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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.72 by root, Sat Dec 27 08:01:07 2008 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
828 */ 827 */
829 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
830 829
831 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
832 { 831 {
833 sint16 x, y, d; 832 sint16 x, y;
834 833
835 /* We can't use absdir here, because it never returns 834 /* 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 835 * 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 836 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 837 * to hit that person.
839 */ 838 */
840 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 840
846 /* If it's not a rune, we don't want to blast the caster. 841 /* 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, 842 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
951 946
952 object *env = op->outer_env (); 947 object *env = op->outer_env ();
953 948
954 if (op->env) 949 if (op->env)
955 { 950 {
956 if (env->map == NULL) 951 if (!env->map)
957 return; 952 return;
958 953
959 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
960 return; 955 return;
961 } 956 }
962 957
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // 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 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 960 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
967 { 962 {
968 op->destroy (); 963 op->destroy ();
969 return; 964 return;
970 } 965 }
971 966
1115 * interesting spell. 1110 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1112 * can't be friendly to your god.
1118 */ 1113 */
1119 1114
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1123 { 1120 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1122 return 0;
1126 } 1123 }
1127 1124
1134 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1134 {
1138 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1137 else
1141 { 1138 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1140 return 0;
1144 } 1141 }
1258 1255
1259 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1258 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1265 1262
1266 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1268 1265
1269 return 1; 1266 return 1;
1270} 1267}
1271 1268
1272int 1269int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1271{
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); 1272 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); 1273 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); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1285 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1277
1287 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1279 * 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 */ 1280 */
1293 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1294 if (caster == op) 1283 if (caster == op)
1295 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1285 else if (caster->skill)
1297 op->skill = caster->skill; 1286 op->skill = caster->skill;
1298 else 1287 else
1299 op->skill = NULL; 1288 op->skill = 0;
1300 1289
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1302 1291
1303 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1293 {
1305 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1295
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) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1316 { 1299 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1301
1321 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1304 {
1323 if (tmp->head) 1305 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 { 1306 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1308
1333 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1335 } 1311 }
1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1337 { 1313 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1340 }
1341 } 1316 }
1342 } 1317 }
1343 } 1318 }
1344 }
1345 } 1319 }
1346 1320
1347 op->skill = skill; 1321 op->skill = skill;
1348 return 1; 1322 return 1;
1349} 1323}
1456 */ 1430 */
1457int 1431int
1458mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1459{ 1433{
1460 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1436 const char *race;
1465 1437
1466 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1467 * doing it over and over again. 1439 * doing it over and over again.
1468 */ 1440 */
1474 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1475 * won't ever match anything. 1447 * won't ever match anything.
1476 */ 1448 */
1477 if (!spell->race) 1449 if (!spell->race)
1478 race = NULL; 1450 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1480 race = god->slaying; 1452 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1482 race = god->race; 1454 race = god->race;
1483 else 1455 else
1484 race = spell->race; 1456 race = spell->race;
1485 1457
1486 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1459 {
1489 done_one = 0; 1460 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 1461
1497 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1498 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1464 continue;
1500 1465
1501 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1502 if (caster && caster->contr 1468 && caster->contr
1503 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1504 continue; 1470 continue;
1505 1471
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1508 break; 1474 break;
1509 1475
1510 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1512 continue; 1478 continue;
1513 1479
1514 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head; 1481 head = tmp->head_ ();
1517 else
1518 head = tmp;
1519 1482
1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1521 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1522 continue; 1485 continue;
1523 1486
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue; 1488 continue;
1526 1489
1527 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1; 1491 best_at = -1;
1529 if (spell->attacktype) 1492 if (spell->attacktype)
1530 { 1493 {
1531 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at; 1497 best_at = at;
1535 1498
1536 if (best_at == -1) 1499 if (best_at == -1)
1537 at = 0; 1500 at = 0;
1538 else 1501 else
1539 { 1502 {
1540 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1541 continue; 1504 continue;
1542 else 1505 else
1543 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1544 } 1507 }
1508
1545 at -= level / 5; 1509 at -= level / 5;
1546 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1547 continue; 1511 continue;
1548 } 1512 }
1549 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1550 { 1514 {
1551 /* 1515 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555 1519
1556 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1557 1521
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster... 1523 charm a level 125 monster...
1560 1524
1561 Ryo, august 14th 1525 Ryo, august 14th
1562 */ 1526 */
1563 if (head->level > level) 1527 if (head->level > level)
1564 continue; 1528 continue;
1565 1529
1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1567 /* Failed, no effect */ 1531 /* Failed, no effect */
1568 continue; 1532 continue;
1569 } 1533 }
1570 1534
1571 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1572 1537
1573 /* aggravation */ 1538 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 { 1540 {
1576 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1577 remove_friendly_object (head); 1542 remove_friendly_object (head);
1578 done_one = 1; 1543 done_one = 1;
1579 head->enemy = op; 1544 head->enemy = op;
1580 } 1545 }
1581 1546
1582 /* calm monsters */ 1547 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 { 1549 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL; 1551 head->enemy = NULL;
1587 done_one = 1; 1552 done_one = 1;
1588 } 1553 }
1589 1554
1590 /* berserk monsters */ 1555 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 { 1557 {
1593 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1594 done_one = 1; 1559 done_one = 1;
1595 } 1560 }
1596 1561
1597 /* charm */ 1562 /* charm */
1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1599 { 1564 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601 1566
1602 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1606 head->set_owner (op); 1571 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head); 1573 add_friendly_object (head);
1609 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1610 done_one = 1; 1575 done_one = 1;
1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1612 head->stats.exp = 0; 1577 head->stats.exp = 0;
1613 } 1578 }
1614 1579
1615 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1618 } /* for y */ 1583 }
1619 1584
1620 return 1; 1585 return 1;
1621} 1586}
1622 1587
1623/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1941 } 1906 }
1942 1907
1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944 1909
1945 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1911 tmp->set_glow_radius (
1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1913 );
1947 1914
1948 if (dir) 1915 if (dir)
1949 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1950 else 1917 else
1951 caster->outer_env ()->insert (tmp); 1918 caster->outer_env_or_self ()->insert (tmp);
1952 1919
1953 return 1; 1920 return 1;
1954} 1921}
1955 1922
1956/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the

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