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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 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;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_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)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 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);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (stringarg)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
173 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);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * 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
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 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);
223 216
224 if (stringarg) 217 if (stringarg)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 stringarg = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!stringarg)
234 { 227 {
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
316 examine_monster (op, tmp); 314 examine_monster (op, tmp);
317 return 1; 315 return 1;
318 } 316 }
319 } 317 }
320 } 318 }
319
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 321 return 1;
323} 322}
324
325 323
326/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 325 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 329 * pl is invisible.
332 */ 330 */
333int 331int
334makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
335{ 333{
336
337 if (!pl->invisible) 334 if (!pl->invisible)
338 return 0; 335 return 0;
336
339 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
340 { 338 {
341 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
343 { 341 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 343 return 0;
344
346 return 1; 345 return 1;
347 } 346 }
347
348 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 350 return 1;
351
351 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
352 if (!mon->race) 353 if (!mon->race)
353 return 0; 354 return 0;
355
354 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 357 return 1;
358
356 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
357 return 0; 360 return 0;
358 } 361 }
359 else 362 else
360 { 363 {
398 else 401 else
399 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
400 403
401 op->contr->hidden = 0; 404 op->contr->hidden = 0;
402 } 405 }
406
403 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 409 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 411
408 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
409 413
410 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
411 * harm to the player. 415 * harm to the player.
412 */ 416 */
413 for_all_actives (tmp) 417 for_all_actives (tmp)
461 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
462 { 466 {
463 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
465 else 469 else
466 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
467 // remove first so we do not call update_stats
468 op->remove ();
469 pl->enter_exit (op);
470 }
471 } 471 }
472 472
473 op->destroy (); 473 op->destroy ();
474} 474}
475 475
564} 564}
565 565
566int 566int
567perceive_self (object *op) 567perceive_self (object *op)
568{ 568{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
571 object *tmp;
572 int i;
573 571
572 dynbuf_text buf;
573
574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
574 tmp = find_god (determine_god (op)); 578 if (object *god = find_god (determine_god (op)))
575 if (tmp) 579 buf << "You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 580 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 581 buf << "You worship no god.\n";
579 582
580 tmp = present_arch_in_ob (at, op); 583 object *tmp = present_arch_in_ob (at, op);
581 584
582 if (*cp == '\0' && tmp == NULL) 585 if (*cp == '\0' && tmp == NULL)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 586 buf << "You feel very mundane. ";
584 else 587 else
585 { 588 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 589 buf << "You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 590
588 if (tmp != NULL) 591 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 592 for (int i = 0; i < NUM_STATS; i++)
591 { 593 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 595 }
599 596
600 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 600 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 602 {
607 if (tmp->stats.exp == 0) 603 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 604 buf << "Your metabolism isn't focused on anything.\n";
609 else 605 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 607
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 608 break;
614 } 609 }
615 } 610 }
616 }
617 611
618 return 1; 612 buf << '\0'; // zero-terminate
619}
620 613
621/* int cast_create_town_portal (object *op, object *caster, int dir) 614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 615
869 return 1; 616 return 1;
870} 617}
871 618
872/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0; 718 return 0;
972 } 719 }
973 720
974 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
977 724
978 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1000 { 747 {
1001 object *tmp2 = tmp->clone (); 748 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 749 m->insert (tmp2, x, y, op);
1003 750
1004 /* If this is a spellcasting wall, need to insert the spell object */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1007 754
1008 } 755 }
1009 else 756 else
1010 posblocked = 1; 757 posblocked = 1;
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 { 765 {
1019 object *tmp2 = tmp->clone (); 766 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 767 m->insert (tmp2, x, y, op);
1021 768
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 } 771 }
1025 else 772 else
1026 negblocked = 1; 773 negblocked = 1;
1027 } 774 }
1143 890
1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1145 return 1; 892 return 1;
1146} 893}
1147 894
1148
1149/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1150 * op is the caster. 896 * op is the caster.
1151 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1152 * spell is the spell object. 898 * spell is the spell object.
1153 */ 899 */
1179 { 925 {
1180 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 928 * on amount of damage healed.
1183 */ 929 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1186 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1187 934
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50) 937 else if (heal > 50)
1199 success = 1; 946 success = 1;
1200 } 947 }
1201 } 948 }
1202 949
1203 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
1205 success = 1; 952 success = 1;
1206 953
1207 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
1208 { 955 {
1209 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1258 } 1005 }
1259 1006
1260 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1261 { 1008 {
1262 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1263 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1264 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1265 success = 1; 1014 success = 1;
1266 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1268 } 1017 }
1269 1018
1270 return success; 1019 return success;
1271} 1020}
1272
1273 1021
1274/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those. 1024 * good comments for those.
1277 */ 1025 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1027 "You grow no stronger.",
1280 "You grow no more agile.", 1028 "You grow no more agile.",
1281 "You don't feel any healthier.", 1029 "You don't feel any healthier.",
1282 "no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1283 "You are no easier to look at.", 1033 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1034};
1287 1035
1288int 1036int
1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290{ 1038{
1341 } 1089 }
1342 else 1090 else
1343 { 1091 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1093 }
1094
1346 return 1; 1095 return 1;
1347 } 1096 }
1097
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1099 force->speed = 1.0;
1350 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1352 1102
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1359 if (force->resist[i] > 100) 1109 if (force->resist[i] > 100)
1360 force->resist[i] = 100; 1110 force->resist[i] = 100;
1361 } 1111 }
1362 } 1112 }
1113
1363 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365 1116
1366 if (tmp->type == PLAYER) 1117 if (tmp->type == PLAYER)
1367 { 1118 {
1368 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1120 for (i = 0; i < NUM_STATS; i++)
1370 { 1121 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1122 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1123 {
1375 sm = 0; 1124 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1125 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1126 sm += rndm (1, 3);
1378 1127
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1130
1382 if (sm < 0) 1131 force->stats.stat (i) = sm;
1383 sm = 0; 1132
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1133 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1135 }
1389 } 1136 }
1390 } 1137 }
1411 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1412 1159
1413 insert_ob_in_ob (force, tmp); 1160 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1162 tmp->update_stats ();
1163
1416 return 1; 1164 return 1;
1417} 1165}
1418 1166
1419/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster. 1169 * of the caster.
1422 */ 1170 */
1423
1424int 1171int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1173{
1427 int i; 1174 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1526} 1273}
1527 1274
1528/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1529 * 1276 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 * 1279 *
1536 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1537 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1538 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1539 * to the max amount of small nuggets as you could get. 1283 * when sold.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 * 1284 *
1544 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1545 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1546 * alchemised. 1287 * alchemised.
1547 */ 1288 */
1548static void 1289static void
1549alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1550{ 1291{
1551 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1552 1293
1553 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1554 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1555 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1556 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1557 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1558 * the stuff back to town. 1299 * the stuff back to town.
1570 total_weight += obj->total_weight (); 1311 total_weight += obj->total_weight ();
1571 1312
1572 obj->destroy (); 1313 obj->destroy ();
1573} 1314}
1574 1315
1575static void
1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577{
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int 1316int
1606alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1607{ 1318{
1608 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1609 return 0; 1320 return 0;
1610 1321
1611 object *large = get_archetype ("largenugget"); 1322 archetype *nugget[3];
1612 object *small = get_archetype ("smallnugget"); 1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1613 1327
1614 /* Put a maximum weight of items that can be alchemised. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1615 * some, and also prevents people from alchemising every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight 1330 * in sight
1617 */ 1331 */
1669 if (weight > weight_max) 1383 if (weight > weight_max)
1670 break; 1384 break;
1671 } 1385 }
1672 } 1386 }
1673 1387
1388 value -= rndm (value >> 4);
1674 value = min (value, value_max); 1389 value = min (value, value_max);
1675 1390
1676 uint64 count = value / large->value; 1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1677 int large_nuggets = count; 1392 if (int nrof = value / nugget [i]->value)
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */ 1393 {
1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1400 }
1688 1401
1689 if (weight > weight_max) 1402 if (weight > weight_max)
1690 goto bailout; 1403 goto bailout;
1691 } 1404 }
1692 } 1405 }
1693 1406
1694bailout: 1407bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1; 1408 return 1;
1698} 1409}
1699
1700 1410
1701/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1702 * items. 1412 * items.
1703 */ 1413 */
1704int 1414int
1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1714 { 1424 {
1715 was_one++; 1425 was_one++;
1426
1716 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1717 { 1428 {
1718 success++; 1429 success++;
1719 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1720 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1721 1432
1722 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1724 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1725 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1726 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 } 1439 }
1728 } 1440 }
1729 1441
1730 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1731 { 1443 {
1742 1454
1743 return success; 1455 return success;
1744} 1456}
1745 1457
1746/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1747
1748int 1459int
1749cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1750{ 1461{
1462 dynbuf_text buf;
1751 object *tmp; 1463 object *tmp;
1752 int success = 0, num_ident;
1753 1464
1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1755 1466
1756 if (num_ident < 1) 1467 if (num_ident < 1)
1757 num_ident = 1; 1468 num_ident = 1;
1758 1469
1759 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 { 1473 {
1763 identify (tmp); 1474 identify (tmp);
1764 1475
1765 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1766 { 1477 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1768 1479
1769 if (tmp->msg) 1480 if (tmp->msg)
1770 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1773 }
1774 } 1482 }
1775 1483
1776 num_ident--; 1484 num_ident--;
1777 success = 1;
1778 if (!num_ident) 1485 if (!num_ident)
1779 break; 1486 break;
1780 } 1487 }
1781 } 1488 }
1782 1489
1784 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used. 1492 * was not fully used.
1786 */ 1493 */
1787 if (num_ident) 1494 if (num_ident)
1788 { 1495 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1498 {
1792 identify (tmp); 1499 identify (tmp);
1793 1500
1794 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1795 { 1502 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1797 1504
1798 if (tmp->msg) 1505 if (tmp->msg)
1799 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803
1804 esrv_send_item (op, tmp);
1805 } 1507 }
1806 1508
1807 num_ident--; 1509 num_ident--;
1808 success = 1;
1809 if (!num_ident) 1510 if (!num_ident)
1810 break; 1511 break;
1811 } 1512 }
1812 } 1513 }
1813 1514
1814 if (!success) 1515 if (buf.empty ())
1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1816 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1817 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1818 1526 return 1;
1819 return success; 1527 }
1820} 1528}
1821 1529
1822int 1530int
1823cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1824{ 1532{
1966 1674
1967 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1969 { 1677 {
1970 done_one = 0; 1678 done_one = 0;
1679
1971 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 { 1681 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1974 { 1683 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1976 { 1685 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1978 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1690 }
1691
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1983 { 1694 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1986 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1987 } 1699 }
1988 } /* if item is not identified */ 1700 } /* if item is not identified */
1989 } /* for the players inventory */ 1701 } /* for the players inventory */
1990 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1991 return 1; 1704 return 1;
1992} 1705}
1993 1706
1994 1707
1995/** 1708/**
2151 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1866 * monsters either.
2154 */ 1867 */
2155 1868
2156 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
2158 head->destroy (); 1873 head->destroy ();
2159 else 1874 else
2160 switch (head->type) 1875 switch (head->type)
2161 { 1876 {
2162 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
2163 if (op->level > head->level) 1883 if (op->level > head->level)
2164 head->destroy (); 1884 head->destroy ();
2165 1885
2166 break; 1886 break;
2167 1887
2178 break; 1898 break;
2179 } 1899 }
2180 } 1900 }
2181} 1901}
2182 1902
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
2186int 1904int
2187cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
2188{ 1906{
2189 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2213 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1933 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
2217 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
2218 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1941 return 1;
2222 } 1942 }
2223 } 1943 }
2224 } 1944 }
2234 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2238 */ 1958 */
2239
2240int 1959int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1960animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1961{
2243 object *weapon, *tmp; 1962 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2245 int a, i; 1964 int a, i;
2246 sint16 x, y; 1965 sint16 x, y;
2247 maptile *m; 1966 maptile *m;
2248 materialtype_t *mt;
2249 1967
2250 if (!spell->other_arch) 1968 if (!spell->other_arch)
2251 { 1969 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2256 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 1975 if (op->type != PLAYER)
2258 return 0; 1976 return 0;
2259 1977
2260 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 1979 if (object *golem = op->contr->golem)
2262 { 1980 {
2263 control_golem (op->contr->ranges[range_golem], dir); 1981 control_golem (golem, dir);
2264 return 0; 1982 return 0;
2265 } 1983 }
2266 1984
2267 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2268 if (!dir) 1986 if (!dir)
2272 x = op->x + freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2274 1992
2275 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2276 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2278 { 1996 {
2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2280 return 0; 1998 return 0;
2281 } 1999 }
2282 2000
2286 if (!weapon) 2004 if (!weapon)
2287 { 2005 {
2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2289 return 0; 2007 return 0;
2290 } 2008 }
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2292 { 2010 {
2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2294 return 0; 2012 return 0;
2295 } 2013 }
2296 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2302 { 2020 {
2303 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2304 return 0; 2022 return 0;
2305 } 2023 }
2306 2024
2307 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2308 {
2309 tmp = get_split_ob (weapon, 1);
2310 esrv_send_item (op, weapon);
2311 weapon = tmp;
2312 }
2313 2026
2314 /* create the golem object */ 2027 /* create the golem object */
2315 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2316 2029
2317 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2032 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2033 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2034 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2038
2327 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2328 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2329 * used above. 2041 * used above.
2330 */ 2042 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2332 weapon->remove (); 2044 weapon->remove ();
2333 insert_ob_in_ob (weapon, tmp); 2045
2334 esrv_send_item (op, weapon); 2046 tmp->insert (weapon);
2047
2335 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2336 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2337 * body_info, skills, etc) 2050 * body_info, skills, etc)
2338 */ 2051 */
2339 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2365 2078
2366 /* attacktype */ 2079 /* attacktype */
2367 if (!tmp->attacktype) 2080 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2369 2082
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2373 if (mt != NULL)
2374 { 2084 {
2375 for (i = 0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2377 a = mt->save[0]; 2087 a = mt->save[0];
2378 } 2088 }
2380 { 2090 {
2381 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2383 a = 10; 2093 a = 10;
2384 } 2094 }
2095
2385 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2395 2106
2396 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2397 2108
2398 if (a > 14) 2109 if (a > 14)
2399 a = 14; 2110 a = 14;
2111
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2401 2113
2402 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2404 2116
2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2450 } 2162 }
2451 return success; 2163 return success;
2452} 2164}
2453 2165
2454
2455
2456
2457
2458/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2459 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2460 * spell is the spell object itself. 2168 * spell is the spell object itself.
2461 */ 2169 */
2462int 2170int
2473 2181
2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2475 2183
2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2477 2185
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2481 2188
2482 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2483 if (refresh) 2191 if (refresh)
2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2485 else 2193 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2487 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2488 return 1; 2199 return 1;
2489} 2200}
2490
2491 2201
2492/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2493 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2494 * around him. 2204 * around him.
2495 * Aura parameters: 2205 * Aura parameters:
2496 * duration: duration counter. 2206 * duration: duration counter.
2497 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2498 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2499 */ 2209 */
2500
2501void 2210void
2502move_aura (object *aura) 2211move_aura (object *aura)
2503{ 2212{
2504 int i, mflags;
2505 object *env;
2506 maptile *m;
2507
2508 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2509 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2510 2216
2511 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2512 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2513 */ 2219 */
2514 aura->remove (); 2220 aura->remove ();
2519 aura->destroy (); 2225 aura->destroy ();
2520 return; 2226 return;
2521 } 2227 }
2522 2228
2523 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2524 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2525 { 2231 {
2526 aura->destroy (); 2232 aura->destroy ();
2527 return; 2233 return;
2528 } 2234 }
2529 2235
2530 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2531 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2532 */ 2238 */
2533 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2534 2240
2535 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2536 { 2242 {
2537 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2538 2245
2539 nx = aura->x + freearr_x[i];
2540 ny = aura->y + freearr_y[i];
2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2542
2543 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2544 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2545 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2546 */ 2249 */
2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2548 { 2251 {
2549 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2550 2253
2551 if (aura->other_arch) 2254 if (aura->other_arch)
2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2553 } 2256 }
2554 } 2257 }
2555 2258
2556 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2557 aura->remove (); 2260 env->insert (aura);
2558 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2559} 2262}
2560 2263
2561/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2562 * op is the piece object. 2265 * op is the piece object.
2563 */ 2266 */
2564
2565void 2267void
2566move_peacemaker (object *op) 2268move_peacemaker (object *op)
2567{ 2269{
2568 object *tmp; 2270 object *tmp;
2569 2271
2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 { 2273 {
2572 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2573 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2574 2276
2575 if (tmp->head)
2576 victim = tmp->head;
2577 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue; 2278 continue;
2279
2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2580 continue; 2281 continue;
2282
2581 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2582 continue; 2284 continue;
2583 2285
2584 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2585 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2586 2288
2587 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2588 { 2290 {
2589 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2590 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2591 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2592 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2593#if 0 2296#if 0
2594 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2595 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2602 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2604 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2605 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2606 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2607 if (victim->name) 2311 if (victim->name)
2608 {
2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2610 }
2611 } 2313 }
2612 } 2314 }
2613} 2315}
2614 2316
2615 2317

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