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 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
828 */ 828 */
829 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
830 830
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;
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 int d = dir ? absdir (dir + i) : i;
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
951 947
952 object *env = op->outer_env (); 948 object *env = op->outer_env ();
953 949
954 if (op->env) 950 if (op->env)
955 { 951 {
956 if (env->map == NULL) 952 if (!env->map)
957 return; 953 return;
958 954
959 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
960 return; 956 return;
961 } 957 }
962 958
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 961 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
967 { 963 {
968 op->destroy (); 964 op->destroy ();
969 return; 965 return;
970 } 966 }
971 967
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 */
1107 * interesting spell. 1111 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god. 1113 * can't be friendly to your god.
1110 */ 1114 */
1111 1115
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1115 { 1121 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1123 return 0;
1118 } 1124 }
1119 1125
1126 effect->level = casting_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1135 {
1130 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1132 else 1138 else
1133 { 1139 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1141 return 0;
1136 } 1142 }
1250 1256
1251 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1259 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1257 1263
1258 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1260 1266
1261 return 1; 1267 return 1;
1262} 1268}
1263 1269
1264int 1270int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1272{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1277 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1278
1279 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */ 1281 */
1285 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1286 if (caster == op) 1284 if (caster == op)
1287 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1288 else if (caster->skill) 1286 else if (caster->skill)
1289 op->skill = caster->skill; 1287 op->skill = caster->skill;
1290 else 1288 else
1291 op->skill = NULL; 1289 op->skill = 0;
1292 1290
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1294 1292
1295 for (i = -range; i <= range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1296 { 1294 {
1297 for (j = -range; j <= range; j++) 1295 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1296
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1300 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1302
1313 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1305 {
1315 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1316 tmp = tmp->head;
1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320 { 1307 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1309
1325 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1327 } 1312 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 { 1314 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1332 }
1333 } 1317 }
1334 } 1318 }
1335 } 1319 }
1336 }
1337 } 1320 }
1338 1321
1339 op->skill = skill; 1322 op->skill = skill;
1340 return 1; 1323 return 1;
1341} 1324}
1448 */ 1431 */
1449int 1432int
1450mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1451{ 1434{
1452 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1437 const char *race;
1457 1438
1458 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again. 1440 * doing it over and over again.
1460 */ 1441 */
1466 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything. 1448 * won't ever match anything.
1468 */ 1449 */
1469 if (!spell->race) 1450 if (!spell->race)
1470 race = NULL; 1451 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1472 race = god->slaying; 1453 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1474 race = god->race; 1455 race = god->race;
1475 else 1456 else
1476 race = spell->race; 1457 race = spell->race;
1477 1458
1478 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 { 1460 {
1481 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1462
1489 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1491 continue; 1465 continue;
1492 1466
1493 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1494 if (caster && caster->contr 1469 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1471 continue;
1497 1472
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1500 break; 1475 break;
1501 1476
1502 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1504 continue; 1479 continue;
1505 1480
1506 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1482 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1483
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1514 continue; 1486 continue;
1515 1487
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue; 1489 continue;
1518 1490
1519 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1492 best_at = -1;
1521 if (spell->attacktype) 1493 if (spell->attacktype)
1522 { 1494 {
1523 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1498 best_at = at;
1527 1499
1528 if (best_at == -1) 1500 if (best_at == -1)
1529 at = 0; 1501 at = 0;
1530 else 1502 else
1531 { 1503 {
1532 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1533 continue; 1505 continue;
1534 else 1506 else
1535 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1536 } 1508 }
1509
1537 at -= level / 5; 1510 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1539 continue; 1512 continue;
1540 } 1513 }
1541 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1542 { 1515 {
1543 /* 1516 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 1520
1548 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1549 1522
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster... 1524 charm a level 125 monster...
1552 1525
1553 Ryo, august 14th 1526 Ryo, august 14th
1554 */ 1527 */
1555 if (head->level > level) 1528 if (head->level > level)
1556 continue; 1529 continue;
1557 1530
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1559 /* Failed, no effect */ 1532 /* Failed, no effect */
1560 continue; 1533 continue;
1561 } 1534 }
1562 1535
1563 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1564 1538
1565 /* aggravation */ 1539 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 { 1541 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head); 1543 remove_friendly_object (head);
1570 done_one = 1; 1544 done_one = 1;
1571 head->enemy = op; 1545 head->enemy = op;
1572 } 1546 }
1573 1547
1574 /* calm monsters */ 1548 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 { 1550 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1552 head->enemy = NULL;
1579 done_one = 1; 1553 done_one = 1;
1580 } 1554 }
1581 1555
1582 /* berserk monsters */ 1556 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 { 1558 {
1585 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1; 1560 done_one = 1;
1587 } 1561 }
1588 1562
1589 /* charm */ 1563 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591 { 1565 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1567
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op); 1572 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1574 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1602 done_one = 1; 1576 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0; 1578 head->stats.exp = 0;
1605 } 1579 }
1606 1580
1607 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 } /* for y */ 1584 }
1611 1585
1612 return 1; 1586 return 1;
1613} 1587}
1614
1615 1588
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1592 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1646 { 1619 {
1647 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1649 */ 1622 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1653 1625
1654 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1657 { 1629 {
1658 dir = tmpdir; 1630 dir = tmpdir;
1659 break; 1631 break;
1660 } 1632 }
1661 } 1633 }
1634
1662 if (dir == 0) 1635 if (dir == 0)
1663 { 1636 {
1664 nx = op->x; 1637 nx = op->x;
1665 ny = op->y; 1638 ny = op->y;
1666 m = op->map; 1639 m = op->map;
1934 } 1907 }
1935 1908
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 1910
1938 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1912 tmp->set_glow_radius (
1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1914 );
1940 1915
1941 if (dir) 1916 if (dir)
1942 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1943 else 1918 else
1944 caster->outer_env ()->insert (tmp); 1919 caster->outer_env ()->insert (tmp);

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines