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/cvs/deliantra/server/server/spell_effect.C
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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC

74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 78 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 79 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 80 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, stringarg))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 free_object (missile); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 free_object (missile); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
461 460
462 while (op != NULL && op->type != PLAYER) 461 while (op != NULL && op->type != PLAYER)
463 op = op->env; 462 op = op->env;
464 463
465 if (op != NULL && op->map) 464 if (op != NULL && op->map)
466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
469 else 467 else
470 enter_exit (op, wor); 468 enter_exit (op, wor);
471 } 469
472 remove_ob (wor); 470 wor->destroy ();
473 free_object (wor);
474} 471}
475 472
476/* Word of recall causes the player to return 'home'. 473/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 474 * we put a force into the player object, so that there is a
478 * time delay effect. 475 * time delay effect.
662 */ 659 */
663 dummy = arch_to_object (spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL) 661 if (dummy == NULL)
665 { 662 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0; 665 return 0;
669 } 666 }
667
670 force = check_inv_recursive (op, dummy); 668 force = check_inv_recursive (op, dummy);
671 669
672 if (force == NULL) 670 if (force == NULL)
673 { 671 {
674 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
681 EXIT_Y (dummy) = op->y; 679 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op); 680 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); 681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1; 682 return 1;
685 } 683 }
686 free_object (dummy); 684
685 dummy->destroy ();
687 686
688 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
691 * For each of them, we need: 690 * For each of them, we need:
704 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race); 704 dummy = get_archetype (spell->race);
706 if (dummy == NULL) 705 if (dummy == NULL)
707 { 706 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0; 709 return 0;
711 } 710 }
711
712 perm_portal = archetype::find (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
713 713
714 /* To kill a town portal, we go trough the player's inventory, 714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed) 716 * -We try load the associated map (if impossible, consider the portal destructed)
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp) 735 while (tmp)
736 { 736 {
737 if (tmp->name == old_force->name) 737 if (tmp->name == old_force->name)
738 { 738 {
739 remove_ob (tmp); 739 tmp->destroy ();
740 free_object (tmp);
741 break; 740 break;
742 } 741 }
743 else 742
744 {
745 tmp = tmp->above; 743 tmp = tmp->above;
746 }
747 } 744 }
748 } 745 }
749 remove_ob (old_force); 746
750 free_object (old_force); 747 old_force->destroy ();
751 LOG (llevDebug, "\n"); 748 LOG (llevDebug, "\n");
752 } 749 }
753 free_object (dummy); 750
751 dummy->destroy ();
754 752
755 /* Creating the portals. 753 /* Creating the portals.
756 * The very first thing to do is to ensure 754 * The very first thing to do is to ensure
757 * access to the destination map. 755 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player. 756 * If we can't, don't fizzle. Simply warn player.
770 768
771 /* If we were unable to load (ex. random map deleted), warn player */ 769 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL) 770 if (exitmap == NULL)
773 { 771 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force); 773 force->destroy ();
776 free_object (force);
777 return 1; 774 return 1;
778 } 775 }
779 776
780 op_level = caster_level (caster, spell); 777 op_level = caster_level (caster, spell);
781 if (op_level < 15) 778 if (op_level < 15)
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */ 797 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL) 798 if (dummy == NULL)
802 { 799 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0; 802 return 0;
806 } 803 }
804
807 EXIT_PATH (dummy) = force->name; 805 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force); 806 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force); 807 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name; 808 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message; 809 dummy->msg = portal_message;
818 */ 816 */
819 tmp = get_archetype (spell->race); 817 tmp = get_archetype (spell->race);
820 if (tmp == NULL) 818 if (tmp == NULL)
821 { 819 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0; 822 return 0;
825 } 823 }
824
826 tmp->race = op->map->path; 825 tmp->race = op->map->path;
827 tmp->name = portal_name; 826 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x; 827 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y; 828 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op); 829 insert_ob_in_ob (tmp, op);
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */ 838 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL) 839 if (dummy == NULL)
841 { 840 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 842 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0; 843 return 0;
845 } 844 }
845
846 EXIT_PATH (dummy) = op->map->path; 846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 850 dummy->msg = portal_message;
858 */ 858 */
859 tmp = get_archetype (spell->race); 859 tmp = get_archetype (spell->race);
860 if (tmp == NULL) 860 if (tmp == NULL)
861 { 861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0; 864 return 0;
865 } 865 }
866
866 tmp->race = force->name; 867 tmp->race = force->name;
867 tmp->name = portal_name; 868 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x; 869 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y; 870 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op); 871 insert_ob_in_ob (tmp, op);
871 872
872 /* Describe the player what happened 873 /* Describe the player what happened
873 */ 874 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); 875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */ 876 force->destroy ();
876 free_object (force); 877
877 return 1; 878 return 1;
878} 879}
879 880
880 881
881/* This creates magic walls. Really, it can create most any object, 882/* This creates magic walls. Really, it can create most any object,
945 } 946 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 947 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 948 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op); 951 tmp->set_owner (op);
951 set_spell_skill (op, caster, spell_ob, tmp); 952 set_spell_skill (op, caster, spell_ob, tmp);
952 } 953 }
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 955 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
964 } 965 }
965 966
966 /* This can't really hurt - if the object doesn't kill anything, 967 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 968 * these fields just won't be used.
968 */ 969 */
969 set_owner (tmp, op); 970 tmp->set_owner (op);
970 set_spell_skill (op, caster, spell_ob, tmp); 971 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x; 972 tmp->x = x;
972 tmp->y = y; 973 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 974 tmp->level = caster_level (caster, spell_ob) / 2;
974 975
1003 m = tmp->map; 1004 m = tmp->map;
1004 1005
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 1008 {
1008 tmp2 = get_object (); 1009 tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2);
1010 tmp2->x = x; 1010 tmp2->x = x;
1011 tmp2->y = y; 1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0); 1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1013 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1023 m = tmp->map; 1023 m = tmp->map;
1024 1024
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1027 {
1028 tmp2 = get_object (); 1028 tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2);
1030 tmp2->x = x; 1029 tmp2->x = x;
1031 tmp2->y = y; 1030 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0); 1031 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1146 return 0; 1145 return 0;
1147 } 1146 }
1148 } 1147 }
1149 1148
1150 /* Actually move the player now */ 1149 /* Actually move the player now */
1151 remove_ob (op); 1150 op->remove ();
1152 op->x += freearr_x[dir] * dist; 1151 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist; 1152 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) 1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 1154 return 1;
1156 1155
1622 *small_nuggets -= large->value / small->value; 1621 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value) 1622 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--; 1623 (*small_nuggets)--;
1625 } 1624 }
1626 weight += obj->weight; 1625 weight += obj->weight;
1627 remove_ob (obj); 1626 obj->destroy ();
1628 free_object (obj);
1629} 1627}
1630 1628
1631static void 1629static void
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1633{ 1631{
1640 if (x == op->x && y == op->y && op->map == m) 1638 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR; 1639 flag = INS_BELOW_ORIGINATOR;
1642 1640
1643 if (small_nuggets) 1641 if (small_nuggets)
1644 { 1642 {
1645 tmp = get_object (); 1643 tmp = small->clone ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets; 1644 tmp->nrof = small_nuggets;
1648 tmp->x = x; 1645 tmp->x = x;
1649 tmp->y = y; 1646 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag); 1647 insert_ob_in_map (tmp, m, op, flag);
1651 } 1648 }
1649
1652 if (large_nuggets) 1650 if (large_nuggets)
1653 { 1651 {
1654 tmp = get_object (); 1652 tmp = large->clone ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets; 1653 tmp->nrof = large_nuggets;
1657 tmp->x = x; 1654 tmp->x = x;
1658 tmp->y = y; 1655 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag); 1656 insert_ob_in_map (tmp, m, op, flag);
1660 } 1657 }
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1726 1723
1727 if (weight > weight_max) 1724 if (weight > weight_max)
1728 { 1725 {
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large); 1727 large->destroy ();
1731 free_object (small); 1728 small->destroy ();
1732 return 1; 1729 return 1;
1733 } 1730 }
1734 } /* is alchemable object */ 1731 } /* is alchemable object */
1735 } /* process all objects on this space */ 1732 } /* process all objects on this space */
1736 1733
1739 * with this spell. 1736 * with this spell.
1740 */ 1737 */
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1742 } 1739 }
1743 } 1740 }
1744 free_object (large); 1741
1745 free_object (small); 1742 large->destroy ();
1743 small->destroy ();
1746 /* reset this so that if player standing on a big pile of stuff, 1744 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly. 1745 * it is redrawn properly.
1748 */ 1746 */
1749 op->contr->socket.look_position = 0; 1747 op->contr->socket->look_position = 0;
1750 return 1; 1748 return 1;
1751} 1749}
1752 1750
1753 1751
1754/* This function removes the cursed/damned status on equipped 1752/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1765 {
1768
1769 was_one++; 1766 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1767 if (tmp->level <= caster_level (caster, spell))
1771 { 1768 {
1772 success++; 1769 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1770 if (QUERY_FLAG (spell, FLAG_DAMNED))
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1791 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1792 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1793 }
1797 } 1794 }
1795
1798 return success; 1796 return success;
1799} 1797}
1800 1798
1801/* Identifies objects in the players inventory/on the ground */ 1799/* Identifies objects in the players inventory/on the ground */
1802 1800
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1808
1811 if (num_ident < 1) 1809 if (num_ident < 1)
1812 num_ident = 1; 1810 num_ident = 1;
1813 1811
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1812 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1813 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1815 {
1819 identify (tmp); 1816 identify (tmp);
1817
1820 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1821 { 1819 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1821
1823 if (tmp->msg) 1822 if (tmp->msg)
1824 { 1823 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1826 }
1828 } 1827 }
1828
1829 num_ident--; 1829 num_ident--;
1830 success = 1; 1830 success = 1;
1831 if (!num_ident) 1831 if (!num_ident)
1832 break; 1832 break;
1833 } 1833 }
1834 } 1834 }
1835
1835 /* If all the power of the spell has been used up, don't go and identify 1836 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1837 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1838 * was not fully used.
1838 */ 1839 */
1839 if (num_ident) 1840 if (num_ident)
1840 { 1841 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1844 {
1844
1845 identify (tmp); 1845 identify (tmp);
1846
1846 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1847 { 1848 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1850
1849 if (tmp->msg) 1851 if (tmp->msg)
1850 { 1852 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1855 }
1856
1854 esrv_send_item (op, tmp); 1857 esrv_send_item (op, tmp);
1855 } 1858 }
1859
1856 num_ident--; 1860 num_ident--;
1857 success = 1; 1861 success = 1;
1858 if (!num_ident) 1862 if (!num_ident)
1859 break; 1863 break;
1860 } 1864 }
1861 } 1865 }
1866
1862 if (!success) 1867 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1869 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1870 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1871
1868 return success; 1872 return success;
1869} 1873}
1870
1871 1874
1872int 1875int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1876cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1877{
1875 object *tmp, *last, *god, *detect; 1878 object *tmp, *last, *god, *detect;
1888 skill = caster; 1891 skill = caster;
1889 1892
1890 for (x = op->x - range; x <= op->x + range; x++) 1893 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1894 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1895 {
1893
1894 m = op->map; 1896 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1898 if (mflags & P_OUT_OF_MAP)
1897 continue; 1899 continue;
1898 1900
1902 * down - that is easier than working up. 1904 * down - that is easier than working up.
1903 */ 1905 */
1904 1906
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1908 last = tmp;
1909
1907 /* Shouldn't happen, but if there are no objects on a space, this 1910 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1911 * would happen.
1909 */ 1912 */
1910 if (!last) 1913 if (!last)
1911 continue; 1914 continue;
1913 done_one = 0; 1916 done_one = 0;
1914 floor = 0; 1917 floor = 0;
1915 detect = NULL; 1918 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1919 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1920 {
1918
1919 /* show invisible */ 1921 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1923 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1926 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1928 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1935 {
1934 tmp->invisible = 0; 1936 tmp->invisible = 0;
1935 done_one = 1; 1937 done_one = 1;
1936 } 1938 }
1937 } 1939 }
1940
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1942 floor = 1;
1940 1943
1941 /* All detections below this point don't descend beneath the floor, 1944 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1945 * so just continue on. We could be clever and look at the type of
2211 * monsters either. 2214 * monsters either.
2212 */ 2215 */
2213 2216
2214 if (head->attacktype & AT_MAGIC && 2217 if (head->attacktype & AT_MAGIC &&
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2216 { 2219 head->destroy ();
2217 remove_ob (head);
2218 free_object (head);
2219 }
2220 else 2220 else
2221 switch (head->type) 2221 switch (head->type)
2222 { 2222 {
2223 case SPELL_EFFECT: 2223 case SPELL_EFFECT:
2224 if (op->level > head->level) 2224 if (op->level > head->level)
2225 { 2225 head->destroy ();
2226 remove_ob (head); 2226
2227 free_object (head);
2228 }
2229 break; 2227 break;
2230 2228
2231 /* I really don't get this rune code that much - that 2229 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 2230 * random chance seems really low.
2233 */ 2231 */
2234 case RUNE: 2232 case RUNE:
2235 if (rndm (0, 149) == 0) 2233 if (rndm (0, 149) == 0)
2236 { 2234 {
2237 head->stats.hp--; /* weaken the rune */ 2235 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 2236 if (!head->stats.hp)
2239 { 2237 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 2238 }
2244 break; 2239 break;
2245 } 2240 }
2246 } 2241 }
2247} 2242}
2322 /* exit if it's not a player using this spell. */ 2317 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 2318 if (op->type != PLAYER)
2324 return 0; 2319 return 0;
2325 2320
2326 /* if player already has a golem, abort */ 2321 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2322 if (op->contr->ranges[range_golem])
2328 { 2323 {
2329 control_golem (op->contr->ranges[range_golem], dir); 2324 control_golem (op->contr->ranges[range_golem], dir);
2330 return 0; 2325 return 0;
2331 } 2326 }
2332 2327
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2379 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY); 2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2381 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2382 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2383 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2384 tmp->set_owner (op);
2390 set_spell_skill (op, caster, spell, tmp); 2385 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp; 2386 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem; 2387 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2388
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2389 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2390 * removed flag - it should only be set if get_split_object was
2397 * used above. 2391 * used above.
2398 */ 2392 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2394 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2395 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2396 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2397 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2398 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2399 * body_info, skills, etc)
2552 2546
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2548
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2550
2557 set_owner (new_aura, op); 2551 new_aura->set_owner (op);
2558 set_spell_skill (op, caster, spell, new_aura); 2552 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2553 new_aura->attacktype = spell->attacktype;
2560 2554
2561 new_aura->level = caster_level (caster, spell); 2555 new_aura->level = caster_level (caster, spell);
2562 if (refresh) 2556 if (refresh)
2588 env = aura->env; 2582 env = aura->env;
2589 2583
2590 /* no matter what we've gotta remove the aura... 2584 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2585 * we'll put it back if its time isn't up.
2592 */ 2586 */
2593 remove_ob (aura); 2587 aura->remove ();
2594 2588
2595 /* exit if we're out of gas */ 2589 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2590 if (aura->duration-- < 0)
2597 { 2591 {
2598 free_object (aura); 2592 aura->destroy ();
2599 return; 2593 return;
2600 } 2594 }
2601 2595
2602 /* auras only exist in inventories */ 2596 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2597 if (env == NULL || env->map == NULL)
2604 { 2598 {
2605 free_object (aura); 2599 aura->destroy ();
2606 return; 2600 return;
2607 } 2601 }
2602
2608 aura->x = env->x; 2603 aura->x = env->x;
2609 aura->y = env->y; 2604 aura->y = env->y;
2610 2605
2611 /* we need to jump out of the inventory for a bit 2606 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2607 * in order to hit the map conveniently.
2639 insert_ob_in_map (new_ob, m, aura, 0); 2634 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2635 }
2641 } 2636 }
2642 } 2637 }
2643 /* put the aura back in the player's inventory */ 2638 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2639 aura->remove ();
2645 insert_ob_in_ob (aura, env); 2640 insert_ob_in_ob (aura, env);
2646} 2641}
2647 2642
2648/* moves the peacemaker spell. 2643/* moves the peacemaker spell.
2649 * op is the piece object. 2644 * op is the piece object.
2673 2668
2674 if (rndm (0, atk_lev - 1) > def_lev) 2669 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2670 {
2676 /* make this sucker peaceful. */ 2671 /* make this sucker peaceful. */
2677 2672
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2673 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2674 victim->stats.exp = 0;
2680#if 0 2675#if 0
2681 /* No idea why these were all set to zero - if something 2676 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2677 * makes this creature agressive, he should still do damage.
2683 */ 2678 */

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