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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 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

831 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
832 { 832 {
833 sint16 x, y, d; 833 sint16 x, y, d;
834 834
835 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 838 * to hit that person.
839 */ 839 */
840 d = dir + i; 840 d = (dir + i) % 9;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 841
846 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
1008 int mflags; 1004 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1006 maptile *m;
1011 1007
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1017 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1019 return 0;
1020 }
1017 } 1021 }
1018 1022
1019 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1020 1024
1021 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1250 1254
1251 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1257 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 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; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1258
1259 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1260 1261
1261 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1263 1264
1265} 1266}
1266 1267
1267int 1268int
1268cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1269{ 1270{
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); 1271 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); 1272 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); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1280 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1281 1276
1282 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1283 * update op's skill pointer so that exp is properly awarded. 1278 * 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 */ 1279 */
1288 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1289 if (caster == op) 1282 if (caster == op)
1290 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1291 else if (caster->skill) 1284 else if (caster->skill)
1292 op->skill = caster->skill; 1285 op->skill = caster->skill;
1293 else 1286 else
1294 op->skill = NULL; 1287 op->skill = 0;
1295 1288
1296 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1297 1290
1298 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1299 { 1292 {
1300 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305 1294
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) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1311 { 1298 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315 1300
1316 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1317 { 1303 {
1318 if (tmp->head) 1304 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 { 1305 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327 1307
1328 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1330 } 1310 }
1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1332 { 1312 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1335 }
1336 } 1315 }
1337 } 1316 }
1338 } 1317 }
1339 }
1340 } 1318 }
1341 1319
1342 op->skill = skill; 1320 op->skill = skill;
1343 return 1; 1321 return 1;
1344} 1322}
1451 */ 1429 */
1452int 1430int
1453mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1454{ 1432{
1455 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race; 1435 const char *race;
1460 1436
1461 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1462 * doing it over and over again. 1438 * doing it over and over again.
1463 */ 1439 */
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1477 race = god->race; 1453 race = god->race;
1478 else 1454 else
1479 race = spell->race; 1455 race = spell->race;
1480 1456
1481 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1482 for (y = op->y - range; y <= op->y + range; y++)
1483 { 1458 {
1484 done_one = 0; 1459 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 1460
1492 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1493 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1494 continue; 1463 continue;
1495 1464
1496 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1497 if (caster && caster->contr 1467 && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1499 continue; 1469 continue;
1500 1470
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1503 break; 1473 break;
1504 1474
1505 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1507 continue; 1477 continue;
1508 1478
1509 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head; 1480 head = tmp->head_ ();
1512 else
1513 head = tmp;
1514 1481
1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1516 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1517 continue; 1484 continue;
1518 1485
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue; 1487 continue;
1521 1488
1522 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1; 1490 best_at = -1;
1524 if (spell->attacktype) 1491 if (spell->attacktype)
1525 { 1492 {
1526 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at; 1496 best_at = at;
1530 1497
1531 if (best_at == -1) 1498 if (best_at == -1)
1532 at = 0; 1499 at = 0;
1533 else 1500 else
1534 { 1501 {
1535 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1536 continue; 1503 continue;
1537 else 1504 else
1538 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1539 } 1506 }
1507
1540 at -= level / 5; 1508 at -= level / 5;
1541 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1542 continue; 1510 continue;
1543 } 1511 }
1544 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1545 { 1513 {
1546 /* 1514 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550 1518
1551 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1552 1520
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster... 1522 charm a level 125 monster...
1555 1523
1556 Ryo, august 14th 1524 Ryo, august 14th
1557 */ 1525 */
1558 if (head->level > level) 1526 if (head->level > level)
1559 continue; 1527 continue;
1560 1528
1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1562 /* Failed, no effect */ 1530 /* Failed, no effect */
1563 continue; 1531 continue;
1564 } 1532 }
1565 1533
1566 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1567 1536
1568 /* aggravation */ 1537 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 { 1539 {
1571 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1572 remove_friendly_object (head); 1541 remove_friendly_object (head);
1573 done_one = 1; 1542 done_one = 1;
1574 head->enemy = op; 1543 head->enemy = op;
1575 } 1544 }
1576 1545
1577 /* calm monsters */ 1546 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 { 1548 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL; 1550 head->enemy = NULL;
1582 done_one = 1; 1551 done_one = 1;
1583 } 1552 }
1584 1553
1585 /* berserk monsters */ 1554 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 { 1556 {
1588 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1589 done_one = 1; 1558 done_one = 1;
1590 } 1559 }
1591 1560
1592 /* charm */ 1561 /* charm */
1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1594 { 1563 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596 1565
1597 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 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. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1601 head->set_owner (op); 1570 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head); 1572 add_friendly_object (head);
1604 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1605 done_one = 1; 1574 done_one = 1;
1606 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1607 head->stats.exp = 0; 1576 head->stats.exp = 0;
1608 } 1577 }
1609 1578
1610 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1613 } /* for y */ 1582 }
1614 1583
1615 return 1; 1584 return 1;
1616} 1585}
1617
1618 1586
1619/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* 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 1588 * about. was called move_ball_lightning, but since more than the ball
1621 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect. 1590 * op is the spell effect.
1648 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1649 { 1617 {
1650 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1652 */ 1620 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1656 1623
1657 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1660 { 1627 {
1661 dir = tmpdir; 1628 dir = tmpdir;
1662 break; 1629 break;
1663 } 1630 }
1664 } 1631 }
1632
1665 if (dir == 0) 1633 if (dir == 0)
1666 { 1634 {
1667 nx = op->x; 1635 nx = op->x;
1668 ny = op->y; 1636 ny = op->y;
1669 m = op->map; 1637 m = op->map;
1890 int dam, mflags; 1858 int dam, mflags;
1891 maptile *m; 1859 maptile *m;
1892 1860
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1862
1895 if (!dir) 1863 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1864 {
1900
1901 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1903 m = op->map; 1867 m = op->map;
1904 1868
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1870
1907 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1908 { 1872 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1874 return 0;
1911 } 1875 }
1912 1876
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1878 {
1915 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1881 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1883 if (target->head)
1920 target = target->head; 1884 target = target->head;
1921 1885
1922 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1924 } 1889 }
1925 }
1926 1890
1927 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1928 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1929 { 1893 {
1930 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1931 return 0; 1895 return 0;
1896 }
1932 } 1897 }
1933 1898
1934 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1935 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1936 if (!tmp) 1901 if (!tmp)
1937 { 1902 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1904 return 0;
1940 } 1905 }
1906
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1942 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1943 {
1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 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 1911
1912 if (dir)
1949 m->insert (tmp, x, y, op); 1913 m->insert (tmp, x, y, op);
1914 else
1915 caster->outer_env ()->insert (tmp);
1916
1950 return 1; 1917 return 1;
1951} 1918}
1952 1919
1953/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1921 * player and infects someone.

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