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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.97 by root, Sun Jan 4 22:49:03 2009 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126int 126int
127cast_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 *spellparam)
128{ 128{
129 int bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
131 131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 143 return 0;
144 } 144 }
145 145
146 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
147 147
148 if (stringarg) 148 if (spellparam)
149 { 149 {
150 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
152 { 152 {
153 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
154 154
155 for (; al; al = al->next) 155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
157 break; 157 break;
158 158
159 if (!al) 159 if (!al)
160 { 160 {
161 missile->destroy (); 161 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 return 0; 163 return 0;
164 } 164 }
165 165
166 if (al->item->slaying) 166 if (al->item->slaying)
167 { 167 {
168 missile->destroy (); 168 missile->destroy ();
169 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, spellparam);
170 return 0; 170 return 0;
171 } 171 }
172 172
173 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
174 /* 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 -
176 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
177 */ 177 */
178 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 179 missile_plus = 0;
180 } 180 }
181 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
183 } 183 }
184 184
185 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
186 186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 202 return 1;
203} 203}
204 204
205 205
206/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 208int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 210{
211 int food_value; 211 int food_value;
212 archetype *at = NULL; 212 archetype *at = NULL;
213 object *new_op; 213 object *new_op;
214 214
215 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);
216 216
217 if (stringarg) 217 if (spellparam)
218 { 218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 223 spellparam = NULL;
224 } 224 }
225 225
226 if (!stringarg) 226 if (!spellparam)
227 { 227 {
228 archetype *at_tmp; 228 archetype *at_tmp;
229 229
230 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
569perceive_self (object *op) 566perceive_self (object *op)
570{ 567{
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 570
574 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 572
576 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
577 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 578
580 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
582 else 581 else
583 buf << " - You worship no god.\n"; 582 buf << " - You worship no god.\n";
609 608
610 break; 609 break;
611 } 610 }
612 } 611 }
613 612
614 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 614
618 return 1; 615 return 1;
619} 616}
620 617
621/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
780 777
781 return 1; 778 return 1;
782} 779}
783 780
784int 781int
785dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 783{
787 uint32 dist, maxdist; 784 uint32 dist, maxdist;
788 int mflags; 785 int mflags;
789 maptile *m; 786 maptile *m;
790 sint16 sx, sy; 787 sint16 sx, sy;
801 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in. 799 * ever, so put limits in.
803 */ 800 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 802
806 if (op->contr->count) 803 if (spellparam)
807 { 804 {
805 int count = atoi (spellparam);
806
808 if (op->contr->count > maxdist) 807 if (count > maxdist)
809 { 808 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0; 810 return 0;
812 } 811 }
813 812
814 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
815 { 814 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 816
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 818 break;
820 819
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break; 821 break;
823 } 822 }
824 823
825 if (dist < op->contr->count) 824 if (dist < count)
826 { 825 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0; 827 return 0;
830 } 828 }
831
832 op->contr->count = 0;
833 829
834 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
835 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
836 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1034 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1031 "You are no easier to look at.",
1036}; 1032};
1037 1033
1038int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1042{
1041 object *force = 0; 1043 object *force = 0;
1042 int i; 1044 int i;
1043 1045
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084 1086
1085 } 1087 }
1086 else 1088 else
1087 { 1089 {
1088 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1089 1091
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1092 if (duration > force->duration)
1092 { 1093 {
1093 force->duration = duration; 1094 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1096 }
1418 * items. 1419 * items.
1419 */ 1420 */
1420int 1421int
1421remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1422{ 1423{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1425 1425
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1430 {
1431 was_one++; 1431 was_one++;
1463 1463
1464/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1465int 1465int
1466cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1467{ 1467{
1468 dynbuf_text buf;
1469 object *tmp; 1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 1470
1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472
1473 if (num_ident < 1)
1474 num_ident = 1;
1475 1472
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1474 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1479 { 1476 {
1485 1482
1486 if (tmp->msg) 1483 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1485 }
1489 1486
1490 num_ident--;
1491 if (!num_ident) 1487 if (!--num_ident)
1492 break; 1488 break;
1493 } 1489 }
1494 } 1490 }
1495 1491
1496 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1510 1506
1511 if (tmp->msg) 1507 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1509 }
1514 1510
1515 num_ident--;
1516 if (!num_ident) 1511 if (!--num_ident)
1517 break; 1512 break;
1518 } 1513 }
1519 } 1514 }
1520 1515
1521 if (buf.empty ()) 1516 if (buf.empty ())
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1545
1551 if (!skill) 1546 if (!skill)
1552 skill = caster; 1547 skill = caster;
1553 1548
1554 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1550 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1554 * down - that is easier than working up.
1566 */ 1555 */
1567 1556
1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1569 last = tmp; 1558 last = tmp;
1570 1559
1571 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1572 * would happen. 1561 * would happen.
1573 */ 1562 */
1574 if (!last) 1563 if (!last)
1575 continue; 1564 continue;
1576 1565
1577 done_one = 0; 1566 done_one = 0;
1578 floor = 0; 1567 floor = 0;
1579 detect = NULL; 1568 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1570 {
1582 /* show invisible */ 1571 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1594 { 1593 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1595 {
1597 tmp->invisible = 0; 1596 tmp->invisible = 0;
1598 done_one = 1; 1597 done_one = 1;
1599 } 1598 }
1600 } 1599 }
1601 1600
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1602 floor = 1;
1604 1603
1605 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1608 */
1610 if (floor) 1609 if (floor)
1611 continue; 1610 continue;
1612 1611
1613 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1618 */ 1617 */
1619 1618
1620 /* detect magic */ 1619 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 { 1622 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1624 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1; 1628 done_one = 1;
1629 } 1629 }
1630
1630 /* detect monster */ 1631 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 { 1633 {
1633 done_one = 2; 1634 done_one = 2;
1635
1634 if (!detect) 1636 if (!detect)
1635 detect = tmp; 1637 detect = tmp;
1636 } 1638 }
1639
1637 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1642 * race must match.
1640 */ 1643 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race))) 1646 spell->race.contains (tmp->race)))
1644 { 1647 {
1645 done_one = 2; 1648 done_one = 2;
1649
1646 if (!detect) 1650 if (!detect)
1647 detect = tmp; 1651 detect = tmp;
1648 } 1652 }
1653
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1656 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1658 done_one = 1;
1654 } 1659 }
1655 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1656 1661
1657 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1663 * where the magic is.
1659 */ 1664 */
1660 if (done_one) 1665 if (done_one)
1661 { 1666 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1663 1668
1664 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1666 { 1671 {
1667 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1679 }
1675 1680
1676 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1677 } 1682 }
1678 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1679 1684
1680 1685
1681 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1688 {
1727 1732
1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1729 1734
1730 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1731 { 1736 {
1732 object *tmp;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735
1736 /* Explodes a fireball centered at player */
1737 tmp = get_archetype (EXPLODING_FIREBALL);
1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1740
1741 tmp->insert_at (victim);
1742 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1743 } 1740 }
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1745 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");

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