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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.80 by root, Tue Apr 22 07:01:47 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
335 * pl is invisible. 329 * pl is invisible.
336 */ 330 */
337int 331int
338makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
339{ 333{
340
341 if (!pl->invisible) 334 if (!pl->invisible)
342 return 0; 335 return 0;
336
343 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
344 { 338 {
345 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
347 { 341 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 343 return 0;
344
350 return 1; 345 return 1;
351 } 346 }
347
352 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
354 return 1; 350 return 1;
351
355 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
356 if (!mon->race) 353 if (!mon->race)
357 return 0; 354 return 0;
355
358 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
359 return 1; 357 return 1;
358
360 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
361 return 0; 360 return 0;
362 } 361 }
363 else 362 else
364 { 363 {
601 600
602 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 604 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 606 {
608 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 608 buf << "Your metabolism isn't focused on anything.\n";
610 else 609 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
895 894
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 896 return 1;
898} 897}
899 898
900
901/* cast_heal: Heals something. 899/* cast_heal: Heals something.
902 * op is the caster. 900 * op is the caster.
903 * dir is the direction he is casting it in. 901 * dir is the direction he is casting it in.
904 * spell is the spell object. 902 * spell is the spell object.
905 */ 903 */
931 { 929 {
932 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 932 * on amount of damage healed.
935 */ 933 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
936
938 tmp->stats.hp += heal; 937 tmp->stats.hp += heal;
939 938
940 if (tmp->stats.hp >= tmp->stats.maxhp) 939 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 941 else if (heal > 50)
951 success = 1; 950 success = 1;
952 } 951 }
953 } 952 }
954 953
955 if (spell->attacktype & AT_DISEASE) 954 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 955 if (cure_disease (tmp, op, spell))
957 success = 1; 956 success = 1;
958 957
959 if (spell->attacktype & AT_POISON) 958 if (spell->attacktype & AT_POISON)
960 { 959 {
961 at = archetype::find ("poisoning"); 960 at = archetype::find ("poisoning");
1010 } 1009 }
1011 1010
1012 if (spell->stats.food && tmp->stats.food < 999) 1011 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1012 {
1014 tmp->stats.food += spell->stats.food; 1013 tmp->stats.food += spell->stats.food;
1014
1015 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1017
1017 success = 1; 1018 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1019 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1020 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1021 }
1021 1022
1292static void 1293static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1294alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1295{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1297
1297 /* Give third price when we alchemy money (This should hopefully 1298 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1299 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1300 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1301 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1302 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1303 * the stuff back to town.
1397 value -= nrof * nugget[i]->value; 1398 value -= nrof * nugget[i]->value;
1398 1399
1399 object *tmp = arch_to_object (nugget[i]); 1400 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1401 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1402 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1403 op->map->insert (tmp, x, y, op, 0);
1403 } 1404 }
1404 1405
1405 if (weight > weight_max) 1406 if (weight > weight_max)
1406 goto bailout; 1407 goto bailout;
1407 } 1408 }
1408 } 1409 }
1409 1410
1410bailout: 1411bailout:
1411 return 1; 1412 return 1;
1412} 1413}
1413
1414 1414
1415/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1416 * items. 1416 * items.
1417 */ 1417 */
1418int 1418int
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1428 {
1429 was_one++; 1429 was_one++;
1430
1430 if (tmp->level <= caster_level (caster, spell)) 1431 if (tmp->level <= caster_level (caster, spell))
1431 { 1432 {
1432 success++; 1433 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1436
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1439 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1440
1441 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1443 }
1442 } 1444 }
1443 1445
1444 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1445 { 1447 {
1456 1458
1457 return success; 1459 return success;
1458} 1460}
1459 1461
1460/* Identifies objects in the players inventory/on the ground */ 1462/* Identifies objects in the players inventory/on the ground */
1461
1462int 1463int
1463cast_identify (object *op, object *caster, object *spell) 1464cast_identify (object *op, object *caster, object *spell)
1464{ 1465{
1466 dynbuf_text buf;
1465 object *tmp; 1467 object *tmp;
1466 int success = 0, num_ident;
1467 1468
1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1469 1470
1470 if (num_ident < 1) 1471 if (num_ident < 1)
1471 num_ident = 1; 1472 num_ident = 1;
1472 1473
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1477 {
1477 identify (tmp); 1478 identify (tmp);
1478 1479
1479 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1480 { 1481 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1482 1483
1483 if (tmp->msg) 1484 if (tmp->msg)
1484 { 1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1486 }
1489 1487
1490 num_ident--; 1488 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1489 if (!num_ident)
1493 break; 1490 break;
1494 } 1491 }
1495 } 1492 }
1496 1493
1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 { 1502 {
1506 identify (tmp); 1503 identify (tmp);
1507 1504
1508 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1509 { 1506 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1511 1508
1512 if (tmp->msg) 1509 if (tmp->msg)
1513 { 1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1511 }
1520 1512
1521 num_ident--; 1513 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1514 if (!num_ident)
1524 break; 1515 break;
1525 } 1516 }
1526 } 1517 }
1527 1518
1528 if (!success) 1519 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1530 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1531 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1532 1530 return 1;
1533 return success; 1531 }
1534} 1532}
1535 1533
1536int 1534int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1536{
1680 1678
1681 /* Now process objects in the players inventory if detect curse or magic */ 1679 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1681 {
1684 done_one = 0; 1682 done_one = 0;
1683
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1684 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1685 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1687 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1688 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 { 1689 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1691
1692 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1693 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1694 }
1695
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1698 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1703 }
1702 } /* if item is not identified */ 1704 } /* if item is not identified */
1703 } /* for the players inventory */ 1705 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1706 } /* if detect magic/curse and object is a player */
1707
1705 return 1; 1708 return 1;
1706} 1709}
1707 1710
1708 1711
1709/** 1712/**
1899 break; 1902 break;
1900 } 1903 }
1901 } 1904 }
1902} 1905}
1903 1906
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1907int 1908int
1908cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1909{ 1910{
1910 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1934 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1937 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1938 tmp->level = caster_level (caster, spell);
1938 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1939 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1945 return 1;
1943 } 1946 }
1944 } 1947 }
1945 } 1948 }
2021 { 2024 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2026 return 0;
2024 } 2027 }
2025 2028
2026 if (weapon->nrof > 1) 2029 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2030
2033 /* create the golem object */ 2031 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2032 tmp = arch_to_object (spell->other_arch);
2035 2033
2036 /* if animated by a player, give the player control of the golem */ 2034 /* if animated by a player, give the player control of the golem */
2041 tmp->set_owner (op); 2039 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2040 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2041 set_spell_skill (op, caster, spell, tmp);
2044 2042
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2043 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2044 * removed flag - it should only be set if weapon->split was
2047 * used above. 2045 * used above.
2048 */ 2046 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2048 weapon->remove ();
2051 2049
2052 insert_ob_in_ob (weapon, tmp); 2050 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2051
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2052 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2053 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2054 * body_info, skills, etc)
2057 */ 2055 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2166 }
2169 return success; 2167 return success;
2170} 2168}
2171 2169
2172
2173
2174
2175
2176/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2177 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2172 * spell is the spell object itself.
2179 */ 2173 */
2180int 2174int
2191 2185
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2187
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2189
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2199 2192
2200 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = caster_level (caster, spell);
2194
2201 if (refresh) 2195 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2197 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2205 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2206 return 1; 2203 return 1;
2207} 2204}
2208
2209 2205
2210/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2212 * around him. 2208 * around him.
2213 * Aura parameters: 2209 * Aura parameters:
2214 * duration: duration counter. 2210 * duration: duration counter.
2215 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2217 */ 2213 */
2218
2219void 2214void
2220move_aura (object *aura) 2215move_aura (object *aura)
2221{ 2216{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2227 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2228 2220
2229 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2231 */ 2223 */
2232 aura->remove (); 2224 aura->remove ();
2237 aura->destroy (); 2229 aura->destroy ();
2238 return; 2230 return;
2239 } 2231 }
2240 2232
2241 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2243 { 2235 {
2244 aura->destroy (); 2236 aura->destroy ();
2245 return; 2237 return;
2246 } 2238 }
2247 2239
2248 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2250 */ 2242 */
2251 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2252 2244
2253 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2254 { 2246 {
2255 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2256 2249
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2253 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2255 {
2267 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2268 2257
2269 if (aura->other_arch) 2258 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2260 }
2272 } 2261 }
2273 2262
2274 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2275 aura->remove (); 2264 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2277} 2266}
2278 2267
2279/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2280 * op is the piece object. 2269 * op is the piece object.
2281 */ 2270 */
2282
2283void 2271void
2284move_peacemaker (object *op) 2272move_peacemaker (object *op)
2285{ 2273{
2286 object *tmp; 2274 object *tmp;
2287 2275

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