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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 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)
283probe (object *op, object *caster, object *spell_ob, int dir) 278probe (object *op, object *caster, object *spell_ob, int dir)
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
289 283
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
1299static void 1293static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1294alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1295{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1297
1304 /* Give third price when we alchemy money (This should hopefully 1298 /* Give third price when we alchemy money (this should hopefully
1305 * 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
1306 * the nuggets, alchemy the gold from that, etc. 1300 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1301 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1302 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1303 * the stuff back to town.
1416 1410
1417bailout: 1411bailout:
1418 return 1; 1412 return 1;
1419} 1413}
1420 1414
1421
1422/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1423 * items. 1416 * items.
1424 */ 1417 */
1425int 1418int
1426remove_curse (object *op, object *caster, object *spell) 1419remove_curse (object *op, object *caster, object *spell)
1432 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1433 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1434 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1435 { 1428 {
1436 was_one++; 1429 was_one++;
1430
1437 if (tmp->level <= caster_level (caster, spell)) 1431 if (tmp->level <= caster_level (caster, spell))
1438 { 1432 {
1439 success++; 1433 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED); 1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442 1436
1443 CLEAR_FLAG (tmp, FLAG_CURSED); 1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */ 1439 tmp->value = 0; /* Still can't sell it */
1446 if (op->type == PLAYER) 1440
1441 if (object *pl = tmp->visible_to ())
1447 esrv_send_item (op, tmp); 1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1448 } 1443 }
1449 } 1444 }
1450 1445
1451 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1452 { 1447 {
1463 1458
1464 return success; 1459 return success;
1465} 1460}
1466 1461
1467/* Identifies objects in the players inventory/on the ground */ 1462/* Identifies objects in the players inventory/on the ground */
1468
1469int 1463int
1470cast_identify (object *op, object *caster, object *spell) 1464cast_identify (object *op, object *caster, object *spell)
1471{ 1465{
1466 dynbuf_text buf;
1472 object *tmp; 1467 object *tmp;
1473 int success = 0, num_ident;
1474 1468
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1476 1470
1477 if (num_ident < 1) 1471 if (num_ident < 1)
1478 num_ident = 1; 1472 num_ident = 1;
1479 1473
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1483 { 1477 {
1484 identify (tmp); 1478 identify (tmp);
1485 1479
1486 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1487 { 1481 {
1488 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));
1489 1483
1490 if (tmp->msg) 1484 if (tmp->msg)
1491 { 1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1486 }
1496 1487
1497 num_ident--; 1488 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1489 if (!num_ident)
1500 break; 1490 break;
1501 } 1491 }
1502 } 1492 }
1503 1493
1510 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)
1511 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1512 { 1502 {
1513 identify (tmp); 1503 identify (tmp);
1514 1504
1515 if (op->type == PLAYER) 1505 if (object *pl = tmp->visible_to ())
1516 { 1506 {
1517 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));
1518 1508
1519 if (tmp->msg) 1509 if (tmp->msg)
1520 { 1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524
1525 esrv_send_item (op, tmp);
1526 } 1511 }
1527 1512
1528 num_ident--; 1513 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1514 if (!num_ident)
1531 break; 1515 break;
1532 } 1516 }
1533 } 1517 }
1534 1518
1535 if (!success) 1519 if (buf.empty ())
1536 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 }
1537 else 1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1538 spell_effect (spell, op->x, op->y, op->map, op); 1529 spell_effect (spell, op->x, op->y, op->map, op);
1539 1530 return 1;
1540 return success; 1531 }
1541} 1532}
1542 1533
1543int 1534int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1535cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1536{
1687 1678
1688 /* 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 */
1689 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))
1690 { 1681 {
1691 done_one = 0; 1682 done_one = 0;
1683
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1684 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1685 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 { 1687 {
1696 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))
1697 { 1689 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 if (op->type == PLAYER) 1691
1692 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1693 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1694 }
1695
1702 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) &&
1703 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1704 { 1698 {
1705 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1706 if (op->type == PLAYER) 1700
1701 if (object *pl = tmp->visible_to ())
1707 esrv_send_item (op, tmp); 1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1708 } 1703 }
1709 } /* if item is not identified */ 1704 } /* if item is not identified */
1710 } /* for the players inventory */ 1705 } /* for the players inventory */
1711 } /* if detect magic/curse and object is a player */ 1706 } /* if detect magic/curse and object is a player */
1707
1712 return 1; 1708 return 1;
1713} 1709}
1714 1710
1715 1711
1716/** 1712/**
1906 break; 1902 break;
1907 } 1903 }
1908 } 1904 }
1909} 1905}
1910 1906
1911
1912
1913/* cast_consecrate() - a spell to make an altar your god's */ 1907/* cast_consecrate() - a spell to make an altar your god's */
1914int 1908int
1915cast_consecrate (object *op, object *caster, object *spell) 1909cast_consecrate (object *op, object *caster, object *spell)
1916{ 1910{
1917 char buf[MAX_BUF]; 1911 char buf[MAX_BUF];
1941 /* If we got here, we are consecrating an altar */ 1935 /* If we got here, we are consecrating an altar */
1942 sprintf (buf, "Altar of %s", &god->name); 1936 sprintf (buf, "Altar of %s", &god->name);
1943 tmp->name = buf; 1937 tmp->name = buf;
1944 tmp->level = caster_level (caster, spell); 1938 tmp->level = caster_level (caster, spell);
1945 tmp->other_arch = god->arch; 1939 tmp->other_arch = god->arch;
1940
1946 if (op->type == PLAYER) 1941 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp); 1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1948 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);
1949 return 1; 1945 return 1;
1950 } 1946 }
1951 } 1947 }
1952 } 1948 }
2028 { 2024 {
2029 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));
2030 return 0; 2026 return 0;
2031 } 2027 }
2032 2028
2033 if (weapon->nrof > 1) 2029 weapon = weapon->split ();
2034 {
2035 tmp = get_split_ob (weapon, 1);
2036 esrv_send_item (op, weapon);
2037 weapon = tmp;
2038 }
2039 2030
2040 /* create the golem object */ 2031 /* create the golem object */
2041 tmp = arch_to_object (spell->other_arch); 2032 tmp = arch_to_object (spell->other_arch);
2042 2033
2043 /* 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 */
2048 tmp->set_owner (op); 2039 tmp->set_owner (op);
2049 op->contr->golem = tmp; 2040 op->contr->golem = tmp;
2050 set_spell_skill (op, caster, spell, tmp); 2041 set_spell_skill (op, caster, spell, tmp);
2051 2042
2052 /* 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
2053 * removed flag - it should only be set if get_split_object was 2044 * removed flag - it should only be set if weapon->split was
2054 * used above. 2045 * used above.
2055 */ 2046 */
2056 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2057 weapon->remove (); 2048 weapon->remove ();
2058 2049
2059 insert_ob_in_ob (weapon, tmp); 2050 tmp->insert (weapon);
2060 esrv_send_item (op, weapon); 2051
2061 /* 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,
2062 * 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
2063 * body_info, skills, etc) 2054 * body_info, skills, etc)
2064 */ 2055 */
2065 SET_FLAG (tmp, FLAG_USE_WEAPON); 2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2210 new_aura->set_owner (op); 2201 new_aura->set_owner (op);
2211 2202
2212 return 1; 2203 return 1;
2213} 2204}
2214 2205
2215
2216/* 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,
2217 * 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
2218 * around him. 2208 * around him.
2219 * Aura parameters: 2209 * Aura parameters:
2220 * duration: duration counter. 2210 * duration: duration counter.
2221 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2223 */ 2213 */
2224
2225void 2214void
2226move_aura (object *aura) 2215move_aura (object *aura)
2227{ 2216{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2233 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2234 2220
2235 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2237 */ 2223 */
2238 aura->remove (); 2224 aura->remove ();
2243 aura->destroy (); 2229 aura->destroy ();
2244 return; 2230 return;
2245 } 2231 }
2246 2232
2247 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2249 { 2235 {
2250 aura->destroy (); 2236 aura->destroy ();
2251 return; 2237 return;
2252 } 2238 }
2253 2239
2254 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2256 */ 2242 */
2257 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2258 2244
2259 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2260 { 2246 {
2261 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2262 2249
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2268 * 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
2269 * 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.
2270 */ 2253 */
2271 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)))
2272 { 2255 {
2273 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2274 2257
2275 if (aura->other_arch) 2258 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2260 }
2278 } 2261 }
2279 2262
2280 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2281 aura->remove (); 2264 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2283} 2266}
2284 2267
2285/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2286 * op is the piece object. 2269 * op is the piece object.
2287 */ 2270 */

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