1531 continue;
1560 1532
1561 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))))
1562 /* Failed, no effect */ 1534 /* Failed, no effect */
1563 continue; 1535 continue;
1564 } 1536 }
1565 1537
1566 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1567 1540
1568 /* aggravation */ 1541 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 { 1543 {
1571 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1572 remove_friendly_object (head); 1545 remove_friendly_object (head);
1573 done_one = 1; 1546 done_one = 1;
1574 head->enemy = op; 1547 head->enemy = op;
1575 } 1548 }
1576 1549
1577 /* calm monsters */ 1550 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 { 1552 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL; 1554 head->enemy = NULL;
1582 done_one = 1; 1555 done_one = 1;
1583 } 1556 }
1584 1557
1585 /* berserk monsters */ 1558 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 { 1560 {
1588 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1589 done_one = 1; 1562 done_one = 1;
1590 } 1563 }
1591 1564
1592 /* charm */ 1565 /* charm */
1593 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))
1594 { 1567 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596 1569
1597 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 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.
1599 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. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1601 head->set_owner (op); 1574 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head); 1576 add_friendly_object (head);
1604 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1605 done_one = 1; 1578 done_one = 1;
1606 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);
1607 head->stats.exp = 0; 1580 head->stats.exp = 0;
1608 } 1581 }
1609 1582
1610 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1613 } /* for y */ 1586 }
1614 1587
1615 return 1; 1588 return 1;
1616} 1589}
1617
1618 1590
1619/* 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
1620 * 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
1621 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect. 1594 * op is the spell effect.
1648 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1649 { 1621 {
1650 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1652 */ 1624 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1656 1627
1657 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1660 { 1631 {
1661 dir = tmpdir; 1632 dir = tmpdir;
1662 break; 1633 break;
1663 } 1634 }
1664 } 1635 }
1636
1665 if (dir == 0) 1637 if (dir == 0)
1666 { 1638 {
1667 nx = op->x; 1639 nx = op->x;
1668 ny = op->y; 1640 ny = op->y;
1669 m = op->map; 1641 m = op->map;
1890 int dam, mflags; 1862 int dam, mflags;
1891 maptile *m; 1863 maptile *m;
1892 1864
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1866
1895 if (!dir) 1867 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1868 {
1900
1901 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1903 m = op->map; 1871 m = op->map;
1904 1872
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1874
1907 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1908 { 1876 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1878 return 0;
1911 } 1879 }
1912 1880
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1882 {
1915 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)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1885 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1887 if (target->head)
1920 target = target->head; 1888 target = target->head;
1921 1889
1922 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1924 } 1893 }
1925 }
1926 1894
1927 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1928 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)))
1929 { 1897 {
1930 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.");
1931 return 0; 1899 return 0;
1900 }
1932 } 1901 }
1933 1902
1934 /* 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 */
1935 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1936 if (!tmp) 1905 if (!tmp)
1937 { 1906 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1908 return 0;
1940 } 1909 }
1910
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1942 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1943 {
1944 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));
1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1915
1916 if (dir)
1949 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1950 return 1; 1921 return 1;
1951} 1922}
1952 1923
1953/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1925 * player and infects someone.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines