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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.92 by root, Wed Nov 11 04:45:23 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
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
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);
688 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
689 * 688 *
690 *****************************************************************************/ 689 *****************************************************************************/
691 690
692/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
693void 692static void
694cone_drop (object *op) 693cone_drop (object *op)
695{ 694{
696 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
697 696
698 new_ob->level = op->level; 697 new_ob->level = op->level;
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
1052 * dir is the direction to look in. 1047 * dir is the direction to look in.
1053 * range is how far out to look. 1048 * range is how far out to look.
1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1055 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1056 */ 1051 */
1057object * 1052static object *
1058get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1059{ 1054{
1060 object *target; 1055 object *target;
1061 sint16 x, y; 1056 sint16 x, y;
1062 int dist, mflags; 1057 int dist, mflags;
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 }
1247 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1248 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1251 */ 1248 */
1252int 1249static int
1253make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1254{ 1251{
1255 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1257 return 0; 1254 return 0;
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
1328/*************************************************************************** 1325/***************************************************************************
1329 * 1326 *
1330 * CURSE 1327 * CURSE
1331 * 1328 *
1332 ***************************************************************************/ 1329 ***************************************************************************/
1333
1334int 1330int
1335cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336{ 1332{
1337 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1338 object *tmp, *force; 1334 object *tmp, *force;
1416 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1417 1413
1418 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1419 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1420 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1421 return 1; 1418 return 1;
1422
1423} 1419}
1424 1420
1425/********************************************************************** 1421/**********************************************************************
1426 * mood change 1422 * mood change
1427 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1433 */ 1429 */
1434int 1430int
1435mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1436{ 1432{
1437 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1435 const char *race;
1442 1436
1443 /* 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
1444 * doing it over and over again. 1438 * doing it over and over again.
1445 */ 1439 */
1451 * 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
1452 * won't ever match anything. 1446 * won't ever match anything.
1453 */ 1447 */
1454 if (!spell->race) 1448 if (!spell->race)
1455 race = NULL; 1449 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1451 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1459 race = god->race; 1453 race = god->race;
1460 else 1454 else
1461 race = spell->race; 1455 race = spell->race;
1462 1456
1463 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1464 for (y = op->y - range; y <= op->y + range; y++)
1465 { 1458 {
1466 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1467 m = op->map;
1468 nx = x;
1469 ny = y;
1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1473 1460
1474 /* 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 */
1475 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1463 continue;
1477 1464
1478 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1479 if (caster 1466 if (caster
1480 && caster->contr 1467 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1469 continue;
1483 1470
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1486 break; 1473 break;
1487 1474
1488 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1490 continue; 1477 continue;
1491 1478
1492 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1480 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1481
1498 /* 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 */
1499 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1500 continue; 1484 continue;
1501 1485
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1487 continue;
1504 1488
1505 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1490 best_at = -1;
1507 if (spell->attacktype) 1491 if (spell->attacktype)
1508 { 1492 {
1509 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1496 best_at = at;
1513 1497
1514 if (best_at == -1) 1498 if (best_at == -1)
1515 at = 0; 1499 at = 0;
1516 else 1500 else
1517 { 1501 {
1518 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1519 continue; 1503 continue;
1520 else 1504 else
1521 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1522 } 1506 }
1507
1523 at -= level / 5; 1508 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1525 continue; 1510 continue;
1526 } 1511 }
1527 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1528 { 1513 {
1529 /* 1514 /*
1530 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:
1531 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1532 * 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 ) )
1533 1518
1534 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.
1535 1520
1536 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
1537 charm a level 125 monster... 1522 charm a level 125 monster...
1538 1523
1539 Ryo, august 14th 1524 Ryo, august 14th
1540 */ 1525 */
1541 if (head->level > level) 1526 if (head->level > level)
1542 continue; 1527 continue;
1543 1528
1544 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))))
1545 /* Failed, no effect */ 1530 /* Failed, no effect */
1546 continue; 1531 continue;
1547 } 1532 }
1548 1533
1549 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1550 1536
1551 /* aggravation */ 1537 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1539 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1541 remove_friendly_object (head);
1556 done_one = 1; 1542 done_one = 1;
1557 head->enemy = op; 1543 head->enemy = op;
1558 } 1544 }
1559 1545
1560 /* calm monsters */ 1546 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1548 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1550 head->enemy = NULL;
1565 done_one = 1; 1551 done_one = 1;
1566 } 1552 }
1567 1553
1568 /* berserk monsters */ 1554 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1556 {
1571 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1558 done_one = 1;
1573 } 1559 }
1574 1560
1575 /* charm */ 1561 /* charm */
1576 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))
1577 { 1563 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1565
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 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.
1582 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. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1570 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1572 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1588 done_one = 1; 1574 done_one = 1;
1589 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);
1590 head->stats.exp = 0; 1576 head->stats.exp = 0;
1591 } 1577 }
1592 1578
1593 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1596 } /* for y */ 1582 }
1597 1583
1598 return 1; 1584 return 1;
1599} 1585}
1600 1586
1601/* 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
1919 } 1905 }
1920 1906
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1908
1923 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1924 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 );
1925 1913
1926 if (dir) 1914 if (dir)
1927 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1928 else 1916 else
1929 caster->outer_env ()->insert (tmp); 1917 caster->outer_env_or_self ()->insert (tmp);
1930 1918
1931 return 1; 1919 return 1;
1932} 1920}
1933 1921
1934/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2043 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2044 { 2032 {
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2046 2034
2047 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2049 return 1; 2037 return 1;
2050 } 2038 }
2051 2039
2052 disease->destroy (); 2040 disease->destroy ();
2053 } 2041 }

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