1 |
/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
26 |
#include <object.h> |
27 |
#include <living.h> |
28 |
#include <sproto.h> |
29 |
#include <spells.h> |
30 |
#include <sounds.h> |
31 |
|
32 |
/* cast_magic_storm: This is really used mostly for spell |
33 |
* fumbles at the like. tmp is the object to propogate. |
34 |
* op is what is casting this. |
35 |
*/ |
36 |
void |
37 |
cast_magic_storm (object *op, object *tmp, int lvl) |
38 |
{ |
39 |
if (!tmp) |
40 |
return; /* error */ |
41 |
|
42 |
tmp->level = op->level; |
43 |
tmp->range += lvl / 5; /* increase the area of destruction */ |
44 |
tmp->duration += lvl / 5; |
45 |
|
46 |
/* Put a cap on duration for this - if the player fails in their |
47 |
* apartment, don't want it to go on so long that it kills them |
48 |
* multiple times. Also, damge already increases with level, |
49 |
* so don't really need to increase the duration as much either. |
50 |
*/ |
51 |
if (tmp->duration >= 40) |
52 |
tmp->duration = 40; |
53 |
|
54 |
tmp->stats.dam = lvl; /* nasty recoils! */ |
55 |
tmp->stats.maxhp = tmp->count; /* tract single parent */ |
56 |
|
57 |
tmp->insert_at (op, op); |
58 |
} |
59 |
|
60 |
int |
61 |
recharge (object *op, object *caster, object *spell_ob) |
62 |
{ |
63 |
int ncharges; |
64 |
|
65 |
object *wand = op->mark (); |
66 |
|
67 |
if (!wand || wand->type != WAND) |
68 |
{ |
69 |
op->failmsg ("You need to mark the wand you want to recharge."); |
70 |
return 0; |
71 |
} |
72 |
|
73 |
if (!(random_roll (0, 3, op, PREFER_HIGH))) |
74 |
{ |
75 |
op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand)); |
76 |
op->play_sound (sound_find ("ob_explode")); |
77 |
wand->destroy (); |
78 |
object *tmp = get_archetype (shstr_fireball); |
79 |
tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
80 |
|
81 |
if (!tmp->stats.dam) |
82 |
tmp->stats.dam = 1; |
83 |
|
84 |
tmp->stats.hp = tmp->stats.dam / 2; |
85 |
|
86 |
if (tmp->stats.hp < 2) |
87 |
tmp->stats.hp = 2; |
88 |
|
89 |
tmp->insert_at (op); |
90 |
return 1; |
91 |
} |
92 |
|
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ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); |
94 |
|
95 |
if (wand->inv && wand->inv->level) |
96 |
ncharges /= wand->inv->level; |
97 |
else |
98 |
{ |
99 |
op->failmsgf ("Your %s is broken.", query_name (wand)); |
100 |
return 0; |
101 |
} |
102 |
|
103 |
if (!ncharges) |
104 |
ncharges = 1; |
105 |
|
106 |
wand->stats.food += ncharges; |
107 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); |
108 |
|
109 |
if (wand->arch && wand->arch->flag [FLAG_ANIMATE]) |
110 |
{ |
111 |
wand->set_flag (FLAG_ANIMATE); |
112 |
wand->set_speed (wand->arch->speed); |
113 |
} |
114 |
|
115 |
return 1; |
116 |
} |
117 |
|
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/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows |
119 |
* based on whether a crossbow or bow is equiped. If neither, it defaults to |
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* arrows. |
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* Sets the plus based on the casters level. It is also settable with the |
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* invoke command. If the caster attempts to create missiles with too |
123 |
* great a plus, the default is used. |
124 |
* The # of arrows created also goes up with level, so if a 30th level mage |
125 |
* wants LOTS of arrows, and doesn't care what the plus is he could |
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* create nonnmagic arrows, or even -1, etc... |
127 |
*/ |
128 |
int |
129 |
cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam) |
130 |
{ |
131 |
int bonus_plus = 0; |
132 |
const char *missile_name = "arrow"; |
133 |
|
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for (object *tmp = op->inv; tmp; tmp = tmp->below) |
135 |
if (tmp->type == BOW && tmp->flag [FLAG_APPLIED]) |
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missile_name = tmp->race; |
137 |
|
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int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
139 |
|
140 |
archetype *missile_arch = archetype::find (missile_name); |
141 |
|
142 |
if (!missile_arch) |
143 |
{ |
144 |
LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); |
145 |
return 0; |
146 |
} |
147 |
|
148 |
object *missile = missile_arch->instance (); |
149 |
|
150 |
if (spellparam) |
151 |
{ |
152 |
/* If it starts with a letter, presume it is a description */ |
153 |
if (isalpha (*spellparam)) |
154 |
{ |
155 |
artifact *al = find_artifactlist (missile->type)->items; |
156 |
|
157 |
for (; al; al = al->next) |
158 |
if (!strcasecmp (al->item->name, spellparam)) |
159 |
break; |
160 |
|
161 |
if (!al) |
162 |
{ |
163 |
missile->destroy (); |
164 |
op->failmsgf ("No such object %ss of %s", missile_name, spellparam); |
165 |
return 0; |
166 |
} |
167 |
|
168 |
if (al->item->slaying) |
169 |
{ |
170 |
missile->destroy (); |
171 |
op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam); |
172 |
return 0; |
173 |
} |
174 |
|
175 |
give_artifact_abilities (missile, al->item); |
176 |
/* These special arrows cost something extra. Don't have them also be magical - |
177 |
* otherwise, in most cases, not enough will be created. I don't want to get into |
178 |
* the parsing of having to do both plus and type. |
179 |
*/ |
180 |
bonus_plus = 1 + (al->item->value / 5); |
181 |
missile_plus = 0; |
182 |
} |
183 |
else if (atoi (spellparam) < missile_plus) |
184 |
missile_plus = atoi (spellparam); |
185 |
} |
186 |
|
187 |
missile_plus = clamp (missile_plus, -4, 4); |
188 |
|
189 |
missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); |
190 |
missile->nrof -= 3 * (missile_plus + bonus_plus); |
191 |
|
192 |
if (missile->nrof < 1) |
193 |
missile->nrof = 1; |
194 |
|
195 |
missile->magic = missile_plus; |
196 |
/* Can't get any money for these objects */ |
197 |
missile->value = 0; |
198 |
|
199 |
missile->set_flag (FLAG_IDENTIFIED); |
200 |
|
201 |
if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
202 |
pick_up (op, missile); |
203 |
|
204 |
return 1; |
205 |
} |
206 |
|
207 |
|
208 |
/* allows the choice of what sort of food object to make. |
209 |
* If spellparam is NULL, it will create food dependent on level --PeterM*/ |
210 |
int |
211 |
cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam) |
212 |
{ |
213 |
int food_value; |
214 |
archetype *at = NULL; |
215 |
object *new_op; |
216 |
|
217 |
food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); |
218 |
|
219 |
if (spellparam) |
220 |
{ |
221 |
at = find_archetype_by_object_type_name (FOOD, spellparam); |
222 |
if (at == NULL) |
223 |
at = find_archetype_by_object_type_name (DRINK, spellparam); |
224 |
if (at == NULL || at->stats.food > food_value) |
225 |
spellparam = NULL; |
226 |
} |
227 |
|
228 |
if (!spellparam) |
229 |
{ |
230 |
archetype *at_tmp; |
231 |
|
232 |
/* We try to find the archetype with the maximum food value. |
233 |
* This removes the dependancy of hard coded food values in this |
234 |
* function, and addition of new food types is automatically added. |
235 |
* We don't use flesh types because the weight values of those need |
236 |
* to be altered from the donor. |
237 |
*/ |
238 |
|
239 |
/* We assume the food items don't have multiple parts */ |
240 |
for_all_archetypes (at_tmp) |
241 |
{ |
242 |
if (at_tmp->type == FOOD || at_tmp->type == DRINK) |
243 |
{ |
244 |
/* Basically, if the food value is something that is creatable |
245 |
* under the limits of the spell and it is higher than |
246 |
* the item we have now, take it instead. |
247 |
*/ |
248 |
if (at_tmp->stats.food <= food_value |
249 |
&& (!at |
250 |
|| at_tmp->stats.food > at->stats.food |
251 |
|| (at_tmp->stats.food == at->stats.food |
252 |
&& at_tmp->weight < at->weight))) |
253 |
at = at_tmp; |
254 |
} |
255 |
} |
256 |
} |
257 |
|
258 |
/* Pretty unlikely (there are some very low food items), but you never |
259 |
* know |
260 |
*/ |
261 |
if (!at) |
262 |
{ |
263 |
op->failmsgf ("You don't have enough experience to create any food."); |
264 |
return 0; |
265 |
} |
266 |
|
267 |
food_value /= at->stats.food; |
268 |
new_op = at->instance (); |
269 |
new_op->nrof = food_value; |
270 |
|
271 |
new_op->value = 0; |
272 |
if (new_op->nrof < 1) |
273 |
new_op->nrof = 1; |
274 |
|
275 |
cast_create_obj (op, caster, new_op, dir); |
276 |
return 1; |
277 |
} |
278 |
|
279 |
int |
280 |
probe (object *op, object *caster, object *spell_ob, int dir) |
281 |
{ |
282 |
int r, mflags, maxrange; |
283 |
object *tmp; |
284 |
maptile *m; |
285 |
|
286 |
if (!dir) |
287 |
{ |
288 |
examine_monster (op, op); |
289 |
return 1; |
290 |
} |
291 |
|
292 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
293 |
for (r = 1; r < maxrange; r++) |
294 |
{ |
295 |
sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; |
296 |
|
297 |
m = op->map; |
298 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
299 |
|
300 |
if (mflags & P_OUT_OF_MAP) |
301 |
break; |
302 |
|
303 |
if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC)) |
304 |
{ |
305 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); |
306 |
return 0; |
307 |
} |
308 |
|
309 |
if (mflags & P_IS_ALIVE) |
310 |
{ |
311 |
for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
312 |
if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER])) |
313 |
{ |
314 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); |
315 |
if (tmp->head != NULL) |
316 |
tmp = tmp->head; |
317 |
examine_monster (op, tmp); |
318 |
return 1; |
319 |
} |
320 |
} |
321 |
} |
322 |
|
323 |
new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); |
324 |
return 1; |
325 |
} |
326 |
|
327 |
/* This checks to see if 'pl' is invisible to 'mon'. |
328 |
* does race check, undead check, etc |
329 |
* Returns TRUE if mon can't see pl, false |
330 |
* otherwise. This doesn't check range, walls, etc. It |
331 |
* only checks the racial adjustments, and in fact that |
332 |
* pl is invisible. |
333 |
*/ |
334 |
int |
335 |
makes_invisible_to (object *pl, object *mon) |
336 |
{ |
337 |
if (!pl->invisible) |
338 |
return 0; |
339 |
|
340 |
if (pl->type == PLAYER) |
341 |
{ |
342 |
/* If race isn't set, then invisible unless it is undead */ |
343 |
if (!pl->contr->invis_race) |
344 |
{ |
345 |
if (mon->flag [FLAG_UNDEAD]) |
346 |
return 0; |
347 |
|
348 |
return 1; |
349 |
} |
350 |
|
351 |
/* invis_race is set if we get here */ |
352 |
if (pl->contr->invis_race == shstr_undead && is_true_undead (mon)) |
353 |
return 1; |
354 |
|
355 |
/* No race, can't be invisible to it */ |
356 |
if (!mon->race) |
357 |
return 0; |
358 |
|
359 |
if (mon->race.contains (pl->contr->invis_race)) |
360 |
return 1; |
361 |
|
362 |
/* Nothing matched above, return 0 */ |
363 |
return 0; |
364 |
} |
365 |
else |
366 |
{ |
367 |
/* monsters are invisible to everything */ |
368 |
return 1; |
369 |
} |
370 |
} |
371 |
|
372 |
/* Makes the player or character invisible. |
373 |
* Note the spells to 'stack', but perhaps in odd ways. |
374 |
* the duration for all is cumulative. |
375 |
* In terms of invis undead/normal invis, it is the last one cast that |
376 |
* will determine if you are invisible to undead or normal monsters. |
377 |
* For improved invis, if you cast it with a one of the others, you |
378 |
* lose the improved part of it, and the above statement about undead/ |
379 |
* normal applies. |
380 |
*/ |
381 |
int |
382 |
cast_invisible (object *op, object *caster, object *spell_ob) |
383 |
{ |
384 |
if (op->invisible > 1000) |
385 |
{ |
386 |
op->failmsg ("You can not extend the duration of your invisibility any further"); |
387 |
return 0; |
388 |
} |
389 |
|
390 |
/* Remove the switch with 90% duplicate code - just handle the differences with |
391 |
* and if statement or two. |
392 |
*/ |
393 |
op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
394 |
/* max duration */ |
395 |
if (op->invisible > 1000) |
396 |
op->invisible = 1000; |
397 |
|
398 |
if (op->type == PLAYER) |
399 |
{ |
400 |
op->contr->invis_race = spell_ob->race; |
401 |
|
402 |
if (spell_ob->flag [FLAG_MAKE_INVIS]) |
403 |
op->contr->tmp_invis = 0; |
404 |
else |
405 |
op->contr->tmp_invis = 1; |
406 |
|
407 |
op->contr->hidden = 0; |
408 |
} |
409 |
|
410 |
if (makes_invisible_to (op, op)) |
411 |
new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); |
412 |
else |
413 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
414 |
|
415 |
update_object (op, UP_OBJ_CHANGE); |
416 |
|
417 |
/* Only search the active objects - only these should actually do |
418 |
* harm to the player. |
419 |
*/ |
420 |
for_all_actives (tmp) |
421 |
if (tmp->enemy == op) |
422 |
tmp->enemy = 0; |
423 |
|
424 |
return 1; |
425 |
} |
426 |
|
427 |
/* earth to dust spell. Basically destroys earthwalls in the area. |
428 |
*/ |
429 |
int |
430 |
cast_earth_to_dust (object *op, object *caster, object *spell_ob) |
431 |
{ |
432 |
int range, i, j, mflags; |
433 |
sint16 sx, sy; |
434 |
maptile *m; |
435 |
|
436 |
range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
437 |
|
438 |
for (i = -range; i <= range; i++) |
439 |
for (j = -range; j <= range; j++) |
440 |
{ |
441 |
sx = op->x + i; |
442 |
sy = op->y + j; |
443 |
m = op->map; |
444 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
445 |
|
446 |
if (mflags & P_OUT_OF_MAP) |
447 |
continue; |
448 |
|
449 |
// earth to dust tears down everything that can be torn down |
450 |
for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) |
451 |
{ |
452 |
next = tmp->above; |
453 |
|
454 |
if (tmp->flag [FLAG_TEAR_DOWN]) |
455 |
hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
456 |
} |
457 |
} |
458 |
|
459 |
return 1; |
460 |
} |
461 |
|
462 |
void |
463 |
execute_word_of_recall (object *op) |
464 |
{ |
465 |
if (object *pl = op->in_player ()) |
466 |
if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST]) |
467 |
new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
468 |
else |
469 |
pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
470 |
|
471 |
op->destroy (); |
472 |
} |
473 |
|
474 |
/* Word of recall causes the player to return 'home'. |
475 |
* we put a force into the player object, so that there is a |
476 |
* time delay effect. |
477 |
*/ |
478 |
int |
479 |
cast_word_of_recall (object *op, object *caster, object *spell_ob) |
480 |
{ |
481 |
if (!op->is_player ()) |
482 |
return 0; |
483 |
|
484 |
if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
485 |
{ |
486 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
487 |
return 1; |
488 |
} |
489 |
|
490 |
object *dummy = get_archetype (FORCE_NAME); |
491 |
|
492 |
int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob)); |
493 |
|
494 |
/* value of speed really doesn't make much difference, as long as it is |
495 |
* positive. Lower value may be useful so that the problem doesn't |
496 |
* do anything really odd if it say a -1000 or something. |
497 |
*/ |
498 |
dummy->set_speed (0.002); |
499 |
dummy->speed_left = -dummy->speed * time; |
500 |
dummy->type = SPELL_EFFECT; |
501 |
dummy->subtype = SP_WORD_OF_RECALL; |
502 |
dummy->slaying = op->contr->savebed_map; |
503 |
dummy->stats.hp = op->contr->bed_x; |
504 |
dummy->stats.sp = op->contr->bed_y; |
505 |
|
506 |
op->insert (dummy); |
507 |
|
508 |
new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
509 |
|
510 |
return 1; |
511 |
} |
512 |
|
513 |
/* cast_wonder |
514 |
* wonder is really just a spell that will likely cast another |
515 |
* spell. |
516 |
*/ |
517 |
int |
518 |
cast_wonder (object *op, object *caster, int dir, object *spell_ob) |
519 |
{ |
520 |
object *newspell; |
521 |
|
522 |
if (!rndm (0, 3)) |
523 |
return cast_cone (op, caster, dir, spell_ob); |
524 |
|
525 |
if (spell_ob->randomitems) |
526 |
{ |
527 |
newspell = generate_treasure (spell_ob->randomitems, caster->level); |
528 |
if (!newspell) |
529 |
{ |
530 |
LOG (llevError, "cast_wonder: Unable to get a spell!\n"); |
531 |
return 0; |
532 |
} |
533 |
if (newspell->type != SPELL) |
534 |
{ |
535 |
LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name); |
536 |
return 0; |
537 |
} |
538 |
/* Prevent inifinit recursion */ |
539 |
if (newspell->subtype == SP_WONDER) |
540 |
{ |
541 |
LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n"); |
542 |
return 0; |
543 |
} |
544 |
return cast_spell (op, caster, dir, newspell, NULL); |
545 |
} |
546 |
return 1; |
547 |
} |
548 |
|
549 |
int |
550 |
perceive_self (object *op) |
551 |
{ |
552 |
const char *cp = describe_item (op, op); |
553 |
archetype *at = archetype::find (shstr_depletion); |
554 |
|
555 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
556 |
|
557 |
if (!op->is_player ()) |
558 |
return 0; |
559 |
|
560 |
if (object *race = archetype::find (op->race)) |
561 |
buf << " - You are a G<male|female> " << &race->name << ".\n"; |
562 |
|
563 |
if (object *god = find_god (determine_god (op))) |
564 |
buf << " - You worship " << &god->name << ".\n"; |
565 |
else |
566 |
buf << " - You worship no god.\n"; |
567 |
|
568 |
object *tmp = present_arch_in_ob (at, op); |
569 |
|
570 |
if (*cp == '\0' && !tmp) |
571 |
buf << " - You feel very mundane. "; |
572 |
else |
573 |
{ |
574 |
buf << " - You have: " << cp << ".\n"; |
575 |
|
576 |
if (tmp) |
577 |
for (int i = 0; i < NUM_STATS; i++) |
578 |
if (tmp->stats.stat (i) < 0) |
579 |
buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); |
580 |
} |
581 |
|
582 |
if (op->is_dragon ()) |
583 |
/* now grab the 'dragon_ability'-force from the player's inventory */ |
584 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
585 |
{ |
586 |
if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) |
587 |
{ |
588 |
if (tmp->stats.exp == 0) |
589 |
buf << " - Your metabolism isn't focused on anything.\n"; |
590 |
else |
591 |
buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; |
592 |
|
593 |
break; |
594 |
} |
595 |
} |
596 |
|
597 |
op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf); |
598 |
|
599 |
return 1; |
600 |
} |
601 |
|
602 |
/* This creates magic walls. Really, it can create most any object, |
603 |
* within some reason. |
604 |
*/ |
605 |
int |
606 |
magic_wall (object *op, object *caster, int dir, object *spell_ob) |
607 |
{ |
608 |
object *tmp; |
609 |
int i, posblocked, negblocked, maxrange; |
610 |
sint16 x, y; |
611 |
maptile *m; |
612 |
const char *name; |
613 |
archetype *at; |
614 |
|
615 |
if (!dir) |
616 |
{ |
617 |
dir = op->facing; |
618 |
x = op->x; |
619 |
y = op->y; |
620 |
} |
621 |
else |
622 |
{ |
623 |
x = op->x + freearr_x[dir]; |
624 |
y = op->y + freearr_y[dir]; |
625 |
} |
626 |
|
627 |
m = op->map; |
628 |
|
629 |
if ((spell_ob->move_block || x != op->x || y != op->y) && |
630 |
(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || |
631 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) |
632 |
{ |
633 |
op->failmsg ("Something is in the way."); |
634 |
return 0; |
635 |
} |
636 |
|
637 |
if (spell_ob->other_arch) |
638 |
tmp = spell_ob->other_arch->instance (); |
639 |
else if (spell_ob->race) |
640 |
{ |
641 |
char buf1[MAX_BUF]; |
642 |
|
643 |
sprintf (buf1, spell_ob->race, dir); |
644 |
at = archetype::find (buf1); |
645 |
if (!at) |
646 |
{ |
647 |
LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); |
648 |
new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); |
649 |
return 0; |
650 |
} |
651 |
|
652 |
tmp = at->instance (); |
653 |
} |
654 |
else |
655 |
{ |
656 |
LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); |
657 |
return 0; |
658 |
} |
659 |
|
660 |
if (tmp->type == SPELL_EFFECT) |
661 |
{ |
662 |
tmp->attacktype = spell_ob->attacktype; |
663 |
tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
664 |
tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
665 |
tmp->range = 0; |
666 |
} |
667 |
else if (tmp->flag [FLAG_ALIVE]) |
668 |
{ |
669 |
tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
670 |
tmp->stats.maxhp = tmp->stats.hp; |
671 |
} |
672 |
|
673 |
if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP]) |
674 |
{ |
675 |
tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
676 |
tmp->set_flag (FLAG_IS_USED_UP); |
677 |
} |
678 |
|
679 |
if (spell_ob->flag [FLAG_TEAR_DOWN]) |
680 |
{ |
681 |
tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); |
682 |
tmp->stats.maxhp = tmp->stats.hp; |
683 |
tmp->set_flag (FLAG_TEAR_DOWN); |
684 |
tmp->set_flag (FLAG_ALIVE); |
685 |
} |
686 |
|
687 |
/* This can't really hurt - if the object doesn't kill anything, |
688 |
* these fields just won't be used. Do not set the owner for |
689 |
* earthwalls, though, so they survive restarts. |
690 |
*/ |
691 |
if (tmp->type != EARTHWALL) //TODO |
692 |
tmp->set_owner (op); |
693 |
|
694 |
set_spell_skill (op, caster, spell_ob, tmp); |
695 |
tmp->level = casting_level (caster, spell_ob) / 2; |
696 |
|
697 |
name = tmp->name; |
698 |
if (!(tmp = m->insert (tmp, x, y, op))) |
699 |
{ |
700 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); |
701 |
return 0; |
702 |
} |
703 |
|
704 |
/* If this is a spellcasting wall, need to insert the spell object */ |
705 |
if (tmp->other_arch && tmp->other_arch->type == SPELL) |
706 |
insert_ob_in_ob (tmp->other_arch->instance (), tmp); |
707 |
|
708 |
/* This code causes the wall to extend some distance in |
709 |
* each direction, or until an obstruction is encountered. |
710 |
* posblocked and negblocked help determine how far the |
711 |
* created wall can extend, it won't go extend through |
712 |
* blocked spaces. |
713 |
*/ |
714 |
maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); |
715 |
posblocked = 0; |
716 |
negblocked = 0; |
717 |
|
718 |
for (i = 1; i <= maxrange; i++) |
719 |
{ |
720 |
int dir2; |
721 |
|
722 |
dir2 = (dir < 4) ? (dir + 2) : dir - 2; |
723 |
|
724 |
x = tmp->x + i * freearr_x[dir2]; |
725 |
y = tmp->y + i * freearr_y[dir2]; |
726 |
m = tmp->map; |
727 |
|
728 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
729 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) |
730 |
{ |
731 |
object *tmp2 = tmp->clone (); |
732 |
m->insert (tmp2, x, y, op); |
733 |
|
734 |
/* If this is a spellcasting wall, need to insert the spell object */ |
735 |
if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
736 |
tmp2->insert (tmp2->other_arch->instance ()); |
737 |
|
738 |
} |
739 |
else |
740 |
posblocked = 1; |
741 |
|
742 |
x = tmp->x - i * freearr_x[dir2]; |
743 |
y = tmp->y - i * freearr_y[dir2]; |
744 |
m = tmp->map; |
745 |
|
746 |
if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && |
747 |
((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) |
748 |
{ |
749 |
object *tmp2 = tmp->clone (); |
750 |
m->insert (tmp2, x, y, op); |
751 |
|
752 |
if (tmp2->other_arch && tmp2->other_arch->type == SPELL) |
753 |
tmp2->insert (tmp2->other_arch->instance ()); |
754 |
} |
755 |
else |
756 |
negblocked = 1; |
757 |
} |
758 |
|
759 |
if (tmp->flag [FLAG_BLOCKSVIEW]) |
760 |
update_all_los (op->map, op->x, op->y); |
761 |
|
762 |
return 1; |
763 |
} |
764 |
|
765 |
int |
766 |
dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam) |
767 |
{ |
768 |
uint32 dist, maxdist; |
769 |
int mflags; |
770 |
maptile *m; |
771 |
sint16 sx, sy; |
772 |
|
773 |
if (op->type != PLAYER) |
774 |
return 0; |
775 |
|
776 |
if (!dir) |
777 |
{ |
778 |
op->failmsg ("In what direction?"); |
779 |
return 0; |
780 |
} |
781 |
|
782 |
/* Given the new outdoor maps, can't let players dimension door for |
783 |
* ever, so put limits in. |
784 |
*/ |
785 |
maxdist = spob->range + SP_level_range_adjust (caster, spob); |
786 |
|
787 |
if (spellparam) |
788 |
{ |
789 |
int count = atoi (spellparam); |
790 |
|
791 |
if (count > maxdist) |
792 |
{ |
793 |
op->failmsg ("You can't dimension door that far!"); |
794 |
return 0; |
795 |
} |
796 |
|
797 |
for (dist = 0; dist < count; dist++) |
798 |
{ |
799 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
800 |
|
801 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
802 |
break; |
803 |
|
804 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
805 |
break; |
806 |
} |
807 |
|
808 |
if (dist < count) |
809 |
{ |
810 |
new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); |
811 |
return 0; |
812 |
} |
813 |
|
814 |
/* Remove code that puts player on random space on maps. IMO, |
815 |
* a lot of maps probably have areas the player should not get to, |
816 |
* but may not be marked as NO_MAGIC (as they may be bounded |
817 |
* by such squares). Also, there are probably treasure rooms and |
818 |
* lots of other maps that protect areas with no magic, but the |
819 |
* areas themselves don't contain no magic spaces. |
820 |
*/ |
821 |
/* This call here is really just to normalize the coordinates */ |
822 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); |
823 |
if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
824 |
{ |
825 |
new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); |
826 |
return 1; /* Maybe the penalty should be more severe... */ |
827 |
} |
828 |
} |
829 |
else |
830 |
{ |
831 |
/* Player didn't specify a distance, so lets see how far |
832 |
* we can move the player. Don't know why this stopped on |
833 |
* spaces that blocked the players view. |
834 |
*/ |
835 |
|
836 |
for (dist = 0; dist < maxdist; dist++) |
837 |
{ |
838 |
mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); |
839 |
|
840 |
if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) |
841 |
break; |
842 |
|
843 |
if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
844 |
break; |
845 |
|
846 |
} |
847 |
|
848 |
/* If the destination is blocked, keep backing up until we |
849 |
* find a place for the player. |
850 |
*/ |
851 |
for (; dist > 0; dist--) |
852 |
{ |
853 |
if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, |
854 |
&sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) |
855 |
continue; |
856 |
|
857 |
|
858 |
if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) |
859 |
break; |
860 |
|
861 |
} |
862 |
if (!dist) |
863 |
{ |
864 |
op->failmsg ("Your spell failed!\n"); |
865 |
return 0; |
866 |
} |
867 |
} |
868 |
|
869 |
/* Actually move the player now */ |
870 |
if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) |
871 |
return 1; |
872 |
|
873 |
op->speed_left = -5. * op->speed; /* Freeze them for a short while */ |
874 |
|
875 |
return 1; |
876 |
} |
877 |
|
878 |
/* cast_heal: Heals something. |
879 |
* op is the caster. |
880 |
* dir is the direction he is casting it in. |
881 |
* spell is the spell object. |
882 |
*/ |
883 |
int |
884 |
cast_heal (object *op, object *caster, object *spell, int dir) |
885 |
{ |
886 |
object *tmp; |
887 |
archetype *at; |
888 |
object *poison; |
889 |
int heal = 0, success = 0; |
890 |
|
891 |
tmp = find_target_for_friendly_spell (op, dir); |
892 |
|
893 |
if (!tmp) |
894 |
return 0; |
895 |
|
896 |
/* Figure out how many hp this spell might cure. |
897 |
* could be zero if this spell heals effects, not damage. |
898 |
*/ |
899 |
heal = spell->stats.dam; |
900 |
if (spell->stats.hp) |
901 |
heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
902 |
|
903 |
if (heal) |
904 |
{ |
905 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
906 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
907 |
else |
908 |
{ |
909 |
/* See how many points we actually heal. Instead of messages |
910 |
* based on type of spell, we instead do messages based |
911 |
* on amount of damage healed. |
912 |
*/ |
913 |
if (heal > tmp->stats.maxhp - tmp->stats.hp) |
914 |
heal = tmp->stats.maxhp - tmp->stats.hp; |
915 |
|
916 |
tmp->stats.hp += heal; |
917 |
|
918 |
if (tmp->stats.hp >= tmp->stats.maxhp) |
919 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
920 |
else if (heal > 50) |
921 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
922 |
else if (heal > 25) |
923 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
924 |
else if (heal > 10) |
925 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
926 |
else |
927 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
928 |
|
929 |
success = 1; |
930 |
} |
931 |
} |
932 |
|
933 |
if (spell->attacktype & AT_DISEASE) |
934 |
if (cure_disease (tmp, op, spell)) |
935 |
success = 1; |
936 |
|
937 |
if (spell->attacktype & AT_POISON) |
938 |
{ |
939 |
at = archetype::find (shstr_poisoning); |
940 |
poison = present_arch_in_ob (at, tmp); |
941 |
if (poison) |
942 |
{ |
943 |
success = 1; |
944 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
945 |
poison->stats.food = 1; |
946 |
} |
947 |
} |
948 |
|
949 |
if (spell->attacktype & AT_CONFUSION) |
950 |
{ |
951 |
poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp); |
952 |
if (poison) |
953 |
{ |
954 |
success = 1; |
955 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
956 |
poison->duration = 1; |
957 |
} |
958 |
} |
959 |
|
960 |
if (spell->attacktype & AT_BLIND) |
961 |
{ |
962 |
at = archetype::find (shstr_blindness); |
963 |
poison = present_arch_in_ob (at, tmp); |
964 |
if (poison) |
965 |
{ |
966 |
success = 1; |
967 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
968 |
poison->stats.food = 1; |
969 |
} |
970 |
} |
971 |
|
972 |
if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
973 |
{ |
974 |
tmp->stats.sp += spell->last_sp; |
975 |
if (tmp->stats.sp > tmp->stats.maxsp) |
976 |
tmp->stats.sp = tmp->stats.maxsp; |
977 |
success = 1; |
978 |
new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
979 |
} |
980 |
|
981 |
if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
982 |
{ |
983 |
tmp->stats.grace += spell->last_grace; |
984 |
if (tmp->stats.grace > tmp->stats.maxgrace) |
985 |
tmp->stats.grace = tmp->stats.maxgrace; |
986 |
success = 1; |
987 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
988 |
} |
989 |
|
990 |
if (spell->stats.food && tmp->stats.food < MAX_FOOD) |
991 |
{ |
992 |
tmp->stats.food += spell->stats.food; |
993 |
min_it (tmp->stats.food, MAX_FOOD); |
994 |
|
995 |
success = 1; |
996 |
/* We could do something a bit better like the messages for healing above */ |
997 |
new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
998 |
} |
999 |
|
1000 |
return success; |
1001 |
} |
1002 |
|
1003 |
/* This is used for the spells that gain stats. There are no spells |
1004 |
* right now that icnrease wis/int/pow on a temp basis, so no |
1005 |
* good comments for those. |
1006 |
*/ |
1007 |
static const char *const no_gain_msgs[NUM_STATS] = { |
1008 |
"You grow no stronger.", |
1009 |
"You grow no more agile.", |
1010 |
"You don't feel any healthier.", |
1011 |
"You didn't grow any more intelligent.", |
1012 |
"You do not feel any wiser.", |
1013 |
"You don't feel any more powerful." |
1014 |
"You are no easier to look at.", |
1015 |
}; |
1016 |
|
1017 |
int |
1018 |
change_ability_duration (object *spell, object *caster) |
1019 |
{ |
1020 |
return spell->duration + SP_level_duration_adjust (caster, spell) * 50; |
1021 |
} |
1022 |
|
1023 |
int |
1024 |
cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1025 |
{ |
1026 |
object *force = 0; |
1027 |
int i; |
1028 |
|
1029 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1030 |
object *tmp = dir |
1031 |
? find_target_for_friendly_spell (op, dir) |
1032 |
: op; |
1033 |
|
1034 |
if (!tmp) |
1035 |
return 0; |
1036 |
|
1037 |
/* If we've already got a force of this type, don't add a new one. */ |
1038 |
for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1039 |
{ |
1040 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1041 |
{ |
1042 |
if (tmp2->name == spell_ob->name) |
1043 |
{ |
1044 |
force = tmp2; /* the old effect will be "refreshed" */ |
1045 |
break; |
1046 |
} |
1047 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1048 |
{ |
1049 |
if (!silent) |
1050 |
op->failmsgf ("You can not cast %s while %s is in effect", |
1051 |
&spell_ob->name, &tmp2->name_pl); |
1052 |
|
1053 |
return 0; |
1054 |
} |
1055 |
} |
1056 |
} |
1057 |
|
1058 |
int duration = change_ability_duration (spell_ob, caster); |
1059 |
|
1060 |
if (force) |
1061 |
{ |
1062 |
if (duration > force->duration) |
1063 |
{ |
1064 |
force->duration = duration; |
1065 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1066 |
} |
1067 |
else |
1068 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1069 |
|
1070 |
return 1; |
1071 |
} |
1072 |
|
1073 |
new_draw_info_format (NDI_UNIQUE, 0, op, |
1074 |
"You create an aura of magical force. H<The effect will last for about %.10g seconds.>", |
1075 |
TICK2TIME (duration)); |
1076 |
|
1077 |
force = get_archetype (FORCE_NAME); |
1078 |
force->subtype = FORCE_CHANGE_ABILITY; |
1079 |
force->duration = duration; |
1080 |
|
1081 |
if (spell_ob->race) |
1082 |
force->name = spell_ob->race; |
1083 |
else |
1084 |
force->name = spell_ob->name; |
1085 |
|
1086 |
force->name_pl = spell_ob->name; |
1087 |
|
1088 |
force->speed = 1.0; |
1089 |
force->speed_left = -1.0; |
1090 |
force->set_flag (FLAG_APPLIED); |
1091 |
|
1092 |
/* Now start processing the effects. First, protections */ |
1093 |
for (i = 0; i < NROFATTACKS; i++) |
1094 |
if (spell_ob->resist[i]) |
1095 |
force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob)); |
1096 |
|
1097 |
if (spell_ob->stats.hp) |
1098 |
force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1099 |
|
1100 |
if (tmp->type == PLAYER) |
1101 |
{ |
1102 |
/* Stat adjustment spells */ |
1103 |
for (i = 0; i < NUM_STATS; i++) |
1104 |
{ |
1105 |
if (sint8 stat = spell_ob->stats.stat (i)) |
1106 |
{ |
1107 |
sint8 sm = 0; |
1108 |
for (sint8 k = 0; k < stat; k++) |
1109 |
sm += rndm (1, 3); |
1110 |
|
1111 |
if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1112 |
sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1113 |
|
1114 |
force->stats.stat (i) = sm; |
1115 |
|
1116 |
if (!sm) |
1117 |
new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1118 |
} |
1119 |
} |
1120 |
} |
1121 |
|
1122 |
force->move_type = spell_ob->move_type; |
1123 |
|
1124 |
if (spell_ob->flag [FLAG_SEE_IN_DARK]) |
1125 |
force->set_flag (FLAG_SEE_IN_DARK); |
1126 |
|
1127 |
if (spell_ob->flag [FLAG_XRAYS]) |
1128 |
force->set_flag (FLAG_XRAYS); |
1129 |
|
1130 |
/* Haste/bonus speed */ |
1131 |
if (spell_ob->stats.exp) |
1132 |
{ |
1133 |
if (op->speed > 0.5f) |
1134 |
force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); |
1135 |
else |
1136 |
force->stats.exp = spell_ob->stats.exp; |
1137 |
} |
1138 |
|
1139 |
force->stats.wc = spell_ob->stats.wc; |
1140 |
force->stats.ac = spell_ob->stats.ac; |
1141 |
force->attacktype = spell_ob->attacktype; |
1142 |
|
1143 |
insert_ob_in_ob (force, tmp); |
1144 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1145 |
tmp->update_stats (); |
1146 |
|
1147 |
return 1; |
1148 |
} |
1149 |
|
1150 |
/* This used to be part of cast_change_ability, but it really didn't make |
1151 |
* a lot of sense, since most of the values it derives are from the god |
1152 |
* of the caster. |
1153 |
*/ |
1154 |
int |
1155 |
cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1156 |
{ |
1157 |
int i; |
1158 |
object *god = find_god (determine_god (op)), *force = NULL, *tmp; |
1159 |
|
1160 |
/* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ |
1161 |
if (dir != 0) |
1162 |
{ |
1163 |
tmp = find_target_for_friendly_spell (op, dir); |
1164 |
|
1165 |
if (!tmp) |
1166 |
return 0; |
1167 |
} |
1168 |
else |
1169 |
tmp = op; |
1170 |
|
1171 |
/* If we've already got a force of this type, don't add a new one. */ |
1172 |
for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
1173 |
{ |
1174 |
if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) |
1175 |
{ |
1176 |
if (tmp2->name == spell_ob->name) |
1177 |
{ |
1178 |
force = tmp2; /* the old effect will be "refreshed" */ |
1179 |
break; |
1180 |
} |
1181 |
else if (spell_ob->race && spell_ob->race == tmp2->name) |
1182 |
{ |
1183 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); |
1184 |
return 0; |
1185 |
} |
1186 |
} |
1187 |
} |
1188 |
|
1189 |
if (force == NULL) |
1190 |
{ |
1191 |
force = get_archetype (FORCE_NAME); |
1192 |
force->subtype = FORCE_CHANGE_ABILITY; |
1193 |
if (spell_ob->race) |
1194 |
force->name = spell_ob->race; |
1195 |
else |
1196 |
force->name = spell_ob->name; |
1197 |
force->name_pl = spell_ob->name; |
1198 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
1199 |
} |
1200 |
else |
1201 |
{ |
1202 |
int duration; |
1203 |
|
1204 |
duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1205 |
if (duration > force->duration) |
1206 |
{ |
1207 |
force->duration = duration; |
1208 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1209 |
} |
1210 |
else |
1211 |
{ |
1212 |
new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1213 |
} |
1214 |
return 0; |
1215 |
} |
1216 |
|
1217 |
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1218 |
force->speed = 1.0; |
1219 |
force->speed_left = -1.0; |
1220 |
force->set_flag (FLAG_APPLIED); |
1221 |
|
1222 |
if (!god) |
1223 |
{ |
1224 |
new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); |
1225 |
} |
1226 |
else |
1227 |
{ |
1228 |
/* Only give out good benefits, and put a max on it */ |
1229 |
for (i = 0; i < NROFATTACKS; i++) |
1230 |
if (god->resist[i] > 0) |
1231 |
force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); |
1232 |
|
1233 |
force->path_attuned |= god->path_attuned; |
1234 |
|
1235 |
if (spell_ob->attacktype) |
1236 |
force->slaying = god->slaying; |
1237 |
|
1238 |
if (tmp != op) |
1239 |
{ |
1240 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); |
1241 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); |
1242 |
} |
1243 |
else |
1244 |
{ |
1245 |
new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name); |
1246 |
} |
1247 |
|
1248 |
} |
1249 |
force->stats.wc = spell_ob->stats.wc; |
1250 |
force->stats.ac = spell_ob->stats.ac; |
1251 |
|
1252 |
change_abil (tmp, force); /* Mostly to display any messages */ |
1253 |
insert_ob_in_ob (force, tmp); |
1254 |
tmp->update_stats (); |
1255 |
return 1; |
1256 |
} |
1257 |
|
1258 |
/* Alchemy code by Mark Wedel |
1259 |
* |
1260 |
* This code adds a new spell, called alchemy. Alchemy will turn |
1261 |
* objects to pyrite ("false gold"), henceforth called gold nuggets. |
1262 |
* |
1263 |
* The value of the gold nuggets being about 90% of that of the item |
1264 |
* itself. It uses the value of the object before charisma adjustments, |
1265 |
* because the nuggets themselves will be will be adjusted by charisma |
1266 |
* when sold. |
1267 |
* |
1268 |
* There is also a chance (1:30) that you will get nothing at all |
1269 |
* for the object. There is also a maximum weight that will be |
1270 |
* alchemised. |
1271 |
*/ |
1272 |
static void |
1273 |
alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1274 |
{ |
1275 |
uint64 value = query_cost (obj, NULL, F_TRUE); |
1276 |
|
1277 |
/* Give third price when we alchemy money (this should hopefully |
1278 |
* make it so that it isn't worth it to alchemy money, sell |
1279 |
* the nuggets, alchemy the gold from that, etc. |
1280 |
* Otherwise, give 9 silver on the gold for other objects, |
1281 |
* so that it would still be more affordable to haul |
1282 |
* the stuff back to town. |
1283 |
*/ |
1284 |
if (obj->flag [FLAG_UNPAID]) |
1285 |
value = 0; |
1286 |
else if (obj->type == MONEY || obj->type == GEM) |
1287 |
value /= 3; |
1288 |
else |
1289 |
value = value * 9 / 10; |
1290 |
|
1291 |
if (obj->value > 0 && rndm (0, 29)) |
1292 |
total_value += value; |
1293 |
|
1294 |
total_weight += obj->total_weight (); |
1295 |
|
1296 |
obj->destroy (); |
1297 |
} |
1298 |
|
1299 |
int |
1300 |
alchemy (object *op, object *caster, object *spell_ob) |
1301 |
{ |
1302 |
if (op->type != PLAYER) |
1303 |
return 0; |
1304 |
|
1305 |
archetype *nugget[3]; |
1306 |
|
1307 |
nugget[0] = archetype::find (shstr_pyrite3); |
1308 |
nugget[1] = archetype::find (shstr_pyrite2); |
1309 |
nugget[2] = archetype::find (shstr_pyrite); |
1310 |
|
1311 |
/* Put a maximum weight of items that can be alchemised. Limits the power |
1312 |
* some, and also prevents people from alchemising every table/chair/clock |
1313 |
* in sight |
1314 |
*/ |
1315 |
int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1316 |
int weight_max = duration * 1000; |
1317 |
uint64 value_max = duration * 1000; |
1318 |
|
1319 |
int weight = 0; |
1320 |
|
1321 |
for (int y = op->y - 1; y <= op->y + 1; y++) |
1322 |
{ |
1323 |
for (int x = op->x - 1; x <= op->x + 1; x++) |
1324 |
{ |
1325 |
uint64 value = 0; |
1326 |
|
1327 |
sint16 nx = x; |
1328 |
sint16 ny = y; |
1329 |
|
1330 |
maptile *mp = op->map; |
1331 |
|
1332 |
int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1333 |
|
1334 |
if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1335 |
continue; |
1336 |
|
1337 |
/* Treat alchemy a little differently - most spell effects |
1338 |
* use fly as the movement type - for alchemy, consider it |
1339 |
* ground level effect. |
1340 |
*/ |
1341 |
if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1342 |
continue; |
1343 |
|
1344 |
for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1345 |
{ |
1346 |
next = tmp->above; |
1347 |
|
1348 |
if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] && |
1349 |
!tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON]) |
1350 |
{ |
1351 |
if (tmp->inv) |
1352 |
{ |
1353 |
object *next1, *tmp1; |
1354 |
|
1355 |
for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1356 |
{ |
1357 |
next1 = tmp1->below; |
1358 |
if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] && |
1359 |
!tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON]) |
1360 |
alchemy_object (tmp1, value, weight); |
1361 |
} |
1362 |
} |
1363 |
|
1364 |
alchemy_object (tmp, value, weight); |
1365 |
|
1366 |
if (weight > weight_max) |
1367 |
break; |
1368 |
} |
1369 |
} |
1370 |
|
1371 |
value -= rndm (value >> 4); |
1372 |
value = min (value, value_max); |
1373 |
|
1374 |
for (int i = 0; i < array_length (nugget); ++i) |
1375 |
if (int nrof = value / nugget [i]->value) |
1376 |
{ |
1377 |
value -= nrof * nugget[i]->value; |
1378 |
|
1379 |
object *tmp = nugget[i]->instance (); |
1380 |
tmp->nrof = nrof; |
1381 |
tmp->flag [FLAG_IDENTIFIED] = true; |
1382 |
op->map->insert (tmp, x, y, op, 0); |
1383 |
} |
1384 |
|
1385 |
if (weight > weight_max) |
1386 |
goto bailout; |
1387 |
} |
1388 |
} |
1389 |
|
1390 |
bailout: |
1391 |
return 1; |
1392 |
} |
1393 |
|
1394 |
/* This function removes the cursed/damned status on equipped |
1395 |
* items. |
1396 |
*/ |
1397 |
int |
1398 |
remove_curse (object *op, object *caster, object *spell) |
1399 |
{ |
1400 |
int success = 0, was_one = 0; |
1401 |
|
1402 |
int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
1403 |
|
1404 |
op->splay_marked (); |
1405 |
|
1406 |
for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below) |
1407 |
if (!tmp->invisible |
1408 |
&& (((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) |
1409 |
|| (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))) |
1410 |
{ |
1411 |
++was_one; |
1412 |
|
1413 |
if (tmp->level <= casting_level (caster, spell)) |
1414 |
{ |
1415 |
++success; |
1416 |
--num_uncurse; |
1417 |
|
1418 |
if (spell->flag [FLAG_DAMNED]) |
1419 |
tmp->clr_flag (FLAG_DAMNED); |
1420 |
|
1421 |
tmp->clr_flag (FLAG_CURSED); |
1422 |
tmp->clr_flag (FLAG_KNOWN_CURSED); |
1423 |
tmp->value = 0; /* Still can't sell it */ |
1424 |
|
1425 |
if (object *pl = tmp->visible_to ()) |
1426 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
1427 |
} |
1428 |
} |
1429 |
|
1430 |
if (op->type == PLAYER) |
1431 |
{ |
1432 |
if (success) |
1433 |
new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>"); |
1434 |
else |
1435 |
{ |
1436 |
if (was_one) |
1437 |
new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>"); |
1438 |
else |
1439 |
new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>"); |
1440 |
} |
1441 |
} |
1442 |
|
1443 |
return success; |
1444 |
} |
1445 |
|
1446 |
/* Identifies objects in the players inventory/on the ground */ |
1447 |
int |
1448 |
cast_identify (object *op, object *caster, object *spell) |
1449 |
{ |
1450 |
dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1451 |
|
1452 |
int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
1453 |
|
1454 |
op->splay_marked (); |
1455 |
|
1456 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1457 |
{ |
1458 |
if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1459 |
{ |
1460 |
identify (tmp); |
1461 |
|
1462 |
if (op->type == PLAYER) |
1463 |
{ |
1464 |
buf.printf ("You identified: %s.\r", long_desc (tmp, op)); |
1465 |
|
1466 |
if (tmp->msg) |
1467 |
buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1468 |
} |
1469 |
|
1470 |
if (!--num_ident) |
1471 |
break; |
1472 |
} |
1473 |
} |
1474 |
|
1475 |
/* If all the power of the spell has been used up, don't go and identify |
1476 |
* stuff on the floor. Only identify stuff on the floor if the spell |
1477 |
* was not fully used. |
1478 |
*/ |
1479 |
if (num_ident) |
1480 |
{ |
1481 |
for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1482 |
if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1483 |
{ |
1484 |
identify (tmp); |
1485 |
|
1486 |
if (object *pl = tmp->visible_to ()) |
1487 |
{ |
1488 |
buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op)); |
1489 |
|
1490 |
if (tmp->msg) |
1491 |
buf << "The item has a story:\r" << tmp->msg << "\n\n"; |
1492 |
} |
1493 |
|
1494 |
if (!--num_ident) |
1495 |
break; |
1496 |
} |
1497 |
} |
1498 |
|
1499 |
if (buf.empty ()) |
1500 |
{ |
1501 |
op->failmsg ("You can't reach anything unidentified."); |
1502 |
return 0; |
1503 |
} |
1504 |
else |
1505 |
{ |
1506 |
if (op->contr) |
1507 |
op->contr->infobox (MSG_CHANNEL ("identify"), buf); |
1508 |
|
1509 |
spell_effect (spell, op->x, op->y, op->map, op); |
1510 |
return 1; |
1511 |
} |
1512 |
} |
1513 |
|
1514 |
int |
1515 |
cast_detection (object *op, object *caster, object *spell, object *skill) |
1516 |
{ |
1517 |
object *tmp, *last, *god, *detect; |
1518 |
int done_one, range, mflags, floor, level; |
1519 |
sint16 x, y, nx, ny; |
1520 |
maptile *m; |
1521 |
|
1522 |
/* We precompute some values here so that we don't have to keep |
1523 |
* doing it over and over again. |
1524 |
*/ |
1525 |
god = find_god (determine_god (op)); |
1526 |
level = casting_level (caster, spell); |
1527 |
range = spell->range + SP_level_range_adjust (caster, spell); |
1528 |
|
1529 |
if (!skill) |
1530 |
skill = caster; |
1531 |
|
1532 |
dynbuf buf; |
1533 |
unordered_mapwalk (buf, op, -range, -range, range, range) |
1534 |
{ |
1535 |
/* For most of the detections, we only detect objects above the |
1536 |
* floor. But this is not true for show invisible. |
1537 |
* Basically, we just go and find the top object and work |
1538 |
* down - that is easier than working up. |
1539 |
*/ |
1540 |
|
1541 |
for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) |
1542 |
last = tmp; |
1543 |
|
1544 |
/* Shouldn't happen, but if there are no objects on a space, this |
1545 |
* would happen. |
1546 |
*/ |
1547 |
if (!last) |
1548 |
continue; |
1549 |
|
1550 |
done_one = 0; |
1551 |
floor = 0; |
1552 |
detect = 0; |
1553 |
for (tmp = last; tmp; tmp = tmp->below) |
1554 |
{ |
1555 |
/* show invisible */ |
1556 |
if (spell->flag [FLAG_MAKE_INVIS] |
1557 |
/* Might there be other objects that we can make visible? */ |
1558 |
&& (tmp->invisible && (tmp->flag [FLAG_MONSTER] |
1559 |
|| (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ]) |
1560 |
|| tmp->type == T_HANDLE |
1561 |
|| tmp->type == TRAPDOOR |
1562 |
|| tmp->type == EXIT |
1563 |
|| tmp->type == HOLE |
1564 |
|| tmp->type == BUTTON |
1565 |
|| tmp->type == TELEPORTER |
1566 |
|| tmp->type == GATE |
1567 |
|| tmp->type == LOCKED_DOOR |
1568 |
|| tmp->type == WEAPON |
1569 |
|| tmp->type == ALTAR |
1570 |
|| (tmp->type == SIGN && tmp->face != magicmouth_face) |
1571 |
|| tmp->type == TRIGGER_PEDESTAL |
1572 |
|| tmp->type == SPECIAL_KEY |
1573 |
|| tmp->type == TREASURE |
1574 |
|| tmp->type == BOOK |
1575 |
|| tmp->type == HOLY_ALTAR |
1576 |
|| tmp->type == CONTAINER))) |
1577 |
{ |
1578 |
printf ("show inv %s\n", tmp->debug_desc());//D |
1579 |
if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) |
1580 |
{ |
1581 |
tmp->invisible = 0; |
1582 |
done_one = 1; |
1583 |
} |
1584 |
} |
1585 |
|
1586 |
if (tmp->flag [FLAG_IS_FLOOR]) |
1587 |
floor = 1; |
1588 |
|
1589 |
/* All detections below this point don't descend beneath the floor, |
1590 |
* so just continue on. We could be clever and look at the type of |
1591 |
* detection to completely break out if we don't care about objects beneath |
1592 |
* the floor, but once we get to the floor, not likely a very big issue anyways. |
1593 |
*/ |
1594 |
if (floor) |
1595 |
continue; |
1596 |
|
1597 |
/* I had thought about making detect magic and detect curse |
1598 |
* show the flash the magic item like it does for detect monster. |
1599 |
* however, if the object is within sight, this would then make it |
1600 |
* difficult to see what object is magical/cursed, so the |
1601 |
* effect wouldn't be as apparent. |
1602 |
*/ |
1603 |
|
1604 |
/* detect magic */ |
1605 |
if (spell->flag [FLAG_KNOWN_MAGICAL] |
1606 |
&& !tmp->flag [FLAG_KNOWN_MAGICAL] |
1607 |
&& !tmp->flag [FLAG_IDENTIFIED] |
1608 |
&& tmp->need_identify () |
1609 |
&& is_magical (tmp)) |
1610 |
{ |
1611 |
tmp->set_flag (FLAG_KNOWN_MAGICAL); |
1612 |
/* make runes more visible */ |
1613 |
if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) |
1614 |
tmp->stats.Cha /= 4; |
1615 |
|
1616 |
done_one = 1; |
1617 |
} |
1618 |
|
1619 |
/* detect monster */ |
1620 |
if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)) |
1621 |
{ |
1622 |
done_one = 2; |
1623 |
|
1624 |
if (!detect) |
1625 |
detect = tmp; |
1626 |
} |
1627 |
|
1628 |
/* Basically, if race is set in the spell, then the creatures race must |
1629 |
* match that. if the spell race is set to GOD, then the gods opposing |
1630 |
* race must match. |
1631 |
*/ |
1632 |
if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race && |
1633 |
((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || |
1634 |
spell->race.contains (tmp->race))) |
1635 |
{ |
1636 |
done_one = 2; |
1637 |
|
1638 |
if (!detect) |
1639 |
detect = tmp; |
1640 |
} |
1641 |
|
1642 |
if (spell->flag [FLAG_KNOWN_CURSED] |
1643 |
&& !tmp->flag [FLAG_KNOWN_CURSED] |
1644 |
&& tmp->need_identify () |
1645 |
&& (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
1646 |
{ |
1647 |
tmp->set_flag (FLAG_KNOWN_CURSED); |
1648 |
done_one = 1; |
1649 |
} |
1650 |
|
1651 |
// Do mining detection spell: |
1652 |
if (spell->last_sp == 1) // 1 - detect any vein |
1653 |
{ |
1654 |
if (tmp->type == VEIN) |
1655 |
{ |
1656 |
if (tmp->other_arch) |
1657 |
{ |
1658 |
if (!detect) |
1659 |
detect = tmp->other_arch; |
1660 |
done_one = 2; |
1661 |
} |
1662 |
else |
1663 |
done_one = 1; |
1664 |
} |
1665 |
} |
1666 |
} /* for stack of objects on this space */ |
1667 |
|
1668 |
/* Code here puts an effect of the spell on the space, so you can see |
1669 |
* where the magic is. |
1670 |
*/ |
1671 |
if (done_one) |
1672 |
{ |
1673 |
object *detect_ob = spell->other_arch->instance (); |
1674 |
|
1675 |
/* if this is set, we want to copy the face */ |
1676 |
if (done_one == 2 && detect) |
1677 |
{ |
1678 |
detect_ob->face = detect->face; |
1679 |
detect_ob->animation_id = detect->animation_id; |
1680 |
detect_ob->anim_speed = detect->anim_speed; |
1681 |
detect_ob->last_anim = 0; |
1682 |
/* by default, the detect_ob is already animated */ |
1683 |
if (!detect->flag [FLAG_ANIMATE]) |
1684 |
detect_ob->clr_flag (FLAG_ANIMATE); |
1685 |
} |
1686 |
|
1687 |
m->insert (detect_ob, nx, ny, op, INS_ON_TOP); |
1688 |
} |
1689 |
} /* for processing the surrounding spaces */ |
1690 |
|
1691 |
|
1692 |
/* Now process objects in the players inventory if detect curse or magic */ |
1693 |
if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL]) |
1694 |
{ |
1695 |
done_one = 0; |
1696 |
|
1697 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1698 |
{ |
1699 |
if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED]) |
1700 |
{ |
1701 |
if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL]) |
1702 |
{ |
1703 |
tmp->set_flag (FLAG_KNOWN_MAGICAL); |
1704 |
|
1705 |
if (object *pl = tmp->visible_to ()) |
1706 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
1707 |
} |
1708 |
|
1709 |
if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] && |
1710 |
(tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])) |
1711 |
{ |
1712 |
tmp->set_flag (FLAG_KNOWN_CURSED); |
1713 |
|
1714 |
if (object *pl = tmp->visible_to ()) |
1715 |
esrv_update_item (UPD_FLAGS, pl, tmp); |
1716 |
} |
1717 |
} /* if item is not identified */ |
1718 |
} /* for the players inventory */ |
1719 |
} /* if detect magic/curse and object is a player */ |
1720 |
|
1721 |
return 1; |
1722 |
} |
1723 |
|
1724 |
|
1725 |
/** |
1726 |
* Checks if victim has overcharged mana. caster_level is the caster's (skill) |
1727 |
* level whos spell did cause the overcharge. |
1728 |
*/ |
1729 |
static void |
1730 |
charge_mana_effect (object *victim, int caster_level) |
1731 |
{ |
1732 |
|
1733 |
/* Prevent explosions for objects without mana. Without this check, doors |
1734 |
* will explode, too. |
1735 |
*/ |
1736 |
if (victim->stats.maxsp <= 0) |
1737 |
return; |
1738 |
|
1739 |
new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); |
1740 |
|
1741 |
if (victim->stats.sp >= victim->stats.maxsp * 2) |
1742 |
{ |
1743 |
new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); |
1744 |
victim->stats.sp = 2 * victim->stats.maxsp; |
1745 |
create_exploding_ball_at (victim, caster_level); |
1746 |
} |
1747 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.88) |
1748 |
new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); |
1749 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.66) |
1750 |
new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); |
1751 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.5) |
1752 |
{ |
1753 |
new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); |
1754 |
confuse_player (victim, victim, 99); |
1755 |
} |
1756 |
else if (victim->stats.sp >= victim->stats.maxsp * 1.25) |
1757 |
new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); |
1758 |
} |
1759 |
|
1760 |
/* cast_transfer |
1761 |
* This spell transfers sp from the player to another person. |
1762 |
* We let the target go above their normal maximum SP. |
1763 |
*/ |
1764 |
|
1765 |
int |
1766 |
cast_transfer (object *op, object *caster, object *spell, int dir) |
1767 |
{ |
1768 |
object *plyr = NULL; |
1769 |
sint16 x, y; |
1770 |
maptile *m; |
1771 |
int mflags; |
1772 |
|
1773 |
m = op->map; |
1774 |
x = op->x + freearr_x[dir]; |
1775 |
y = op->y + freearr_y[dir]; |
1776 |
|
1777 |
mflags = get_map_flags (m, &m, x, y, &x, &y); |
1778 |
|
1779 |
if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) |
1780 |
{ |
1781 |
for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) |
1782 |
if (plyr != op && plyr->flag [FLAG_ALIVE]) |
1783 |
break; |
1784 |
} |
1785 |
|
1786 |
|
1787 |
/* If we did not find a player in the specified direction, transfer |
1788 |
* to anyone on top of us. This is used for the rune of transference mostly. |
1789 |
*/ |
1790 |
if (plyr == NULL) |
1791 |
for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) |
1792 |
if (plyr != op && plyr->flag [FLAG_ALIVE]) |
1793 |
break; |
1794 |
|
1795 |
if (!plyr) |
1796 |
{ |
1797 |
op->failmsg ("There is no one there."); |
1798 |
return 0; |
1799 |
} |
1800 |
/* give sp */ |
1801 |
if (spell->stats.dam > 0) |
1802 |
{ |
1803 |
plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1804 |
charge_mana_effect (plyr, casting_level (caster, spell)); |
1805 |
return 1; |
1806 |
} |
1807 |
/* suck sp away. Can't suck sp from yourself */ |
1808 |
else if (op != plyr) |
1809 |
{ |
1810 |
/* old dragin magic used floats. easier to just use ints and divide by 100 */ |
1811 |
|
1812 |
int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked; |
1813 |
|
1814 |
if (rate > 95) |
1815 |
rate = 95; |
1816 |
|
1817 |
sucked = (plyr->stats.sp * rate) / 100; |
1818 |
plyr->stats.sp -= sucked; |
1819 |
if (op->flag [FLAG_ALIVE]) |
1820 |
{ |
1821 |
/* Player doesn't get full credit */ |
1822 |
sucked = (sucked * rate) / 100; |
1823 |
op->stats.sp += sucked; |
1824 |
if (sucked > 0) |
1825 |
{ |
1826 |
charge_mana_effect (op, casting_level (caster, spell)); |
1827 |
} |
1828 |
} |
1829 |
return 1; |
1830 |
} |
1831 |
return 0; |
1832 |
} |
1833 |
|
1834 |
|
1835 |
/* counterspell: nullifies spell effects. |
1836 |
* op is the counterspell object, dir is the direction |
1837 |
* it was cast in. |
1838 |
* Basically, if the object has a magic attacktype, |
1839 |
* this may nullify it. |
1840 |
*/ |
1841 |
void |
1842 |
counterspell (object *op, int dir) |
1843 |
{ |
1844 |
object *tmp, *head, *next; |
1845 |
int mflags; |
1846 |
maptile *m; |
1847 |
sint16 sx, sy; |
1848 |
|
1849 |
sx = op->x + freearr_x[dir]; |
1850 |
sy = op->y + freearr_y[dir]; |
1851 |
m = op->map; |
1852 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1853 |
if (mflags & P_OUT_OF_MAP) |
1854 |
return; |
1855 |
|
1856 |
for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) |
1857 |
{ |
1858 |
next = tmp->above; |
1859 |
|
1860 |
/* Need to look at the head object - otherwise, if tmp |
1861 |
* points to a monster, we don't have all the necessary |
1862 |
* info for it. |
1863 |
*/ |
1864 |
if (tmp->head) |
1865 |
head = tmp->head; |
1866 |
else |
1867 |
head = tmp; |
1868 |
|
1869 |
/* don't attack our own spells */ |
1870 |
if (tmp->owner && tmp->owner == op->owner) |
1871 |
continue; |
1872 |
|
1873 |
/* Basically, if the object is magical and not counterspell, |
1874 |
* we will more or less remove the object. Don't counterspell |
1875 |
* monsters either. |
1876 |
*/ |
1877 |
|
1878 |
if (head->attacktype & AT_MAGIC |
1879 |
&& !(head->attacktype & AT_COUNTERSPELL) |
1880 |
&& !head->flag [FLAG_MONSTER] |
1881 |
&& (op->level > head->level)) |
1882 |
head->destroy (); |
1883 |
else |
1884 |
switch (head->type) |
1885 |
{ |
1886 |
case SPELL_EFFECT: |
1887 |
// XXX: Don't affect floor spelleffects. See also XXX comment |
1888 |
// about sanctuary in spell_util.C |
1889 |
if (tmp->flag [FLAG_IS_FLOOR]) |
1890 |
continue; |
1891 |
|
1892 |
if (op->level > head->level) |
1893 |
head->destroy (); |
1894 |
|
1895 |
break; |
1896 |
|
1897 |
/* I really don't get this rune code that much - that |
1898 |
* random chance seems really low. |
1899 |
*/ |
1900 |
case RUNE: |
1901 |
if (rndm (0, 149) == 0) |
1902 |
{ |
1903 |
head->stats.hp--; /* weaken the rune */ |
1904 |
if (!head->stats.hp) |
1905 |
head->destroy (); |
1906 |
} |
1907 |
break; |
1908 |
} |
1909 |
} |
1910 |
} |
1911 |
|
1912 |
/* cast_consecrate() - a spell to make an altar your god's */ |
1913 |
int |
1914 |
cast_consecrate (object *op, object *caster, object *spell) |
1915 |
{ |
1916 |
char buf[MAX_BUF]; |
1917 |
|
1918 |
object *tmp, *god = find_god (determine_god (op)); |
1919 |
|
1920 |
if (!god) |
1921 |
{ |
1922 |
op->failmsg ("You can't consecrate anything if you don't worship a god!"); |
1923 |
return 0; |
1924 |
} |
1925 |
|
1926 |
for (tmp = op->below; tmp; tmp = tmp->below) |
1927 |
{ |
1928 |
if (tmp->flag [FLAG_IS_FLOOR]) |
1929 |
break; |
1930 |
if (tmp->type == HOLY_ALTAR) |
1931 |
{ |
1932 |
|
1933 |
if (tmp->level > casting_level (caster, spell)) |
1934 |
{ |
1935 |
op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name); |
1936 |
return 0; |
1937 |
} |
1938 |
else |
1939 |
{ |
1940 |
/* If we got here, we are consecrating an altar */ |
1941 |
sprintf (buf, "Altar of %s", &god->name); |
1942 |
tmp->name = buf; |
1943 |
tmp->level = casting_level (caster, spell); |
1944 |
tmp->other_arch = god->arch; |
1945 |
|
1946 |
if (op->type == PLAYER) |
1947 |
esrv_update_item (UPD_NAME, op, tmp); |
1948 |
|
1949 |
new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); |
1950 |
return 1; |
1951 |
} |
1952 |
} |
1953 |
} |
1954 |
|
1955 |
op->failmsg ("You are not standing over an altar!"); |
1956 |
return 0; |
1957 |
} |
1958 |
|
1959 |
/* animate_weapon - |
1960 |
* Generalization of staff_to_snake. Makes a golem out of the caster's weapon. |
1961 |
* The golem is based on the archetype specified, modified by the caster's level |
1962 |
* and the attributes of the weapon. The weapon is inserted in the golem's |
1963 |
* inventory so that it falls to the ground when the golem dies. |
1964 |
* This code was very odd - code early on would only let players use the spell, |
1965 |
* yet the code wass full of player checks. I've presumed that the code |
1966 |
* that only let players use it was correct, and removed all the other |
1967 |
* player checks. MSW 2003-01-06 |
1968 |
*/ |
1969 |
int |
1970 |
animate_weapon (object *op, object *caster, object *spell, int dir) |
1971 |
{ |
1972 |
char buf[MAX_BUF]; |
1973 |
int a, i; |
1974 |
sint16 x, y; |
1975 |
maptile *m; |
1976 |
|
1977 |
if (!spell->other_arch) |
1978 |
{ |
1979 |
new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
1980 |
LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); |
1981 |
return 0; |
1982 |
} |
1983 |
/* exit if it's not a player using this spell. */ |
1984 |
if (op->type != PLAYER) |
1985 |
return 0; |
1986 |
|
1987 |
/* if player already has a golem, abort */ |
1988 |
if (object *golem = op->contr->golem) |
1989 |
{ |
1990 |
control_golem (golem, dir); |
1991 |
return 0; |
1992 |
} |
1993 |
|
1994 |
/* if no direction specified, pick one */ |
1995 |
if (!dir) |
1996 |
dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); |
1997 |
|
1998 |
m = op->map; |
1999 |
x = op->x + freearr_x[dir]; |
2000 |
y = op->y + freearr_y[dir]; |
2001 |
|
2002 |
/* if there's no place to put the golem, abort */ |
2003 |
if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) |
2004 |
|| ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) |
2005 |
{ |
2006 |
op->failmsg ("There is something in the way."); |
2007 |
return 0; |
2008 |
} |
2009 |
|
2010 |
/* Use the weapon marked by the player. */ |
2011 |
object *weapon = op->mark (); |
2012 |
|
2013 |
if (!weapon) |
2014 |
{ |
2015 |
op->failmsg ("You must mark a weapon to use with this spell!"); |
2016 |
return 0; |
2017 |
} |
2018 |
|
2019 |
if (spell->race && weapon->arch->archname != spell->race) |
2020 |
{ |
2021 |
op->failmsg ("The spell fails to transform your weapon."); |
2022 |
return 0; |
2023 |
} |
2024 |
|
2025 |
if (weapon->type != WEAPON) |
2026 |
{ |
2027 |
op->failmsg ("You need to wield a weapon to animate it."); |
2028 |
return 0; |
2029 |
} |
2030 |
|
2031 |
if (weapon->flag [FLAG_APPLIED]) |
2032 |
{ |
2033 |
op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon)); |
2034 |
return 0; |
2035 |
} |
2036 |
|
2037 |
weapon = weapon->split (); |
2038 |
|
2039 |
/* create the golem object */ |
2040 |
object *tmp = spell->other_arch->instance (); |
2041 |
|
2042 |
/* if animated by a player, give the player control of the golem */ |
2043 |
tmp->clr_flag (FLAG_MONSTER); |
2044 |
tmp->stats.exp = 0; |
2045 |
add_friendly_object (tmp); |
2046 |
tmp->type = GOLEM; |
2047 |
tmp->set_owner (op); |
2048 |
op->contr->golem = tmp; |
2049 |
set_spell_skill (op, caster, spell, tmp); |
2050 |
|
2051 |
/* Give the weapon to the golem now. A bit of a hack to check the |
2052 |
* removed flag - it should only be set if weapon->split was |
2053 |
* used above. |
2054 |
*/ |
2055 |
if (!weapon->flag [FLAG_REMOVED]) |
2056 |
weapon->remove (); |
2057 |
|
2058 |
tmp->insert (weapon); |
2059 |
|
2060 |
/* To do everything necessary to let a golem use the weapon is a pain, |
2061 |
* so instead, just set it as equipped (otherwise, we need to update |
2062 |
* body_info, skills, etc) |
2063 |
*/ |
2064 |
tmp->set_flag (FLAG_USE_WEAPON); |
2065 |
weapon->set_flag (FLAG_APPLIED); |
2066 |
tmp->update_stats (); |
2067 |
|
2068 |
/* There used to be 'odd' code that basically seemed to take the absolute |
2069 |
* value of the weapon->magic an use that. IMO, that doesn't make sense - |
2070 |
* if you're using a crappy weapon, it shouldn't be as good. |
2071 |
*/ |
2072 |
|
2073 |
/* modify weapon's animated wc */ |
2074 |
tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; |
2075 |
if (tmp->stats.wc < -127) |
2076 |
tmp->stats.wc = -127; |
2077 |
|
2078 |
/* Modify hit points for weapon */ |
2079 |
tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + |
2080 |
SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con; |
2081 |
if (tmp->stats.maxhp < 0) |
2082 |
tmp->stats.maxhp = 10; |
2083 |
tmp->stats.hp = tmp->stats.maxhp; |
2084 |
|
2085 |
/* Modify weapon's damage */ |
2086 |
tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; |
2087 |
if (tmp->stats.dam < 0) |
2088 |
tmp->stats.dam = 127; |
2089 |
|
2090 |
|
2091 |
/* attacktype */ |
2092 |
if (!tmp->attacktype) |
2093 |
tmp->attacktype = AT_PHYSICAL; |
2094 |
|
2095 |
for (i = 0; i < NROFATTACKS; i++) |
2096 |
tmp->resist[i] = 50 - (op->material->save[i] * 5); |
2097 |
|
2098 |
a = op->material->save[0]; |
2099 |
|
2100 |
/* Set weapon's immunity */ |
2101 |
tmp->resist[ATNR_CONFUSION] = 100; |
2102 |
tmp->resist[ATNR_POISON] = 100; |
2103 |
tmp->resist[ATNR_SLOW] = 100; |
2104 |
tmp->resist[ATNR_PARALYZE] = 100; |
2105 |
tmp->resist[ATNR_TURN_UNDEAD] = 100; |
2106 |
tmp->resist[ATNR_FEAR] = 100; |
2107 |
tmp->resist[ATNR_DEPLETE] = 100; |
2108 |
tmp->resist[ATNR_DEATH] = 100; |
2109 |
tmp->resist[ATNR_BLIND] = 100; |
2110 |
|
2111 |
/* Improve weapon's armour value according to best save vs. physical of its material */ |
2112 |
|
2113 |
if (a > 14) |
2114 |
a = 14; |
2115 |
|
2116 |
tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2117 |
|
2118 |
/* Determine golem's speed */ |
2119 |
tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2120 |
|
2121 |
if (!spell->race) |
2122 |
{ |
2123 |
sprintf (buf, "animated %s", &weapon->name); |
2124 |
tmp->name = buf; |
2125 |
|
2126 |
tmp->face = weapon->face; |
2127 |
tmp->animation_id = weapon->animation_id; |
2128 |
tmp->anim_speed = weapon->anim_speed; |
2129 |
tmp->last_anim = weapon->last_anim; |
2130 |
tmp->state = weapon->state; |
2131 |
tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; |
2132 |
} |
2133 |
|
2134 |
/* make experience increase in proportion to the strength of the summoned creature. */ |
2135 |
tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell)); |
2136 |
|
2137 |
tmp->speed_left = -1; |
2138 |
tmp->direction = dir; |
2139 |
|
2140 |
m->insert (tmp, x, y, op); |
2141 |
return 1; |
2142 |
} |
2143 |
|
2144 |
/* cast_daylight() - changes the map darkness level *lower* */ |
2145 |
|
2146 |
/* cast_change_map_lightlevel: Was cast_daylight/nightfall. |
2147 |
* This changes the light level for the entire map. |
2148 |
*/ |
2149 |
int |
2150 |
cast_change_map_lightlevel (object *op, object *caster, object *spell) |
2151 |
{ |
2152 |
int success; |
2153 |
|
2154 |
if (!op->map) |
2155 |
return 0; /* shouldnt happen */ |
2156 |
|
2157 |
success = op->map->change_map_light (spell->stats.dam); |
2158 |
|
2159 |
if (!success) |
2160 |
{ |
2161 |
if (spell->stats.dam < 0) |
2162 |
op->failmsg ("It can be no brighter here."); |
2163 |
else |
2164 |
op->failmsg ("It can be no darker here."); |
2165 |
} |
2166 |
|
2167 |
return success; |
2168 |
} |
2169 |
|
2170 |
/* 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, |
2172 |
* spell is the spell object itself. |
2173 |
*/ |
2174 |
int |
2175 |
create_aura (object *op, object *caster, object *spell) |
2176 |
{ |
2177 |
int refresh = 0; |
2178 |
object *new_aura; |
2179 |
|
2180 |
new_aura = present_arch_in_ob (spell->other_arch, op); |
2181 |
if (new_aura) |
2182 |
refresh = 1; |
2183 |
else |
2184 |
new_aura = spell->other_arch->instance (); |
2185 |
|
2186 |
new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); |
2187 |
|
2188 |
new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
2189 |
|
2190 |
set_spell_skill (op, caster, spell, new_aura); |
2191 |
new_aura->attacktype = spell->attacktype; |
2192 |
|
2193 |
new_aura->level = casting_level (caster, spell); |
2194 |
|
2195 |
if (refresh) |
2196 |
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
2197 |
else |
2198 |
new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); |
2199 |
|
2200 |
insert_ob_in_ob (new_aura, op); |
2201 |
new_aura->set_owner (op); |
2202 |
|
2203 |
return 1; |
2204 |
} |
2205 |
|
2206 |
/* move aura function. An aura is a part of someone's inventory, |
2207 |
* which he carries with him, but which acts on the map immediately |
2208 |
* around him. |
2209 |
* Aura parameters: |
2210 |
* duration: duration counter. |
2211 |
* attacktype: aura's attacktype |
2212 |
* other_arch: archetype to drop where we attack |
2213 |
*/ |
2214 |
void |
2215 |
move_aura (object *aura) |
2216 |
{ |
2217 |
/* auras belong in inventories */ |
2218 |
object *env = aura->env; |
2219 |
object *owner = aura->owner; |
2220 |
|
2221 |
/* no matter what we've gotta remove the aura... |
2222 |
* we'll put it back if its time isn't up. |
2223 |
*/ |
2224 |
aura->remove (); |
2225 |
|
2226 |
/* exit if we're out of gas */ |
2227 |
if (aura->duration-- < 0) |
2228 |
{ |
2229 |
aura->destroy (); |
2230 |
return; |
2231 |
} |
2232 |
|
2233 |
/* auras only exist in inventories */ |
2234 |
if (!env || !env->map) |
2235 |
{ |
2236 |
aura->destroy (); |
2237 |
return; |
2238 |
} |
2239 |
|
2240 |
/* we need to jump out of the inventory for a bit |
2241 |
* in order to hit the map conveniently. |
2242 |
*/ |
2243 |
aura->insert_at (env, aura); |
2244 |
|
2245 |
for (int i = 1; i < 9; i++) |
2246 |
{ |
2247 |
mapxy pos (env); |
2248 |
pos.move (i); |
2249 |
|
2250 |
/* Consider the movement type of the person with the aura as |
2251 |
* movement type of the aura. Eg, if the player is flying, the aura |
2252 |
* is flying also, if player is walking, it is on the ground, etc. |
2253 |
*/ |
2254 |
if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) |
2255 |
{ |
2256 |
hit_map (aura, i, aura->attacktype, 0); |
2257 |
|
2258 |
if (aura->other_arch) |
2259 |
pos.insert (aura->other_arch->instance (), aura); |
2260 |
} |
2261 |
} |
2262 |
|
2263 |
/* put the aura back in the player's inventory */ |
2264 |
env->insert (aura); |
2265 |
aura->set_owner (owner); |
2266 |
} |
2267 |
|
2268 |
/* moves the peacemaker spell. |
2269 |
* op is the piece object. |
2270 |
*/ |
2271 |
void |
2272 |
move_peacemaker (object *op) |
2273 |
{ |
2274 |
for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) |
2275 |
{ |
2276 |
int atk_lev, def_lev; |
2277 |
object *victim = tmp->head_ (); |
2278 |
|
2279 |
if (!victim->flag [FLAG_MONSTER]) |
2280 |
continue; |
2281 |
|
2282 |
if (victim->flag [FLAG_UNAGGRESSIVE]) |
2283 |
continue; |
2284 |
|
2285 |
if (victim->stats.exp == 0) |
2286 |
continue; |
2287 |
|
2288 |
def_lev = max (1, victim->level); |
2289 |
atk_lev = max (1, op->level); |
2290 |
|
2291 |
if (rndm (0, atk_lev - 1) > def_lev) |
2292 |
{ |
2293 |
/* make this sucker peaceful. */ |
2294 |
|
2295 |
INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op)); |
2296 |
change_exp (op->owner, victim->stats.exp, op->skill, 0); |
2297 |
victim->stats.exp = 0; |
2298 |
#if 0 |
2299 |
/* No idea why these were all set to zero - if something |
2300 |
* makes this creature agressive, he should still do damage. |
2301 |
*/ |
2302 |
victim->stats.dam = 0; |
2303 |
victim->stats.sp = 0; |
2304 |
victim->stats.grace = 0; |
2305 |
victim->stats.Pow = 0; |
2306 |
#endif |
2307 |
victim->attack_movement = RANDO2; |
2308 |
victim->set_flag (FLAG_UNAGGRESSIVE); |
2309 |
victim->set_flag (FLAG_RUN_AWAY); |
2310 |
victim->set_flag (FLAG_RANDOM_MOVE); |
2311 |
victim->clr_flag (FLAG_MONSTER); |
2312 |
|
2313 |
if (victim->name) |
2314 |
new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); |
2315 |
} |
2316 |
} |
2317 |
} |
2318 |
|
2319 |
/* This writes a rune that contains the appropriate message. |
2320 |
* There really isn't any adjustments we make. |
2321 |
*/ |
2322 |
int |
2323 |
write_mark (object *op, object *spell, const char *msg) |
2324 |
{ |
2325 |
if (!msg || msg[0] == 0) |
2326 |
{ |
2327 |
op->failmsg ("Write what?"); |
2328 |
return 0; |
2329 |
} |
2330 |
|
2331 |
if (!msg_is_safe (msg)) |
2332 |
{ |
2333 |
op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>"); |
2334 |
LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg); |
2335 |
return 0; |
2336 |
} |
2337 |
|
2338 |
if (!spell->other_arch) |
2339 |
return 0; |
2340 |
|
2341 |
object *tmp = spell->other_arch->instance (); |
2342 |
|
2343 |
tmp->race = op->name; /*Save the owner of the rune */ |
2344 |
tmp->msg = msg; |
2345 |
|
2346 |
tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); |
2347 |
|
2348 |
return 1; |
2349 |
} |
2350 |
|