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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

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 }
491 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.");
492 return 1; 493 return 1;
493 } 494 }
494 495
495 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 497
498 if (!dummy)
497 { 499 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 502 return 0;
501 } 503 }
571 573
572 dynbuf_text buf; 574 dynbuf_text buf;
573 575
574 if (player *pl = op->contr) 576 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
577 579
578 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
580 else 582 else
581 buf << "You worship no god.\n"; 583 buf << " - You worship no god.\n";
582 584
583 object *tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
584 586
585 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
586 buf << "You feel very mundane. "; 588 buf << " - You feel very mundane. ";
587 else 589 else
588 { 590 {
589 buf << "You have: " << cp << ".\n"; 591 buf << " - You have: " << cp << ".\n";
590 592
591 if (tmp) 593 if (tmp)
592 for (int i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 595 if (tmp->stats.stat (i) < 0)
594 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));
595 } 597 }
596 598
597 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 602 {
601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 604 {
603 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
604 buf << "Your metabolism isn't focused on anything.\n"; 606 buf << " - Your metabolism isn't focused on anything.\n";
605 else 607 else
606 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";
607 609
608 break; 610 break;
609 } 611 }
610 } 612 }
611 613
707 */ 709 */
708 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op); 711 tmp->set_owner (op);
710 712
711 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
713 715
714 name = tmp->name; 716 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
716 { 718 {
717 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);
1034}; 1036};
1035 1037
1036int 1038int
1037cast_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)
1038{ 1040{
1039 object *force = NULL; 1041 object *force = 0;
1040 int i; 1042 int i;
1041 1043
1042 /* 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. */
1043 object *tmp = dir 1045 object *tmp = dir
1044 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1045 : op; 1047 : op;
1046 1048
1047 if (!tmp) 1049 if (!tmp)
1048 return 0; 1050 return 0;
1049 1051
1050 /* 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. */
1059 } 1061 }
1060 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 { 1063 {
1062 if (!silent) 1064 if (!silent)
1063 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
1064 return 0; 1067 return 0;
1065 } 1068 }
1066 } 1069 }
1067 } 1070 }
1068 if (force == NULL) 1071
1072 if (!force)
1069 { 1073 {
1070 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1072 if (spell_ob->race) 1077 if (spell_ob->race)
1073 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1074 else 1079 else
1075 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1076 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1077 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.");
1078 1084
1079 } 1085 }
1080 else 1086 else
1086 { 1092 {
1087 force->duration = duration; 1093 force->duration = duration;
1088 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.");
1089 } 1095 }
1090 else 1096 else
1091 {
1092 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.");
1093 }
1094 1098
1095 return 1; 1099 return 1;
1096 } 1100 }
1097 1101
1098 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;
1170 */ 1174 */
1171int 1175int
1172cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{ 1177{
1174 int i; 1178 int i;
1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1176 1180
1177 /* 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. */
1178 if (dir != 0) 1182 if (dir != 0)
1179 { 1183 {
1180 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1181 } 1188 }
1182 else 1189 else
1183 {
1184 tmp = op; 1190 tmp = op;
1185 }
1186 1191
1187 /* 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. */
1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1189 { 1194 {
1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 { 1196 {
1192 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1193 { 1198 {
1199 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);
1200 return 0; 1205 return 0;
1201 } 1206 }
1202 } 1207 }
1203 } 1208 }
1209
1204 if (force == NULL) 1210 if (force == NULL)
1205 { 1211 {
1206 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1207 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1208 if (spell_ob->race) 1214 if (spell_ob->race)
1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1424 { 1430 {
1425 was_one++; 1431 was_one++;
1426 1432
1427 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1428 { 1434 {
1429 success++; 1435 success++;
1430 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1431 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1432 1438
1473 { 1479 {
1474 identify (tmp); 1480 identify (tmp);
1475 1481
1476 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1477 { 1483 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479 1485
1480 if (tmp->msg) 1486 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 } 1488 }
1483 1489
1484 num_ident--; 1490 num_ident--;
1485 if (!num_ident) 1491 if (!num_ident)
1486 break; 1492 break;
1498 { 1504 {
1499 identify (tmp); 1505 identify (tmp);
1500 1506
1501 if (object *pl = tmp->visible_to ()) 1507 if (object *pl = tmp->visible_to ())
1502 { 1508 {
1503 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));
1504 1510
1505 if (tmp->msg) 1511 if (tmp->msg)
1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1507 } 1513 }
1508 1514
1509 num_ident--; 1515 num_ident--;
1510 if (!num_ident) 1516 if (!num_ident)
1511 break; 1517 break;
1537 1543
1538 /* 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
1539 * doing it over and over again. 1545 * doing it over and over again.
1540 */ 1546 */
1541 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1544 1550
1545 if (!skill) 1551 if (!skill)
1546 skill = caster; 1552 skill = caster;
1547 1553
1548 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1549 for (y = op->y - range; y <= op->y + range; y++)
1550 { 1555 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1559 * down - that is easier than working up.
1560 */ 1560 */
1561 1561
1562 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)
1563 last = tmp; 1563 last = tmp;
1564 1564
1565 /* 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
1566 * would happen. 1566 * would happen.
1567 */ 1567 */
1568 if (!last) 1568 if (!last)
1569 continue; 1569 continue;
1570 1570
1571 done_one = 0; 1571 done_one = 0;
1572 floor = 0; 1572 floor = 0;
1573 detect = NULL; 1573 detect = NULL;
1574 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1575 {
1576 /* show invisible */ 1576 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1578 /* Might there be other objects that we can make visible? */ 1578 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1581 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1583 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1588 { 1588 {
1589 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)
1590 { 1590 {
1591 tmp->invisible = 0; 1591 tmp->invisible = 0;
1592 done_one = 1; 1592 done_one = 1;
1593 } 1593 }
1594 } 1594 }
1595 1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1; 1597 floor = 1;
1598 1598
1599 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1600 * 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
1601 * 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
1602 * 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.
1603 */ 1603 */
1604 if (floor) 1604 if (floor)
1605 continue; 1605 continue;
1606 1606
1607 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1608 * 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.
1609 * 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
1610 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1612 */ 1612 */
1613 1613
1614 /* detect magic */ 1614 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !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))
1617 { 1617 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */ 1619 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1622 done_one = 1; 1623 done_one = 1;
1623 } 1624 }
1625
1624 /* detect monster */ 1626 /* detect monster */
1625 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))
1626 { 1628 {
1627 done_one = 2; 1629 done_one = 2;
1630
1628 if (!detect) 1631 if (!detect)
1629 detect = tmp; 1632 detect = tmp;
1630 } 1633 }
1634
1631 /* 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
1632 * 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
1633 * race must match. 1637 * race must match.
1634 */ 1638 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1637 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1638 { 1642 {
1639 done_one = 2; 1643 done_one = 2;
1644
1640 if (!detect) 1645 if (!detect)
1641 detect = tmp; 1646 detect = tmp;
1642 } 1647 }
1648
1643 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) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 { 1651 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1; 1653 done_one = 1;
1648 } 1654 }
1649 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1650 1656
1651 /* 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
1652 * where the magic is. 1658 * where the magic is.
1653 */ 1659 */
1654 if (done_one) 1660 if (done_one)
1655 { 1661 {
1656 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1657 1663
1658 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
1660 { 1666 {
1661 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1668 } 1674 }
1669 1675
1670 m->insert (detect_ob, nx, ny, op); 1676 m->insert (detect_ob, nx, ny, op);
1671 } 1677 }
1672 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
1673 1679
1674 1680
1675 /* 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 */
1676 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))
1677 { 1683 {
1721 1727
1722 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.");
1723 1729
1724 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 { 1731 {
1726 object *tmp;
1727
1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1729
1730 /* Explodes a fireball centered at player */
1731 tmp = get_archetype (EXPLODING_FIREBALL);
1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1734
1735 tmp->insert_at (victim);
1736 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
1737 } 1735 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 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.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 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!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 { 1741 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1790 } 1788 }
1791 /* give sp */ 1789 /* give sp */
1792 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
1793 { 1791 {
1794 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);
1795 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1; 1794 return 1;
1797 } 1795 }
1798 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr) 1797 else if (op != plyr)
1800 { 1798 {
1812 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
1815 if (sucked > 0) 1813 if (sucked > 0)
1816 { 1814 {
1817 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1818 } 1816 }
1819 } 1817 }
1820 return 1; 1818 return 1;
1821 } 1819 }
1822 return 0; 1820 return 0;
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break; 1918 break;
1921 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
1922 { 1920 {
1923 1921
1924 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
1925 { 1923 {
1926 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);
1927 return 0; 1925 return 0;
1928 } 1926 }
1929 else 1927 else
1930 { 1928 {
1931 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf; 1931 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1936 1934
1937 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1939 1937
1982 return 0; 1980 return 0;
1983 } 1981 }
1984 1982
1985 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
1986 if (!dir) 1984 if (!dir)
1987 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);
1988 1986
1989 m = op->map; 1987 m = op->map;
1990 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
1991 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
1992 1990
1993 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
1994 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)
1995 ((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))
1996 { 1994 {
1997 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.");
1998 return 0; 1996 return 0;
1999 } 1997 }
2000 1998
2004 if (!weapon) 2002 if (!weapon)
2005 { 2003 {
2006 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!");
2007 return 0; 2005 return 0;
2008 } 2006 }
2007
2009 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2009 {
2011 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.");
2012 return 0; 2011 return 0;
2013 } 2012 }
2013
2014 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2015 { 2015 {
2016 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.");
2017 return 0; 2017 return 0;
2018 } 2018 }
2019
2019 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 { 2021 {
2021 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));
2022 return 0; 2023 return 0;
2023 } 2024 }
2126 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 } 2129 }
2129 2130
2130 /* 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. */
2131 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));
2132 2133
2133 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2134 tmp->direction = dir; 2135 tmp->direction = dir;
2135 2136
2136 m->insert (tmp, x, y, op); 2137 m->insert (tmp, x, y, op);
2140/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2141 2142
2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2144 */ 2145 */
2145
2146int 2146int
2147cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{ 2148{
2149 int success; 2149 int success;
2150 2150
2158 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2159 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.");
2160 else 2160 else
2161 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.");
2162 } 2162 }
2163
2163 return success; 2164 return success;
2164} 2165}
2165 2166
2166/* 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.
2167 * 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,
2184 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);
2185 2186
2186 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2188 2189
2189 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2190 2191
2191 if (refresh) 2192 if (refresh)
2192 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.");
2193 else 2194 else
2194 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.");
2265 * op is the piece object. 2266 * op is the piece object.
2266 */ 2267 */
2267void 2268void
2268move_peacemaker (object *op) 2269move_peacemaker (object *op)
2269{ 2270{
2270 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271
2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 { 2272 {
2274 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2274 object *victim = tmp->head_ ();
2276 2275
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2312 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);
2313 } 2312 }
2314 } 2313 }
2315} 2314}
2316 2315
2317
2318/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2320 */ 2318 */
2321
2322int 2319int
2323write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2324{ 2321{
2325 char rune[HUGE_BUF];
2326 object *tmp;
2327
2328 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2329 { 2323 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2331 return 0; 2325 return 0;
2332 } 2326 }
2335 { 2329 {
2336 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?");
2337 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);
2338 return 0; 2332 return 0;
2339 } 2333 }
2334
2340 if (!spell->other_arch) 2335 if (!spell->other_arch)
2341 return 0; 2336 return 0;
2337
2342 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2343
2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2345 2339
2346 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = rune; 2341 tmp->msg = msg;
2348 2342
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2344
2350 return 1; 2345 return 1;
2351} 2346}
2347

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