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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.63 by root, Tue Jul 10 07:31:20 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 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>
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 play_sound_map (op->map, op->x, op->y, SOUND_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)
122 * great a plus, the default is used. 121 * great a plus, the default is used.
123 * 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
124 * 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
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127
128int 126int
129cast_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)
130{ 128{
131 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
132 const char *missile_name; 130 const char *missile_name = "arrow";
133 object *tmp, *missile;
134 131
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
139 missile_name = tmp->race; 134 missile_name = tmp->race;
140 135
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142 137
143 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
144 { 141 {
145 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);
146 return 0; 143 return 0;
147 } 144 }
148 145
149 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
150 147
151 if (stringarg) 148 if (stringarg)
152 { 149 {
153 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
172 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);
173 return 0; 170 return 0;
174 } 171 }
175 172
176 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
177 /* 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 -
178 * 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
179 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
180 */ 177 */
181 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0; 179 missile_plus = 0;
183 } 180 }
184 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
185 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
186 } 183 }
187 184
188 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192 186
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
195 189
196 if (missile->nrof < 1) 190 if (missile->nrof < 1)
216{ 210{
217 int food_value; 211 int food_value;
218 archetype *at = NULL; 212 archetype *at = NULL;
219 object *new_op; 213 object *new_op;
220 214
221 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);
222 216
223 if (stringarg) 217 if (stringarg)
224 { 218 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
226 if (at == NULL) 220 if (at == NULL)
256 && at_tmp->weight < at->weight))) 250 && at_tmp->weight < at->weight)))
257 at = at_tmp; 251 at = at_tmp;
258 } 252 }
259 } 253 }
260 } 254 }
255
261 /* 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
262 * know 257 * know
263 */ 258 */
264 if (!at) 259 if (!at)
265 { 260 {
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 }
289
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
297 { 292 {
298 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];
299 294
319 examine_monster (op, tmp); 314 examine_monster (op, tmp);
320 return 1; 315 return 1;
321 } 316 }
322 } 317 }
323 } 318 }
319
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1; 321 return 1;
326} 322}
327
328 323
329/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc 325 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
334 * pl is invisible. 329 * pl is invisible.
335 */ 330 */
336int 331int
337makes_invisible_to (object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
338{ 333{
339
340 if (!pl->invisible) 334 if (!pl->invisible)
341 return 0; 335 return 0;
336
342 if (pl->type == PLAYER) 337 if (pl->type == PLAYER)
343 { 338 {
344 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race) 340 if (!pl->contr->invis_race)
346 { 341 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
348 return 0; 343 return 0;
344
349 return 1; 345 return 1;
350 } 346 }
347
351 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
353 return 1; 350 return 1;
351
354 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
355 if (!mon->race) 353 if (!mon->race)
356 return 0; 354 return 0;
355
357 if (strstr (mon->race, pl->contr->invis_race)) 356 if (strstr (mon->race, pl->contr->invis_race))
358 return 1; 357 return 1;
358
359 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
360 return 0; 360 return 0;
361 } 361 }
362 else 362 else
363 { 363 {
465 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
466 { 466 {
467 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))
468 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.");
469 else 469 else
470 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 } 471 }
476 472
477 op->destroy (); 473 op->destroy ();
478} 474}
479 475
600 596
601 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
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; tmp = tmp->below) 599 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 600 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "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 buf << "Your metabolism isn't focused on anything.\n"; 604 buf << "Your metabolism isn't focused on anything.\n";
609 else 605 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
894 890
895 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 */
896 return 1; 892 return 1;
897} 893}
898 894
899
900/* cast_heal: Heals something. 895/* cast_heal: Heals something.
901 * op is the caster. 896 * op is the caster.
902 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
903 * spell is the spell object. 898 * spell is the spell object.
904 */ 899 */
930 { 925 {
931 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
933 * on amount of damage healed. 928 * on amount of damage healed.
934 */ 929 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
936 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
937 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
938 934
939 if (tmp->stats.hp >= tmp->stats.maxhp) 935 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50) 937 else if (heal > 50)
950 success = 1; 946 success = 1;
951 } 947 }
952 } 948 }
953 949
954 if (spell->attacktype & AT_DISEASE) 950 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op)) 951 if (cure_disease (tmp, op, spell))
956 success = 1; 952 success = 1;
957 953
958 if (spell->attacktype & AT_POISON) 954 if (spell->attacktype & AT_POISON)
959 { 955 {
960 at = archetype::find ("poisoning"); 956 at = archetype::find ("poisoning");
1009 } 1005 }
1010 1006
1011 if (spell->stats.food && tmp->stats.food < 999) 1007 if (spell->stats.food && tmp->stats.food < 999)
1012 { 1008 {
1013 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1010
1014 if (tmp->stats.food > 999) 1011 if (tmp->stats.food > 999)
1015 tmp->stats.food = 999; 1012 tmp->stats.food = 999;
1013
1016 success = 1; 1014 success = 1;
1017 /* 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 */
1018 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");
1019 } 1017 }
1020 1018
1275} 1273}
1276 1274
1277/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1278 * 1276 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 * 1279 *
1285 * 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
1286 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1287 * 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
1288 * to the max amount of small nuggets as you could get. 1283 * when sold.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 * 1284 *
1293 * 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
1294 * 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
1295 * alchemised. 1287 * alchemised.
1296 */ 1288 */
1297static void 1289static void
1298alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299{ 1291{
1300 uint64 value = query_cost (obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1301 1293
1302 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1303 * 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
1304 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1299 * the stuff back to town.
1319 total_weight += obj->total_weight (); 1311 total_weight += obj->total_weight ();
1320 1312
1321 obj->destroy (); 1313 obj->destroy ();
1322} 1314}
1323 1315
1324static void
1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326{
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352}
1353
1354int 1316int
1355alchemy (object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1356{ 1318{
1357 if (op->type != PLAYER) 1319 if (op->type != PLAYER)
1358 return 0; 1320 return 0;
1359 1321
1360 object *large = get_archetype ("largenugget"); 1322 archetype *nugget[3];
1361 object *small = get_archetype ("smallnugget"); 1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1362 1327
1363 /* 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
1364 * some, and also prevents people from alchemising every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight 1330 * in sight
1366 */ 1331 */
1418 if (weight > weight_max) 1383 if (weight > weight_max)
1419 break; 1384 break;
1420 } 1385 }
1421 } 1386 }
1422 1387
1388 value -= rndm (value >> 4);
1423 value = min (value, value_max); 1389 value = min (value, value_max);
1424 1390
1425 uint64 count = value / large->value; 1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1426 int large_nuggets = count; 1392 if (int nrof = value / nugget [i]->value)
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */ 1393 {
1436 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 }
1437 1401
1438 if (weight > weight_max) 1402 if (weight > weight_max)
1439 goto bailout; 1403 goto bailout;
1440 } 1404 }
1441 } 1405 }
1442 1406
1443bailout: 1407bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1; 1408 return 1;
1447} 1409}
1448
1449 1410
1450/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1451 * items. 1412 * items.
1452 */ 1413 */
1453int 1414int
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1463 { 1424 {
1464 was_one++; 1425 was_one++;
1426
1465 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1466 { 1428 {
1467 success++; 1429 success++;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1469 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1470 1432
1471 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1475 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1476 } 1439 }
1477 } 1440 }
1478 1441
1479 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1480 { 1443 {
1491 1454
1492 return success; 1455 return success;
1493} 1456}
1494 1457
1495/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1496
1497int 1459int
1498cast_identify (object *op, object *caster, object *spell) 1460cast_identify (object *op, object *caster, object *spell)
1499{ 1461{
1462 dynbuf_text buf;
1500 object *tmp; 1463 object *tmp;
1501 int success = 0, num_ident;
1502 1464
1503 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1504 1466
1505 if (num_ident < 1) 1467 if (num_ident < 1)
1506 num_ident = 1; 1468 num_ident = 1;
1507 1469
1508 for (tmp = op->inv; tmp; tmp = tmp->below) 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1511 { 1473 {
1512 identify (tmp); 1474 identify (tmp);
1513 1475
1514 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1515 { 1477 {
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1517 1479
1518 if (tmp->msg) 1480 if (tmp->msg)
1519 { 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 } 1482 }
1524 1483
1525 num_ident--; 1484 num_ident--;
1526 success = 1;
1527 if (!num_ident) 1485 if (!num_ident)
1528 break; 1486 break;
1529 } 1487 }
1530 } 1488 }
1531 1489
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1540 { 1498 {
1541 identify (tmp); 1499 identify (tmp);
1542 1500
1543 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1544 { 1502 {
1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1546 1504
1547 if (tmp->msg) 1505 if (tmp->msg)
1548 { 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 } 1507 }
1555 1508
1556 num_ident--; 1509 num_ident--;
1557 success = 1;
1558 if (!num_ident) 1510 if (!num_ident)
1559 break; 1511 break;
1560 } 1512 }
1561 } 1513 }
1562 1514
1563 if (!success) 1515 if (buf.empty ())
1564 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 }
1565 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1566 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1567 1526 return 1;
1568 return success; 1527 }
1569} 1528}
1570 1529
1571int 1530int
1572cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1573{ 1532{
1715 1674
1716 /* 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 */
1717 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))
1718 { 1677 {
1719 done_one = 0; 1678 done_one = 0;
1679
1720 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 { 1681 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1723 { 1683 {
1724 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))
1725 { 1685 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1728 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1729 } 1690 }
1691
1730 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) &&
1731 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1732 { 1694 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1699 }
1737 } /* if item is not identified */ 1700 } /* if item is not identified */
1738 } /* for the players inventory */ 1701 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1740 return 1; 1704 return 1;
1741} 1705}
1742 1706
1743 1707
1744/** 1708/**
1934 break; 1898 break;
1935 } 1899 }
1936 } 1900 }
1937} 1901}
1938 1902
1939
1940
1941/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1942int 1904int
1943cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
1944{ 1906{
1945 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
1969 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf; 1933 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
1973 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
1974 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1976 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);
1977 return 1; 1941 return 1;
1978 } 1942 }
1979 } 1943 }
1980 } 1944 }
2056 { 2020 {
2057 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));
2058 return 0; 2022 return 0;
2059 } 2023 }
2060 2024
2061 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067 2026
2068 /* create the golem object */ 2027 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2070 2029
2071 /* 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 */
2076 tmp->set_owner (op); 2035 tmp->set_owner (op);
2077 op->contr->golem = tmp; 2036 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2079 2038
2080 /* 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
2081 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2082 * used above. 2041 * used above.
2083 */ 2042 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove (); 2044 weapon->remove ();
2086 2045
2087 insert_ob_in_ob (weapon, tmp); 2046 tmp->insert (weapon);
2088 esrv_send_item (op, weapon); 2047
2089 /* 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,
2090 * 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
2091 * body_info, skills, etc) 2050 * body_info, skills, etc)
2092 */ 2051 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2202 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.");
2203 } 2162 }
2204 return success; 2163 return success;
2205} 2164}
2206 2165
2207
2208
2209
2210
2211/* 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.
2212 * 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,
2213 * spell is the spell object itself. 2168 * spell is the spell object itself.
2214 */ 2169 */
2215int 2170int
2226 2181
2227 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);
2228 2183
2229 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);
2230 2185
2231 new_aura->set_owner (op);
2232 set_spell_skill (op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2233 new_aura->attacktype = spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2234 2188
2235 new_aura->level = caster_level (caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2236 if (refresh) 2191 if (refresh)
2237 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.");
2238 else 2193 else
2239 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
2240 insert_ob_in_ob (new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2241 return 1; 2199 return 1;
2242} 2200}
2243
2244 2201
2245/* 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,
2246 * 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
2247 * around him. 2204 * around him.
2248 * Aura parameters: 2205 * Aura parameters:
2249 * duration: duration counter. 2206 * duration: duration counter.
2250 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2251 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2252 */ 2209 */
2253
2254void 2210void
2255move_aura (object *aura) 2211move_aura (object *aura)
2256{ 2212{
2257 int i, mflags;
2258 object *env;
2259 maptile *m;
2260
2261 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2262 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2263 2216
2264 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2265 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2266 */ 2219 */
2267 aura->remove (); 2220 aura->remove ();
2272 aura->destroy (); 2225 aura->destroy ();
2273 return; 2226 return;
2274 } 2227 }
2275 2228
2276 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2277 if (env == NULL || env->map == NULL) 2230 if (!env || !env->map)
2278 { 2231 {
2279 aura->destroy (); 2232 aura->destroy ();
2280 return; 2233 return;
2281 } 2234 }
2282 2235
2283 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2284 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2285 */ 2238 */
2286 aura->insert_at (env, aura); 2239 aura->insert_at (env, aura);
2287 2240
2288 for (i = 1; i < 9; i++) 2241 for (int i = 1; i < 9; i++)
2289 { 2242 {
2290 sint16 nx, ny; 2243 mapxy pos (env);
2244 pos.move (i);
2291 2245
2292 nx = aura->x + freearr_x[i];
2293 ny = aura->y + freearr_y[i];
2294 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2295
2296 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2297 * 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
2298 * 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.
2299 */ 2249 */
2300 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)))
2301 { 2251 {
2302 hit_map (aura, i, aura->attacktype, 0); 2252 hit_map (aura, i, aura->attacktype, 0);
2303 2253
2304 if (aura->other_arch) 2254 if (aura->other_arch)
2305 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2306 } 2256 }
2307 } 2257 }
2308 2258
2309 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2310 aura->remove (); 2260 env->insert (aura);
2311 insert_ob_in_ob (aura, env); 2261 aura->set_owner (owner);
2312} 2262}
2313 2263
2314/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2315 * op is the piece object. 2265 * op is the piece object.
2316 */ 2266 */
2317
2318void 2267void
2319move_peacemaker (object *op) 2268move_peacemaker (object *op)
2320{ 2269{
2321 object *tmp; 2270 object *tmp;
2322 2271
2323 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)
2324 { 2273 {
2325 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2326 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2327 2276
2328 if (tmp->head)
2329 victim = tmp->head;
2330 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2331 continue; 2278 continue;
2279
2332 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2333 continue; 2281 continue;
2282
2334 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2335 continue; 2284 continue;
2336 2285
2337 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2338 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2339 2288
2340 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2341 { 2290 {
2342 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2343 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2344 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2345 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2346#if 0 2296#if 0
2347 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2348 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2355 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2356 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2357 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2358 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2359 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2360 if (victim->name) 2311 if (victim->name)
2361 {
2362 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);
2363 }
2364 } 2313 }
2365 } 2314 }
2366} 2315}
2367 2316
2368 2317

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