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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.80 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
344 345
345 return 1; 346 return 1;
346 } 347 }
347 348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
351 352
352 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
353 if (!mon->race) 354 if (!mon->race)
354 return 0; 355 return 0;
355 356
356 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 358 return 1;
358 359
359 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
360 return 0; 361 return 0;
361 } 362 }
465 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
466 { 467 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 { 471 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 } 472 }
476 473
477 op->destroy (); 474 op->destroy ();
478} 475}
479 476
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1; 493 return 1;
497 } 494 }
498 495
499 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL) 497
498 if (!dummy)
501 { 499 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0; 502 return 0;
505 } 503 }
575 573
576 dynbuf_text buf; 574 dynbuf_text buf;
577 575
578 if (player *pl = op->contr) 576 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
581 579
582 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
584 else 582 else
585 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
586 584
587 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
588 586
589 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
590 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
591 else 589 else
592 { 590 {
593 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
594 592
595 if (tmp) 593 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 } 597 }
600 598
601 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 602 {
605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
606 { 604 {
607 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
609 else 607 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 609
612 break; 610 break;
613 } 611 }
614 } 612 }
615 613
711 */ 709 */
712 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op); 711 tmp->set_owner (op);
714 712
715 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
717 715
718 name = tmp->name; 716 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
720 { 718 {
721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1038}; 1036};
1039 1037
1040int 1038int
1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1042{ 1040{
1043 object *force = NULL; 1041 object *force = 0;
1044 int i; 1042 int i;
1045 1043
1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1047 object *tmp = dir 1045 object *tmp = dir
1048 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1049 : op; 1047 : op;
1050 1048
1051 if (!tmp) 1049 if (!tmp)
1052 return 0; 1050 return 0;
1053 1051
1054 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1063 } 1061 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 { 1063 {
1066 if (!silent) 1064 if (!silent)
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1068 return 0; 1067 return 0;
1069 } 1068 }
1070 } 1069 }
1071 } 1070 }
1072 if (force == NULL) 1071
1072 if (!force)
1073 { 1073 {
1074 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1076 if (spell_ob->race) 1077 if (spell_ob->race)
1077 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1078 else 1079 else
1079 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1080 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1081 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1082 1084
1083 } 1085 }
1084 else 1086 else
1090 { 1092 {
1091 force->duration = duration; 1093 force->duration = duration;
1092 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1093 } 1095 }
1094 else 1096 else
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1097 }
1098 1098
1099 return 1; 1099 return 1;
1100 } 1100 }
1101 1101
1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1174 */ 1174 */
1175int 1175int
1176cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177{ 1177{
1178 int i; 1178 int i;
1179 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1180 1180
1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1182 if (dir != 0) 1182 if (dir != 0)
1183 { 1183 {
1184 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1185 } 1188 }
1186 else 1189 else
1187 {
1188 tmp = op; 1190 tmp = op;
1189 }
1190 1191
1191 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1192 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1193 { 1194 {
1194 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1195 { 1196 {
1196 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1197 { 1198 {
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1204 return 0; 1205 return 0;
1205 } 1206 }
1206 } 1207 }
1207 } 1208 }
1209
1208 if (force == NULL) 1210 if (force == NULL)
1209 { 1211 {
1210 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race) 1214 if (spell_ob->race)
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1430 {
1429 was_one++; 1431 was_one++;
1430 1432
1431 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1432 { 1434 {
1433 success++; 1435 success++;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1435 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1438
1477 { 1479 {
1478 identify (tmp); 1480 identify (tmp);
1479 1481
1480 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1481 { 1483 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1485
1484 if (tmp->msg) 1486 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1488 }
1487 1489
1488 num_ident--; 1490 num_ident--;
1489 if (!num_ident) 1491 if (!num_ident)
1490 break; 1492 break;
1502 { 1504 {
1503 identify (tmp); 1505 identify (tmp);
1504 1506
1505 if (object *pl = tmp->visible_to ()) 1507 if (object *pl = tmp->visible_to ())
1506 { 1508 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1510
1509 if (tmp->msg) 1511 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 } 1513 }
1512 1514
1513 num_ident--; 1515 num_ident--;
1514 if (!num_ident) 1516 if (!num_ident)
1515 break; 1517 break;
1541 1543
1542 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1543 * doing it over and over again. 1545 * doing it over and over again.
1544 */ 1546 */
1545 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1550
1549 if (!skill) 1551 if (!skill)
1550 skill = caster; 1552 skill = caster;
1551 1553
1552 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 { 1555 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1559 * down - that is easier than working up.
1564 */ 1560 */
1565 1561
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1567 last = tmp; 1563 last = tmp;
1568 1564
1569 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1570 * would happen. 1566 * would happen.
1571 */ 1567 */
1572 if (!last) 1568 if (!last)
1573 continue; 1569 continue;
1574 1570
1575 done_one = 0; 1571 done_one = 0;
1576 floor = 0; 1572 floor = 0;
1577 detect = NULL; 1573 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1575 {
1580 /* show invisible */ 1576 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1585 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1592 { 1588 {
1593 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594 { 1590 {
1595 tmp->invisible = 0; 1591 tmp->invisible = 0;
1596 done_one = 1; 1592 done_one = 1;
1597 } 1593 }
1598 } 1594 }
1599 1595
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1; 1597 floor = 1;
1602 1598
1603 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */ 1603 */
1608 if (floor) 1604 if (floor)
1609 continue; 1605 continue;
1610 1606
1611 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1616 */ 1612 */
1617 1613
1618 /* detect magic */ 1614 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 { 1617 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */ 1619 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1626 done_one = 1; 1623 done_one = 1;
1627 } 1624 }
1625
1628 /* detect monster */ 1626 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 { 1628 {
1631 done_one = 2; 1629 done_one = 2;
1630
1632 if (!detect) 1631 if (!detect)
1633 detect = tmp; 1632 detect = tmp;
1634 } 1633 }
1634
1635 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match. 1637 * race must match.
1638 */ 1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1642 { 1642 {
1643 done_one = 2; 1643 done_one = 2;
1644
1644 if (!detect) 1645 if (!detect)
1645 detect = tmp; 1646 detect = tmp;
1646 } 1647 }
1648
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 { 1651 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1; 1653 done_one = 1;
1652 } 1654 }
1653 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1654 1656
1655 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1656 * where the magic is. 1658 * where the magic is.
1657 */ 1659 */
1658 if (done_one) 1660 if (done_one)
1659 { 1661 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1661 1663
1662 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1664 { 1666 {
1665 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 } 1674 }
1673 1675
1674 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1675 } 1677 }
1676 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1677 1679
1678 1680
1679 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681 { 1683 {
1725 1727
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727 1729
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1731 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1741 } 1735 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 { 1741 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1794 } 1788 }
1795 /* give sp */ 1789 /* give sp */
1796 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1797 { 1791 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1794 return 1;
1801 } 1795 }
1802 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1797 else if (op != plyr)
1804 { 1798 {
1816 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1819 if (sucked > 0) 1813 if (sucked > 0)
1820 { 1814 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1816 }
1823 } 1817 }
1824 return 1; 1818 return 1;
1825 } 1819 }
1826 return 0; 1820 return 0;
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break; 1918 break;
1925 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1926 { 1920 {
1927 1921
1928 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1929 { 1923 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0; 1925 return 0;
1932 } 1926 }
1933 else 1927 else
1934 { 1928 {
1935 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1931 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1940 1934
1941 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1943 1937
1986 return 0; 1980 return 0;
1987 } 1981 }
1988 1982
1989 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
1990 if (!dir) 1984 if (!dir)
1991 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 1986
1993 m = op->map; 1987 m = op->map;
1994 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
1995 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
1996 1990
1997 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
1998 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 { 1994 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002 return 0; 1996 return 0;
2003 } 1997 }
2004 1998
2008 if (!weapon) 2002 if (!weapon)
2009 { 2003 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011 return 0; 2005 return 0;
2012 } 2006 }
2007
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2009 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016 return 0; 2011 return 0;
2017 } 2012 }
2013
2018 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2019 { 2015 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2021 return 0; 2017 return 0;
2022 } 2018 }
2019
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 { 2021 {
2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2026 return 0; 2023 return 0;
2027 } 2024 }
2130 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2129 }
2133 2130
2134 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2136 2133
2137 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2138 tmp->direction = dir; 2135 tmp->direction = dir;
2139 2136
2140 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2145 2142
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2148 */ 2145 */
2149
2150int 2146int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2148{
2153 int success; 2149 int success;
2154 2150
2162 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2164 else 2160 else
2165 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.");
2166 } 2162 }
2163
2167 return success; 2164 return success;
2168} 2165}
2169 2166
2170/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2171 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189 2186
2190 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2192 2189
2193 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2194 2191
2195 if (refresh) 2192 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else 2194 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2269 * op is the piece object. 2266 * op is the piece object.
2270 */ 2267 */
2271void 2268void
2272move_peacemaker (object *op) 2269move_peacemaker (object *op)
2273{ 2270{
2274 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2272 {
2278 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2279 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2280 2275
2281 if (tmp->head)
2282 victim = tmp->head;
2283 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2284 continue; 2277 continue;
2278
2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2286 continue; 2280 continue;
2281
2287 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2288 continue; 2283 continue;
2289 2284
2290 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2291 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2292 2287
2293 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2294 { 2289 {
2295 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2296 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2297 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2298 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2299#if 0 2295#if 0
2300 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2301 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2308 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2309 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2310 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2311 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2312 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2313 if (victim->name) 2310 if (victim->name)
2314 {
2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2316 } 2312 }
2317 }
2318 } 2313 }
2319} 2314}
2320
2321 2315
2322/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2324 */ 2318 */
2325
2326int 2319int
2327write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2328{ 2321{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2333 { 2323 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335 return 0; 2325 return 0;
2336 } 2326 }
2339 { 2329 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2341 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2342 return 0; 2332 return 0;
2343 } 2333 }
2334
2344 if (!spell->other_arch) 2335 if (!spell->other_arch)
2345 return 0; 2336 return 0;
2337
2346 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2347
2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2349 2339
2350 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2341 tmp->msg = msg;
2352 2342
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2354 return 1; 2345 return 1;
2355} 2346}
2347

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