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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.88 by root, Sun Sep 28 15:49:08 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 (©) 2005,2006,2007,2008 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>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
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 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
471 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
472 { 467 {
473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
475 else 470 else
476 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
477 // remove first so we do not call update_stats
478 op->remove ();
479 pl->enter_exit (op);
480 }
481 } 472 }
482 473
483 op->destroy (); 474 op->destroy ();
484} 475}
485 476
501 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
502 return 1; 493 return 1;
503 } 494 }
504 495
505 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
506 if (dummy == NULL) 497
498 if (!dummy)
507 { 499 {
508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
510 return 0; 502 return 0;
511 } 503 }
581 573
582 dynbuf_text buf; 574 dynbuf_text buf;
583 575
584 if (player *pl = op->contr) 576 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
587 579
588 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
589 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
590 else 582 else
591 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
592 584
593 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
594 586
595 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
596 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
597 else 589 else
598 { 590 {
599 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
600 592
601 if (tmp) 593 if (tmp)
602 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
603 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
605 } 597 }
606 598
607 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 602 {
611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
612 { 604 {
613 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
614 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
615 else 607 else
616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 609
618 break; 610 break;
619 } 611 }
620 } 612 }
621 613
900 892
901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
902 return 1; 894 return 1;
903} 895}
904 896
905
906/* cast_heal: Heals something. 897/* cast_heal: Heals something.
907 * op is the caster. 898 * op is the caster.
908 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
909 * spell is the spell object. 900 * spell is the spell object.
910 */ 901 */
936 { 927 {
937 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 930 * on amount of damage healed.
940 */ 931 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
943 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
944 936
945 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 939 else if (heal > 50)
956 success = 1; 948 success = 1;
957 } 949 }
958 } 950 }
959 951
960 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
962 success = 1; 954 success = 1;
963 955
964 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
965 { 957 {
966 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1015 } 1007 }
1016 1008
1017 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1018 { 1010 {
1019 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1020 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1022 success = 1; 1016 success = 1;
1023 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1025 } 1019 }
1026 1020
1042}; 1036};
1043 1037
1044int 1038int
1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1046{ 1040{
1047 object *force = NULL; 1041 object *force = 0;
1048 int i; 1042 int i;
1049 1043
1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1051 object *tmp = dir 1045 object *tmp = dir
1052 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1053 : op; 1047 : op;
1054 1048
1055 if (!tmp) 1049 if (!tmp)
1056 return 0; 1050 return 0;
1057 1051
1058 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1067 } 1061 }
1068 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1069 { 1063 {
1070 if (!silent) 1064 if (!silent)
1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1072 return 0; 1067 return 0;
1073 } 1068 }
1074 } 1069 }
1075 } 1070 }
1076 if (force == NULL) 1071
1072 if (!force)
1077 { 1073 {
1078 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1079 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1080 if (spell_ob->race) 1077 if (spell_ob->race)
1081 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1082 else 1079 else
1083 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1084 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086 1084
1087 } 1085 }
1088 else 1086 else
1094 { 1092 {
1095 force->duration = duration; 1093 force->duration = duration;
1096 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1097 } 1095 }
1098 else 1096 else
1099 {
1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1101 }
1102 1098
1103 return 1; 1099 return 1;
1104 } 1100 }
1105 1101
1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1178 */ 1174 */
1179int 1175int
1180cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1181{ 1177{
1182 int i; 1178 int i;
1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1184 1180
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if (dir != 0) 1182 if (dir != 0)
1187 { 1183 {
1188 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1189 } 1188 }
1190 else 1189 else
1191 {
1192 tmp = op; 1190 tmp = op;
1193 }
1194 1191
1195 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1196 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 { 1194 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 { 1196 {
1200 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1201 { 1198 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0; 1205 return 0;
1209 } 1206 }
1210 } 1207 }
1211 } 1208 }
1209
1212 if (force == NULL) 1210 if (force == NULL)
1213 { 1211 {
1214 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1215 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1216 if (spell_ob->race) 1214 if (spell_ob->race)
1297static void 1295static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1297{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1299
1302 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1305 * the stuff back to town.
1414 1412
1415bailout: 1413bailout:
1416 return 1; 1414 return 1;
1417} 1415}
1418 1416
1419
1420/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1421 * items. 1418 * items.
1422 */ 1419 */
1423int 1420int
1424remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1433 { 1430 {
1434 was_one++; 1431 was_one++;
1432
1435 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= caster_level (caster, spell))
1436 { 1434 {
1437 success++; 1435 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440 1438
1441 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1444 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1445 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1445 }
1447 } 1446 }
1448 1447
1449 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1450 { 1449 {
1461 1460
1462 return success; 1461 return success;
1463} 1462}
1464 1463
1465/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1466
1467int 1465int
1468cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1469{ 1467{
1468 dynbuf_text buf;
1470 object *tmp; 1469 object *tmp;
1471 int success = 0, num_ident;
1472 1470
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1474 1472
1475 if (num_ident < 1) 1473 if (num_ident < 1)
1476 num_ident = 1; 1474 num_ident = 1;
1477 1475
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1479 {
1482 identify (tmp); 1480 identify (tmp);
1483 1481
1484 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1485 { 1483 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1487 1485
1488 if (tmp->msg) 1486 if (tmp->msg)
1489 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1488 }
1494 1489
1495 num_ident--; 1490 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1491 if (!num_ident)
1498 break; 1492 break;
1499 } 1493 }
1500 } 1494 }
1501 1495
1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1510 { 1504 {
1511 identify (tmp); 1505 identify (tmp);
1512 1506
1513 if (op->type == PLAYER) 1507 if (object *pl = tmp->visible_to ())
1514 { 1508 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1516 1510
1517 if (tmp->msg) 1511 if (tmp->msg)
1518 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522
1523 esrv_send_item (op, tmp);
1524 } 1513 }
1525 1514
1526 num_ident--; 1515 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1516 if (!num_ident)
1529 break; 1517 break;
1530 } 1518 }
1531 } 1519 }
1532 1520
1533 if (!success) 1521 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1535 else 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1536 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1537 1532 return 1;
1538 return success; 1533 }
1539} 1534}
1540 1535
1541int 1536int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1538{
1685 1680
1686 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 { 1683 {
1689 done_one = 0; 1684 done_one = 0;
1685
1690 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1691 { 1687 {
1692 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1693 { 1689 {
1694 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1695 { 1691 {
1696 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1697 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
1698 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1696 }
1697
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 { 1700 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
1705 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1706 } 1705 }
1707 } /* if item is not identified */ 1706 } /* if item is not identified */
1708 } /* for the players inventory */ 1707 } /* for the players inventory */
1709 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
1710 return 1; 1710 return 1;
1711} 1711}
1712 1712
1713 1713
1714/** 1714/**
1740 1740
1741 tmp->insert_at (victim); 1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 } 1743 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1749 { 1749 {
1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1904 break; 1904 break;
1905 } 1905 }
1906 } 1906 }
1907} 1907}
1908 1908
1909
1910
1911/* cast_consecrate() - a spell to make an altar your god's */ 1909/* cast_consecrate() - a spell to make an altar your god's */
1912int 1910int
1913cast_consecrate (object *op, object *caster, object *spell) 1911cast_consecrate (object *op, object *caster, object *spell)
1914{ 1912{
1915 char buf[MAX_BUF]; 1913 char buf[MAX_BUF];
1939 /* If we got here, we are consecrating an altar */ 1937 /* If we got here, we are consecrating an altar */
1940 sprintf (buf, "Altar of %s", &god->name); 1938 sprintf (buf, "Altar of %s", &god->name);
1941 tmp->name = buf; 1939 tmp->name = buf;
1942 tmp->level = caster_level (caster, spell); 1940 tmp->level = caster_level (caster, spell);
1943 tmp->other_arch = god->arch; 1941 tmp->other_arch = god->arch;
1942
1944 if (op->type == PLAYER) 1943 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp); 1944 esrv_update_item (UPD_NAME, op, tmp);
1945
1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1946 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1947 return 1; 1947 return 1;
1948 } 1948 }
1949 } 1949 }
1950 } 1950 }
1988 return 0; 1988 return 0;
1989 } 1989 }
1990 1990
1991 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
1992 if (!dir) 1992 if (!dir)
1993 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1993 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1994 1994
1995 m = op->map; 1995 m = op->map;
1996 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
1997 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
1998 1998
1999 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2001 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2002 { 2002 {
2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2004 return 0; 2004 return 0;
2005 } 2005 }
2006 2006
2026 { 2026 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2028 return 0; 2028 return 0;
2029 } 2029 }
2030 2030
2031 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2032 {
2033 tmp = get_split_ob (weapon, 1);
2034 esrv_send_item (op, weapon);
2035 weapon = tmp;
2036 }
2037 2032
2038 /* create the golem object */ 2033 /* create the golem object */
2039 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2040 2035
2041 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2046 tmp->set_owner (op); 2041 tmp->set_owner (op);
2047 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2048 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2049 2044
2050 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2051 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2052 * used above. 2047 * used above.
2053 */ 2048 */
2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2055 weapon->remove (); 2050 weapon->remove ();
2056 2051
2057 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2058 esrv_send_item (op, weapon); 2053
2059 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2060 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2061 * body_info, skills, etc) 2056 * body_info, skills, etc)
2062 */ 2057 */
2063 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2173 } 2168 }
2174 return success; 2169 return success;
2175} 2170}
2176 2171
2177
2178
2179
2180
2181/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2174 * spell is the spell object itself.
2184 */ 2175 */
2185int 2176int
2196 2187
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2189
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2191
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2204 2194
2205 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = caster_level (caster, spell);
2196
2206 if (refresh) 2197 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2199 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2210 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2211 return 1; 2205 return 1;
2212} 2206}
2213
2214 2207
2215/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2216 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2217 * around him. 2210 * around him.
2218 * Aura parameters: 2211 * Aura parameters:
2219 * duration: duration counter. 2212 * duration: duration counter.
2220 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2222 */ 2215 */
2223
2224void 2216void
2225move_aura (object *aura) 2217move_aura (object *aura)
2226{ 2218{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2232 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2233 2222
2234 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2236 */ 2225 */
2237 aura->remove (); 2226 aura->remove ();
2242 aura->destroy (); 2231 aura->destroy ();
2243 return; 2232 return;
2244 } 2233 }
2245 2234
2246 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2248 { 2237 {
2249 aura->destroy (); 2238 aura->destroy ();
2250 return; 2239 return;
2251 } 2240 }
2252 2241
2253 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2255 */ 2244 */
2256 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2257 2246
2258 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2259 { 2248 {
2260 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2261 2251
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2255 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2257 {
2272 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2273 2259
2274 if (aura->other_arch) 2260 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2262 }
2277 } 2263 }
2278 2264
2279 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2280 aura->remove (); 2266 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2282} 2268}
2283 2269
2284/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2285 * op is the piece object. 2271 * op is the piece object.
2286 */ 2272 */
2287
2288void 2273void
2289move_peacemaker (object *op) 2274move_peacemaker (object *op)
2290{ 2275{
2291 object *tmp; 2276 object *tmp;
2292 2277
2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2294 { 2279 {
2295 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2296 object *victim = tmp; 2281 object *victim = tmp->head_ ();
2297 2282
2298 if (tmp->head)
2299 victim = tmp->head;
2300 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2301 continue; 2284 continue;
2285
2302 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2303 continue; 2287 continue;
2288
2304 if (victim->stats.exp == 0) 2289 if (victim->stats.exp == 0)
2305 continue; 2290 continue;
2306 2291
2307 def_lev = MAX (1, victim->level); 2292 def_lev = MAX (1, victim->level);
2308 atk_lev = MAX (1, op->level); 2293 atk_lev = MAX (1, op->level);
2309 2294
2310 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2311 { 2296 {
2312 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2313 2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2314 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2315 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2316#if 0 2302#if 0
2317 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2318 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2325 victim->attack_movement = RANDO2; 2311 victim->attack_movement = RANDO2;
2326 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2327 SET_FLAG (victim, FLAG_RUN_AWAY); 2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2328 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2329 CLEAR_FLAG (victim, FLAG_MONSTER); 2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2330 if (victim->name) 2317 if (victim->name)
2331 {
2332 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2333 }
2334 } 2319 }
2335 } 2320 }
2336} 2321}
2337 2322
2338 2323

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