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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.73 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 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
545 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
546 */ 546 */
547void 547void
548move_bullet (object *op) 548move_bullet (object *op)
549{ 549{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 550#if 0
555 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
556 552
557 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 569 op->destroy ();
574 570
575 return; 571 return;
576 } 572 }
577 573
578 new_x = op->x + DIRX (op); 574 mapxy pos (op);
579 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 576
583 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
584 { 578 {
585 op->destroy (); 579 op->destroy ();
586 return; 580 return;
587 } 581 }
588 582
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 588 {
591 if (op->other_arch) 589 if (op->other_arch)
592 explode_bullet (op); 590 explode_bullet (op);
593 else 591 else
594 op->destroy (); 592 op->destroy ();
595 593
596 return; 594 return;
597 } 595 }
598 596
599 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
600 return; 598 return;
601 599
602 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
603 { 601 {
604 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
828 */ 826 */
829 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
830 828
831 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
832 { 830 {
833 sint16 x, y, d; 831 sint16 x, y;
834 832
835 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 836 * to hit that person.
839 */ 837 */
840 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 839
846 /* If it's not a rune, we don't want to blast the caster. 840 /* 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, 841 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
951 945
952 object *env = op->outer_env (); 946 object *env = op->outer_env ();
953 947
954 if (op->env) 948 if (op->env)
955 { 949 {
956 if (env->map == NULL) 950 if (!env->map)
957 return; 951 return;
958 952
959 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
960 return; 954 return;
961 } 955 }
962 956
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // 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 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 959 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
967 { 961 {
968 op->destroy (); 962 op->destroy ();
969 return; 963 return;
970 } 964 }
971 965
1115 * interesting spell. 1109 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1111 * can't be friendly to your god.
1118 */ 1112 */
1119 1113
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1123 { 1119 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1121 return 0;
1126 } 1122 }
1127 1123
1134 effect->level = casting_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1133 {
1138 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1136 else
1141 { 1137 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1139 return 0;
1144 } 1140 }
1258 1254
1259 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1257 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1265 1261
1266 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1268 1264
1269 return 1; 1265 return 1;
1270} 1266}
1271 1267
1272int 1268int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1270{
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 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);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1285 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1276
1287 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */ 1279 */
1293 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1294 if (caster == op) 1282 if (caster == op)
1295 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1284 else if (caster->skill)
1297 op->skill = caster->skill; 1285 op->skill = caster->skill;
1298 else 1286 else
1299 op->skill = NULL; 1287 op->skill = 0;
1300 1288
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1302 1290
1303 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1292 {
1305 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1294
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 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 ())
1316 { 1298 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1300
1321 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1303 {
1323 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1324 tmp = tmp->head;
1325
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1328 { 1305 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1307
1333 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1334 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);
1335 } 1310 }
1336 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)
1337 { 1312 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 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);
1340 }
1341 } 1315 }
1342 } 1316 }
1343 } 1317 }
1344 }
1345 } 1318 }
1346 1319
1347 op->skill = skill; 1320 op->skill = skill;
1348 return 1; 1321 return 1;
1349} 1322}
1456 */ 1429 */
1457int 1430int
1458mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1459{ 1432{
1460 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1435 const char *race;
1465 1436
1466 /* 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
1467 * doing it over and over again. 1438 * doing it over and over again.
1468 */ 1439 */
1474 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1475 * won't ever match anything. 1446 * won't ever match anything.
1476 */ 1447 */
1477 if (!spell->race) 1448 if (!spell->race)
1478 race = NULL; 1449 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1480 race = god->slaying; 1451 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1482 race = god->race; 1453 race = god->race;
1483 else 1454 else
1484 race = spell->race; 1455 race = spell->race;
1485 1456
1486 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1458 {
1489 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496 1460
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1463 continue;
1500 1464
1501 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1502 if (caster 1466 if (caster
1503 && caster->contr 1467 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1469 continue;
1506 1470
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1509 break; 1473 break;
1510 1474
1511 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1513 continue; 1477 continue;
1514 1478
1515 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1480 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1481
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1523 continue; 1484 continue;
1524 1485
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1487 continue;
1527 1488
1528 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1490 best_at = -1;
1530 if (spell->attacktype) 1491 if (spell->attacktype)
1531 { 1492 {
1532 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1496 best_at = at;
1536 1497
1537 if (best_at == -1) 1498 if (best_at == -1)
1538 at = 0; 1499 at = 0;
1539 else 1500 else
1540 { 1501 {
1541 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1542 continue; 1503 continue;
1543 else 1504 else
1544 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1545 } 1506 }
1507
1546 at -= level / 5; 1508 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1548 continue; 1510 continue;
1549 } 1511 }
1550 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1551 { 1513 {
1552 /* 1514 /*
1553 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:
1554 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1555 * 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 ) )
1556 1518
1557 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.
1558 1520
1559 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
1560 charm a level 125 monster... 1522 charm a level 125 monster...
1561 1523
1562 Ryo, august 14th 1524 Ryo, august 14th
1563 */ 1525 */
1564 if (head->level > level) 1526 if (head->level > level)
1565 continue; 1527 continue;
1566 1528
1567 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))))
1568 /* Failed, no effect */ 1530 /* Failed, no effect */
1569 continue; 1531 continue;
1570 } 1532 }
1571 1533
1572 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1573 1536
1574 /* aggravation */ 1537 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1539 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1541 remove_friendly_object (head);
1579 done_one = 1; 1542 done_one = 1;
1580 head->enemy = op; 1543 head->enemy = op;
1581 } 1544 }
1582 1545
1583 /* calm monsters */ 1546 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1548 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1550 head->enemy = NULL;
1588 done_one = 1; 1551 done_one = 1;
1589 } 1552 }
1590 1553
1591 /* berserk monsters */ 1554 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1556 {
1594 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1558 done_one = 1;
1596 } 1559 }
1597 1560
1598 /* charm */ 1561 /* charm */
1599 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))
1600 { 1563 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1565
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1570 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1572 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1611 done_one = 1; 1574 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1576 head->stats.exp = 0;
1614 } 1577 }
1615 1578
1616 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1582 }
1620 1583
1621 return 1; 1584 return 1;
1622} 1585}
1623 1586
1624/* 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
1942 } 1905 }
1943 1906
1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945 1908
1946 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1947 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1910 tmp->set_glow_radius (
1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1912 );
1948 1913
1949 if (dir) 1914 if (dir)
1950 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1951 else 1916 else
1952 caster->outer_env ()->insert (tmp); 1917 caster->outer_env_or_self ()->insert (tmp);
1953 1918
1954 return 1; 1919 return 1;
1955} 1920}
1956 1921
1957/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the

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