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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.2
Committed: Thu Aug 17 20:23:32 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +1 -3 lines
Log Message:
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically

File Contents

# Content
1 /*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.1 2006-08-13 17:16:05 elmex Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <spells.h>
37 #include <sounds.h>
38
39 /* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this.
42 */
43 void cast_magic_storm(object *op, object *tmp, int lvl)
44 {
45 if (!tmp) return; /* error */
46 tmp->level=op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */
50 tmp->duration+=lvl/5;
51
52 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either.
56 */
57 if (tmp->duration>=40) tmp->duration=40;
58 tmp->stats.dam=lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61
62 }
63
64
65 int recharge(object *op, object *caster, object *spell_ob) {
66 object *wand, *tmp;
67 int ncharges;
68
69 wand = find_marked_object(op);
70 if(wand == NULL || wand->type != WAND) {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) {
75 new_draw_info_format(NDI_UNIQUE, 0, op,
76 "The %s vibrates violently, then explodes!",query_name(wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count);
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob));
93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level;
95 else {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 }
100 if (!ncharges) ncharges = 1;
101
102 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op,
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) {
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 }
110 return 1;
111 }
112
113 /******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126 /* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131 void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212 }
213
214
215 /* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221 void polymorph_melt(object *who, object *op)
222 {
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231 }
232
233 /* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236 void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312 }
313
314 /* polymorh - caster who has hit object op. */
315 void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350 }
351
352
353 /* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361 int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403 }
404
405
406
407 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the
411 * invoke command. If the caster attempts to create missiles with too
412 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc...
416 */
417
418 int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg)
419 {
420 int missile_plus=0, bonus_plus=0;
421 const char *missile_name;
422 object *tmp, *missile;
423 tag_t tag;
424
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) {
429 missile_name=tmp->race;
430 }
431
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell);
433
434 if (find_archetype(missile_name)==NULL) {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n",
436 missile_name);
437 return 0;
438 }
439 missile = get_archetype(missile_name);
440
441 if (stringarg) {
442 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) {
444 artifact *al = find_artifactlist(missile->type)->items;
445
446 for ( ; al != NULL; al=al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break;
448
449 if (!al) {
450 free_object(missile);
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name,
452 stringarg);
453 return 0;
454 }
455 if (al->item->slaying) {
456 free_object(missile);
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s",
458 missile_name, stringarg);
459 return 0;
460 }
461 give_artifact_abilities(missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical -
463 * otherwise, in most cases, not enough will be created. I don't want to get into
464 * the parsing of having to do both plus and type.
465 */
466 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0;
468 } else
469 if (atoi(stringarg) < missile_plus)
470 missile_plus = atoi(stringarg);
471 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus);
479 if (missile->nrof < 1)
480 missile->nrof=1;
481
482 missile->magic = missile_plus;
483 /* Can't get any money for these objects */
484 missile->value=0;
485
486 SET_FLAG(missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile);
493 }
494 return 1;
495 }
496
497
498 /* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/
500 int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg)
501 {
502 int food_value;
503 archetype *at=NULL;
504 object *new_op;
505
506 food_value=spell_ob->stats.food +
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508
509 if(stringarg) {
510 at = find_archetype_by_object_type_name(FOOD, stringarg);
511 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value)
514 stringarg = NULL;
515 }
516
517 if(!stringarg) {
518 archetype *at_tmp;
519
520 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor.
525 */
526
527 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) {
530 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead.
533 */
534 if (at_tmp->clone.stats.food<=food_value &&
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
536 at=at_tmp;
537 }
538 }
539 }
540 /* Pretty unlikely (there are some very low food items), but you never
541 * know
542 */
543 if (!at) {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0;
546 }
547
548 food_value/=at->clone.stats.food;
549 new_op = get_object();
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value;
552
553 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1;
555
556 cast_create_obj(op, caster,new_op, dir);
557 return 1;
558 }
559
560 int probe(object *op, object *caster, object *spell_ob, int dir) {
561 int r, mflags, maxrange;
562 object *tmp;
563 mapstruct *m;
564
565
566 if(!dir) {
567 examine_monster(op,op);
568 return 1;
569 }
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
571 for(r=1;r < maxrange; r++) {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir];
573
574 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y);
576
577 if (mflags & P_OUT_OF_MAP) break;
578
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic.");
581 return 0;
582 }
583 if (mflags & P_IS_ALIVE) {
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something.");
587 if(tmp->head!=NULL)
588 tmp=tmp->head;
589 examine_monster(op,tmp);
590 return 1;
591 }
592 }
593 }
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing.");
595 return 1;
596 }
597
598
599 /* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that
604 * pl is invisible.
605 */
606 int makes_invisible_to(object *pl, object *mon)
607 {
608
609 if (!pl->invisible) return 0;
610 if (pl->type == PLAYER ) {
611 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0;
614 return 1;
615 }
616 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon))
618 return 1;
619 /* No race, can't be invisible to it */
620 if (!mon->race) return 0;
621 if (strstr(mon->race, pl->contr->invis_race)) return 1;
622 /* Nothing matched above, return 0 */
623 return 0;
624 } else {
625 /* monsters are invisible to everything */
626 return 1;
627 }
628 }
629
630 /* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways.
632 * the duration for all is cumulative.
633 * In terms of invis undead/normal invis, it is the last one cast that
634 * will determine if you are invisible to undead or normal monsters.
635 * For improved invis, if you cast it with a one of the others, you
636 * lose the improved part of it, and the above statement about undead/
637 * normal applies.
638 */
639 int cast_invisible(object *op, object *caster, object *spell_ob) {
640 object *tmp;
641
642 if(op->invisible>1000) {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
644 return 0;
645 }
646
647 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two.
649 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
651 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000;
653
654 if (op->type == PLAYER) {
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race);
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0;
660 else
661 op->contr->tmp_invis=1;
662
663 op->contr->hidden = 0;
664 }
665 if (makes_invisible_to(op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!");
667 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!");
669
670 update_object(op,UP_OBJ_FACE);
671
672 /* Only search the active objects - only these should actually do
673 * harm to the player.
674 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
676 if (tmp->enemy == op)
677 tmp->enemy = NULL;
678 return 1;
679 }
680
681 /* earth to dust spell. Basically destroys earthwalls in the area.
682 */
683 int cast_earth_to_dust(object *op,object *caster, object *spell_ob) {
684 object *tmp, *next;
685 int range,i,j, mflags;
686 sint16 sx, sy;
687 mapstruct *m;
688
689 if(op->type!=PLAYER)
690 return 0;
691
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob);
693
694 for(i= -range;i<=range;i++)
695 for(j= -range;j<=range;j++) {
696 sx = op->x + i;
697 sy = op->y + j;
698 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
700
701 if (mflags & P_OUT_OF_MAP) continue;
702
703 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next)
705 {
706 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 }
710 }
711 return 1;
712 }
713
714
715 void execute_word_of_recall(object *op) {
716 object *wor=op;
717 while(op!=NULL && op->type!=PLAYER)
718 op=op->env;
719
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you.");
723 else
724 enter_exit(op,wor);
725 }
726 remove_ob(wor);
727 free_object(wor);
728 }
729
730 /* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a
732 * time delay effect.
733 */
734 int cast_word_of_recall(object *op, object *caster, object *spell_ob) {
735 object *dummy;
736 int time;
737
738 if(op->type!=PLAYER)
739 return 0;
740
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL))
742 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." );
744 return 1;
745 }
746
747 dummy=get_archetype(FORCE_NAME);
748 if(dummy == NULL){
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0;
752 }
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob);
754 if (time <1 ) time=1;
755
756 /* value of speed really doesn't make much difference, as long as it is
757 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something.
759 */
760 dummy->speed = 0.002;
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL;
765
766 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't.
768 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
770 EXIT_X(dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y;
772
773 (void) insert_ob_in_ob(dummy,op);
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you.");
775 return 1;
776 }
777
778 /* cast_wonder
779 * wonder is really just a spell that will likely cast another
780 * spell.
781 */
782 int cast_wonder(object *op, object *caster, int dir, object *spell_ob) {
783 object *newspell;
784
785 if(!rndm(0, 3))
786 return cast_cone(op,caster,dir, spell_ob);
787
788 if (spell_ob->randomitems) {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level);
790 if (!newspell) {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n");
792 return 0;
793 }
794 if (newspell->type != SPELL) {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n",
796 newspell->type, newspell->name);
797 return 0;
798 }
799 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n");
802 return 0;
803 }
804 return cast_spell(op,caster,dir,newspell, NULL);
805 }
806 return 1;
807 }
808
809
810 int perceive_self(object *op) {
811 char *cp=describe_item(op, op), buf[MAX_BUF];
812 archetype *at=find_archetype(ARCH_DEPLETION);
813 object *tmp;
814 int i;
815
816 tmp=find_god(determine_god(op));
817 if (tmp)
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
819 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
821
822 tmp=present_arch_in_ob(at,op);
823
824 if(*cp=='\0' && tmp==NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
826 else {
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
828 new_draw_info(NDI_UNIQUE, 0,op,cp);
829 if (tmp!=NULL) {
830 for (i=0; i<NUM_STATS; i++) {
831 if (get_attr_value(&tmp->stats, i)<0) {
832 new_draw_info_format(NDI_UNIQUE, 0,op,
833 "Your %s is depleted by %d", statname[i],
834 -(get_attr_value(&tmp->stats,i)));
835 }
836 }
837 }
838 }
839
840 if (is_dragon_pl(op)) {
841 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) {
844 if(tmp->stats.exp == 0) {
845 sprintf(buf, "Your metabolism isn't focused on anything.");
846 } else {
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
848 }
849 new_draw_info(NDI_UNIQUE, 0,op, buf);
850 break;
851 }
852 }
853 }
854 return 1;
855 }
856
857 /* int cast_create_town_portal (object *op, object *caster, int dir)
858 *
859 * This function cast the spell of town portal for op
860 *
861 * The spell operates in two passes. During the first one a place
862 * is marked as a destination for the portal. During the second one,
863 * 2 portals are created, one in the position the player cast it and
864 * one in the destination place. The portal are synchronized and 2 forces
865 * are inserted in the player to destruct the portal next time player
866 * creates a new portal pair.
867 * This spell has a side effect that it allows people to meet each other
868 * in a permanent, private, appartements by making a town portal from it
869 * to the town or another public place. So, check if the map is unique and if
870 * so return an error
871 *
872 * Code by Tchize (david.delbecq@usa.net)
873 */
874 int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
875 {
876 object *dummy, *force, *old_force, *tmp;
877 archetype *perm_portal;
878 char portal_name [1024], portal_message [1024];
879 sint16 exitx, exity;
880 mapstruct *exitmap;
881 int op_level;
882
883
884 /* Check to see if the map the player is currently on is a per player unique
885 * map. This can be determined in that per player unique maps have the
886 * full pathname listed.
887 */
888 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
889 settings.create_home_portals != TRUE )
890 {
891 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
892 return 0;
893 }
894
895 /* Check to see if the player is on a transport */
896 if (op->contr && op->contr->transport) {
897 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
898 return 0;
899 }
900
901 /* The first thing to do is to check if we have a marked destination
902 * dummy is used to make a check inventory for the force
903 */
904 dummy=arch_to_object(spell->other_arch);
905 if(dummy == NULL){
906 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
907 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
908 return 0;
909 }
910 force=check_inv_recursive (op,dummy);
911
912 if (force==NULL) {
913 /* Here we know there is no destination marked up.
914 * We have 2 things to do:
915 * 1. Mark the destination in the player inventory.
916 * 2. Let the player know it worked.
917 */
918 free_string (dummy->name);
919 dummy->name = add_string (op->map->path);
920 EXIT_X(dummy)= op->x;
921 EXIT_Y(dummy)= op->y;
922 insert_ob_in_ob (dummy,op);
923 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
924 return 1;
925 }
926 free_object (dummy);
927
928 /* Here we know where the town portal should go to
929 * We should kill any existing portal associated with the player.
930 * Than we should create the 2 portals.
931 * For each of them, we need:
932 * - To create the portal with the name of the player+destination map
933 * - set the owner of the town portal
934 * - To mark the position of the portal in the player's inventory
935 * for easier destruction.
936 *
937 * The mark works has follow:
938 * slaying: Existing town portal
939 * hp, sp : x & y of the associated portal
940 * name : name of the portal
941 * race : map the portal is in
942 */
943
944 /* First step: killing existing town portals */
945 dummy=get_archetype(spell->race);
946 if(dummy == NULL){
947 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
948 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
949 return 0;
950 }
951 perm_portal = find_archetype (spell->slaying);
952
953 /* To kill a town portal, we go trough the player's inventory,
954 * for each marked portal in player's inventory,
955 * -We try load the associated map (if impossible, consider the portal destructed)
956 * -We find any portal in the specified location.
957 * If it has the good name, we destruct it.
958 * -We destruct the force indicating that portal.
959 */
960 while ( (old_force=check_inv_recursive (op,dummy))) {
961 exitx=EXIT_X(old_force);
962 exity=EXIT_Y(old_force);
963 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
964
965 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
966 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
967 else exitmap = ready_map_name(old_force->race, 0);
968
969 if (exitmap) {
970 tmp=present_arch (perm_portal,exitmap,exitx,exity);
971 while (tmp) {
972 if (tmp->name == old_force->name) {
973 remove_ob (tmp);
974 free_object (tmp);
975 break;
976 } else {
977 tmp = tmp->above;
978 }
979 }
980 }
981 remove_ob (old_force);
982 free_object (old_force);
983 LOG (llevDebug,"\n");
984 }
985 free_object (dummy);
986
987 /* Creating the portals.
988 * The very first thing to do is to ensure
989 * access to the destination map.
990 * If we can't, don't fizzle. Simply warn player.
991 * This ensure player pays his mana for the spell
992 * because HE is responsible of forgotting.
993 * 'force' is the destination of the town portal, which we got
994 * from the players inventory above.
995 */
996
997 /* Ensure exit map is loaded*/
998 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
999 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
1000 else
1001 exitmap = ready_map_name(force->name, 0);
1002
1003 /* If we were unable to load (ex. random map deleted), warn player*/
1004 if (exitmap==NULL) {
1005 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
1006 remove_ob(force);
1007 free_object(force);
1008 return 1;
1009 }
1010
1011 op_level = caster_level(caster, spell);
1012 if (op_level<15)
1013 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
1014 else if (op_level<30)
1015 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
1016 else if (op_level<60)
1017 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
1018 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
1019
1020 /* Create a portal in front of player
1021 * dummy contain the portal and
1022 * force contain the track to kill it later
1023 */
1024
1025 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
1026 dummy=get_archetype(spell->slaying); /*The portal*/
1027 if(dummy == NULL) {
1028 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1029 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
1030 return 0;
1031 }
1032 EXIT_PATH(dummy) = add_string (force->name);
1033 EXIT_X(dummy)=EXIT_X(force);
1034 EXIT_Y(dummy)=EXIT_Y(force);
1035 FREE_AND_COPY(dummy->name, portal_name);
1036 FREE_AND_COPY(dummy->name_pl, portal_name);
1037 dummy->msg=add_string (portal_message);
1038 dummy->race=add_string (op->name); /*Save the owner of the portal*/
1039 cast_create_obj (op, caster, dummy, 0);
1040
1041 /* Now we need to to create a town portal marker inside the player
1042 * object, so on future castings, we can know that he has an active
1043 * town portal.
1044 */
1045 tmp=get_archetype(spell->race);
1046 if(tmp == NULL){
1047 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1048 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
1049 return 0;
1050 }
1051 tmp->race=add_string (op->map->path);
1052 FREE_AND_COPY(tmp->name, portal_name);
1053 EXIT_X(tmp)=dummy->x;
1054 EXIT_Y(tmp)=dummy->y;
1055 insert_ob_in_ob (tmp,op);
1056
1057 /* Create a portal in the destination map
1058 * dummy contain the portal and
1059 * force the track to kill it later
1060 * the 'force' variable still contains the 'reminder' of
1061 * where this portal goes to.
1062 */
1063 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
1064 dummy=get_archetype (spell->slaying); /*The portal*/
1065 if(dummy == NULL) {
1066 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1067 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
1068 return 0;
1069 }
1070 EXIT_PATH(dummy) = add_string (op->map->path);
1071 EXIT_X(dummy)=op->x;
1072 EXIT_Y(dummy)=op->y;
1073 FREE_AND_COPY(dummy->name, portal_name);
1074 FREE_AND_COPY(dummy->name_pl, portal_name);
1075 dummy->msg=add_string (portal_message);
1076 dummy->x=EXIT_X(force);
1077 dummy->y=EXIT_Y(force);
1078 dummy->race=add_string (op->name); /*Save the owner of the portal*/
1079 insert_ob_in_map(dummy,exitmap,op,0);
1080
1081 /* Now we create another town portal marker that
1082 * points back to the one we just made
1083 */
1084 tmp=get_archetype(spell->race);
1085 if(tmp == NULL){
1086 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1087 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
1088 return 0;
1089 }
1090 tmp->race=add_string(force->name);
1091 FREE_AND_COPY(tmp->name, portal_name);
1092 EXIT_X(tmp)=dummy->x;
1093 EXIT_Y(tmp)=dummy->y;
1094 insert_ob_in_ob (tmp,op);
1095
1096 /* Describe the player what happened
1097 */
1098 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
1099 remove_ob(force); /* Delete the force inside the player*/
1100 free_object(force);
1101 return 1;
1102 }
1103
1104
1105 /* This creates magic walls. Really, it can create most any object,
1106 * within some reason.
1107 */
1108
1109 int magic_wall(object *op,object *caster,int dir,object *spell_ob) {
1110 object *tmp, *tmp2;
1111 int i,posblocked,negblocked, maxrange;
1112 sint16 x, y;
1113 mapstruct *m;
1114 const char *name;
1115 archetype *at;
1116
1117 if(!dir) {
1118 dir=op->facing;
1119 x = op->x;
1120 y = op->y;
1121 } else {
1122 x = op->x+freearr_x[dir];
1123 y = op->y+freearr_y[dir];
1124 }
1125 m = op->map;
1126
1127 if ((spell_ob->move_block || x != op->x || y != op->y) &&
1128 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) ||
1129 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1131 return 0;
1132 }
1133 if (spell_ob->other_arch) {
1134 tmp = arch_to_object(spell_ob->other_arch);
1135 } else if (spell_ob->race) {
1136 char buf1[MAX_BUF];
1137
1138 sprintf(buf1,spell_ob->race,dir);
1139 at = find_archetype(buf1);
1140 if (!at) {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken.");
1143 return 0;
1144 }
1145 tmp = arch_to_object(at);
1146 } else {
1147 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
1148 spell_ob->name);
1149 return 0;
1150 }
1151
1152 if (tmp->type == SPELL_EFFECT) {
1153 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration +
1155 SP_level_duration_adjust(caster, spell_ob);
1156 tmp->stats.dam = spell_ob->stats.dam +
1157 SP_level_dam_adjust(caster, spell_ob);
1158 tmp->range = 0;
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1160 tmp->stats.hp = spell_ob->duration +
1161 SP_level_duration_adjust(caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 }
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) {
1167 tmp->stats.food = spell_ob->duration +
1168 SP_level_duration_adjust(caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP);
1170 }
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE);
1176 }
1177
1178 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used.
1180 */
1181 set_owner(tmp,op);
1182 set_spell_skill(op, caster, spell_ob, tmp);
1183 tmp->x = x;
1184 tmp->y = y;
1185 tmp->level = caster_level(caster, spell_ob) / 2;
1186
1187 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name);
1190 return 0;
1191 }
1192 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp);
1195
1196 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through
1200 * blocked spaces.
1201 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1203 posblocked=0;
1204 negblocked=0;
1205
1206 for(i=1; i<=maxrange; i++) {
1207 int dir2;
1208
1209 dir2 = (dir<4)?(dir+2):dir-2;
1210
1211 x = tmp->x+i*freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2];
1213 m = tmp->map;
1214
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
1216 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
1217 !posblocked) {
1218 tmp2 = get_object();
1219 copy_object(tmp,tmp2);
1220 tmp2->x = x;
1221 tmp2->y = y;
1222 insert_ob_in_map(tmp2,m,op,0);
1223 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
1226
1227 } else posblocked=1;
1228
1229 x = tmp->x-i*freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2];
1231 m = tmp->map;
1232
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
1234 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
1235 !negblocked) {
1236 tmp2 = get_object();
1237 copy_object(tmp,tmp2);
1238 tmp2->x = x;
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
1243 } else negblocked=1;
1244 }
1245
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y);
1248
1249 return 1;
1250 }
1251
1252 int dimension_door(object *op,object *caster, object *spob, int dir) {
1253 uint32 dist, maxdist;
1254 int mflags;
1255 mapstruct *m;
1256 sint16 sx, sy;
1257
1258 if(op->type!=PLAYER)
1259 return 0;
1260
1261 if(!dir) {
1262 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1263 return 0;
1264 }
1265
1266 /* Given the new outdoor maps, can't let players dimension door for
1267 * ever, so put limits in.
1268 */
1269 maxdist = spob->range +
1270 SP_level_range_adjust(caster, spob);
1271
1272 if(op->contr->count) {
1273 if (op->contr->count > maxdist) {
1274 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1275 return 0;
1276 }
1277
1278 for(dist=0;dist<op->contr->count; dist++) {
1279 mflags = get_map_flags(op->map, &m,
1280 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
1281 &sx, &sy);
1282
1283 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1284
1285 if ((mflags & P_BLOCKSVIEW) &&
1286 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1287 }
1288
1289 if(dist<op->contr->count) {
1290 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
1291 op->contr->count=0;
1292 return 0;
1293 }
1294 op->contr->count=0;
1295
1296 /* Remove code that puts player on random space on maps. IMO,
1297 * a lot of maps probably have areas the player should not get to,
1298 * but may not be marked as NO_MAGIC (as they may be bounded
1299 * by such squares). Also, there are probably treasure rooms and
1300 * lots of other maps that protect areas with no magic, but the
1301 * areas themselves don't contain no magic spaces.
1302 */
1303 /* This call here is really just to normalize the coordinates */
1304 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1305 &sx, &sy);
1306 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1307 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1308 return 1; /* Maybe the penalty should be more severe... */
1309 }
1310 } else {
1311 /* Player didn't specify a distance, so lets see how far
1312 * we can move the player. Don't know why this stopped on
1313 * spaces that blocked the players view.
1314 */
1315
1316 for(dist=0; dist < maxdist; dist++) {
1317 mflags = get_map_flags(op->map, &m,
1318 op->x+freearr_x[dir] * (dist+1),
1319 op->y+freearr_y[dir] * (dist+1),
1320 &sx, &sy);
1321
1322 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1323
1324 if ((mflags & P_BLOCKSVIEW) &&
1325 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1326
1327 }
1328
1329 /* If the destination is blocked, keep backing up until we
1330 * find a place for the player.
1331 */
1332 for(;dist>0; dist--) {
1333 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1334 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1335
1336
1337 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1338
1339 }
1340 if(!dist) {
1341 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1342 return 0;
1343 }
1344 }
1345
1346 /* Actually move the player now */
1347 remove_ob(op);
1348 op->x+=freearr_x[dir]*dist;
1349 op->y+=freearr_y[dir]*dist;
1350 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1351 return 1;
1352
1353 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */
1354 return 1;
1355 }
1356
1357
1358 /* cast_heal: Heals something.
1359 * op is the caster.
1360 * dir is the direction he is casting it in.
1361 * spell is the spell object.
1362 */
1363 int cast_heal(object *op,object *caster, object *spell, int dir) {
1364 object *tmp;
1365 archetype *at;
1366 object *poison;
1367 int heal = 0, success = 0;
1368
1369 tmp = find_target_for_friendly_spell(op,dir);
1370
1371 if (tmp==NULL) return 0;
1372
1373 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage.
1375 */
1376 heal = spell->stats.dam;
1377 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) +
1379 spell->stats.hp;
1380
1381 if (heal) {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) {
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed.");
1384 }
1385 else {
1386 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based
1388 * on amount of damage healed.
1389 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1391 heal = tmp->stats.maxhp - tmp->stats.hp;
1392 tmp->stats.hp += heal;
1393
1394 if (tmp->stats.hp >= tmp->stats.maxhp) {
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!");
1396 } else if (heal > 50) {
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1398 } else if (heal > 25) {
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) {
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1402 } else {
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1404 }
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1;
1411
1412 if (spell->attacktype & AT_POISON) {
1413 at = find_archetype("poisoning");
1414 poison=present_arch_in_ob(at,tmp);
1415 if (poison) {
1416 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed");
1418 poison->stats.food = 1;
1419 }
1420 }
1421 if (spell->attacktype & AT_CONFUSION) {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp);
1423 if (poison) {
1424 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
1426 poison->duration = 1;
1427 }
1428 }
1429 if (spell->attacktype & AT_BLIND) {
1430 at=find_archetype("blindness");
1431 poison=present_arch_in_ob(at,tmp);
1432 if (poison) {
1433 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return.");
1435 poison->stats.food = 1;
1436 }
1437 }
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) {
1439 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!");
1443 }
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) {
1445 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!");
1449 }
1450 if (spell->stats.food && tmp->stats.food < 999) {
1451 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999;
1453 success = 1;
1454 /* We could do something a bit better like the messages for healing above */
1455 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food");
1456 }
1457 return success;
1458 }
1459
1460
1461 /* This is used for the spells that gain stats. There are no spells
1462 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those.
1464 */
1465 static const char* const no_gain_msgs[NUM_STATS] = {
1466 "You grow no stronger.",
1467 "You grow no more agile.",
1468 "You don't feel any healthier.",
1469 "no wis",
1470 "You are no easier to look at.",
1471 "no int",
1472 "no pow"
1473 };
1474
1475 int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) {
1476 object *tmp, *tmp2=NULL;
1477 object *force=NULL;
1478 int i;
1479
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) {
1482 tmp=find_target_for_friendly_spell(op,dir);
1483 } else {
1484 tmp = op;
1485 }
1486
1487 if(tmp==NULL) return 0;
1488
1489 /* If we've already got a force of this type, don't add a new one. */
1490 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1492 if (tmp2->name == spell_ob->name) {
1493 force=tmp2; /* the old effect will be "refreshed" */
1494 break;
1495 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1497 if ( !silent )
1498 new_draw_info_format(NDI_UNIQUE, 0, op,
1499 "You can not cast %s while %s is in effect",
1500 spell_ob->name, tmp2->name_pl);
1501 return 0;
1502 }
1503 }
1504 }
1505 if(force==NULL) {
1506 force=get_archetype(FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race);
1511 else
1512 force->name = add_refcount(spell_ob->name);
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name);
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516
1517 } else {
1518 int duration;
1519
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1521 if (duration > force->duration) {
1522 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1524 } else {
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 }
1527 return 1;
1528 }
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1530 force->speed = 1.0;
1531 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED);
1533
1534 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) {
1536 if (spell_ob->resist[i]) {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100;
1539 }
1540 }
1541 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob);
1543
1544 if (tmp->type == PLAYER) {
1545 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) {
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm;
1548 if (stat) {
1549 sm=0;
1550 for (k=0; k<stat; k++)
1551 sm += rndm(1, 3);
1552
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) {
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i);
1555 if (sm<0) sm = 0;
1556 }
1557 set_attr_value(&force->stats, i, sm);
1558 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]);
1560 }
1561 }
1562 }
1563
1564 force->move_type = spell_ob->move_type;
1565
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK);
1568
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS);
1571
1572 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) {
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else
1576 force->stats.exp = spell_ob->stats.exp;
1577 }
1578
1579 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype;
1582
1583 insert_ob_in_ob(force,tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */
1585 fix_player(tmp);
1586 return 1;
1587 }
1588
1589 /* This used to be part of cast_change_ability, but it really didn't make
1590 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster.
1592 */
1593
1594 int cast_bless(object *op,object *caster,object *spell_ob, int dir) {
1595 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp;
1597
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) {
1600 tmp=find_target_for_friendly_spell(op,dir);
1601 } else {
1602 tmp = op;
1603 }
1604
1605 /* If we've already got a force of this type, don't add a new one. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1608 if (tmp2->name == spell_ob->name) {
1609 force=tmp2; /* the old effect will be "refreshed" */
1610 break;
1611 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1613 new_draw_info_format(NDI_UNIQUE, 0, op,
1614 "You can not cast %s while %s is in effect",
1615 spell_ob->name, tmp2->name_pl);
1616 return 0;
1617 }
1618 }
1619 }
1620 if(force==NULL) {
1621 force=get_archetype(FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race);
1626 else
1627 force->name = add_refcount(spell_ob->name);
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name);
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else {
1632 int duration;
1633
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1635 if (duration > force->duration) {
1636 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 }
1641 return 0;
1642 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1644 force->speed = 1.0;
1645 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED);
1647
1648 if(!god) {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty.");
1650 } else {
1651 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) {
1653 if (god->resist[i]>0) {
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 }
1656 }
1657 force->path_attuned|=god->path_attuned;
1658 if (spell_ob->attacktype) {
1659 force->attacktype|=god->attacktype | AT_PHYSICAL;
1660 if(god->slaying) force->slaying = add_string(god->slaying);
1661 }
1662 if (tmp != op) {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name);
1664 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name);
1665 } else {
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1667 "You are blessed by %s!",god->name);
1668 }
1669
1670 }
1671 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac;
1673
1674 change_abil(tmp,force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp);
1676 fix_player(tmp);
1677 return 1;
1678 }
1679
1680
1681
1682 /* Alchemy code by Mark Wedel
1683 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being
1686 * about 90% of that of the item itself. It uses the value of the
1687 * object before charisma adjustments, because the nuggets themselves
1688 * will be will be adjusted by charisma when sold.
1689 *
1690 * Large nuggets are worth 25 gp each (base). You will always get
1691 * the maximum number of large nuggets you could get.
1692 * Small nuggets are worth 1 gp each (base). You will get from 0
1693 * to the max amount of small nuggets as you could get.
1694 *
1695 * For example, if an item is worth 110 gold, you will get
1696 * 4 large nuggets, and from 0-10 small nuggets.
1697 *
1698 * There is also a chance (1:30) that you will get nothing at all
1699 * for the object. There is also a maximum weight that will be
1700 * alchemied.
1701 */
1702
1703 /* I didn't feel like passing these as arguements to the
1704 * two functions that need them. Real values are put in them
1705 * when the spell is cast, and these are freed when the spell
1706 * is finished.
1707 */
1708 static object *small, *large;
1709
1710 static void alchemy_object(object *obj, int *small_nuggets,
1711 int *large_nuggets, int *weight)
1712 {
1713 uint64 value=query_cost(obj, NULL, F_TRUE);
1714
1715 /* Give third price when we alchemy money (This should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul
1720 * the stuff back to town.
1721 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID))
1724 value=0;
1725 else if (obj->type==MONEY || obj->type==GEM)
1726 value /=3;
1727 else
1728 value = (value*9)/10;
1729
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) {
1733 int count;
1734
1735 count = value / large->value;
1736 *large_nuggets += count;
1737 value -= (uint64)count * (uint64)large->value;
1738 count = value / small->value;
1739 *small_nuggets += count;
1740 }
1741
1742 /* Turn 25 small nuggets into 1 large nugget. If the value
1743 * of large nuggets is not evenly divisable by the small nugget
1744 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1745 */
1746 if (*small_nuggets * small->value >= large->value) {
1747 (*large_nuggets)++;
1748 *small_nuggets -= large->value / small->value;
1749 if (*small_nuggets && large->value % small->value)
1750 (*small_nuggets)--;
1751 }
1752 weight += obj->weight;
1753 remove_ob(obj);
1754 free_object(obj);
1755 }
1756
1757 static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets,
1758 int x, int y)
1759 {
1760 object *tmp;
1761 int flag=0;
1762
1763 /* Put any nuggets below the player, but we can only pass this
1764 * flag if we are on the same space as the player
1765 */
1766 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1767
1768 if (small_nuggets) {
1769 tmp = get_object();
1770 copy_object(small, tmp);
1771 tmp-> nrof = small_nuggets;
1772 tmp->x = x;
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 }
1776 if (large_nuggets) {
1777 tmp = get_object();
1778 copy_object(large, tmp);
1779 tmp-> nrof = large_nuggets;
1780 tmp->x = x;
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 }
1784 }
1785
1786 int alchemy(object *op, object *caster, object *spell_ob)
1787 {
1788 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1789 sint16 nx, ny;
1790 object *next,*tmp;
1791 mapstruct *mp;
1792
1793 if(op->type!=PLAYER)
1794 return 0;
1795
1796 /* Put a maximum weight of items that can be alchemied. Limits the power
1797 * some, and also prevents people from alcheming every table/chair/clock
1798 * in sight
1799 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob);
1801 weight_max *= 1000;
1802 small=get_archetype("smallnugget"),
1803 large=get_archetype("largenugget");
1804
1805 for(y= op->y-1;y<=op->y+1;y++) {
1806 for(x= op->x-1;x<=op->x+1;x++) {
1807 nx = x;
1808 ny = y;
1809
1810 mp = op->map;
1811
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny);
1813
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue;
1816
1817 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect.
1820 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK)
1822 continue;
1823
1824 small_nuggets=0;
1825 large_nuggets=0;
1826
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1828 next=tmp->above;
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1832
1833 if (tmp->inv) {
1834 object *next1, *tmp1;
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1836 next1 = tmp1->below;
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON))
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1841 &weight);
1842 }
1843 }
1844 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1845
1846 if (weight>weight_max) {
1847 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1848 free_object(large);
1849 free_object(small);
1850 return 1;
1851 }
1852 } /* is alchemable object */
1853 } /* process all objects on this space */
1854
1855 /* Insert all the nuggets at one time. This probably saves time, but
1856 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell.
1858 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1860 }
1861 }
1862 free_object(large);
1863 free_object(small);
1864 /* reset this so that if player standing on a big pile of stuff,
1865 * it is redrawn properly.
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1;
1869 }
1870
1871
1872 /* This function removes the cursed/damned status on equipped
1873 * items.
1874 */
1875 int remove_curse(object *op, object *caster, object *spell) {
1876 object *tmp;
1877 int success = 0, was_one = 0;
1878
1879 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1883
1884 was_one++;
1885 if (tmp->level <= caster_level(caster, spell)) {
1886 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED);
1889
1890 CLEAR_FLAG(tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */
1893 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp);
1895 }
1896 }
1897
1898 if (op->type==PLAYER) {
1899 if (success) {
1900 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1901 } else {
1902 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1904 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1906 }
1907 }
1908 return success;
1909 }
1910
1911 /* Identifies objects in the players inventory/on the ground */
1912
1913 int cast_identify(object *op, object *caster, object *spell) {
1914 object *tmp;
1915 int success = 0, num_ident;
1916
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1918
1919 if (num_ident < 1) num_ident=1;
1920
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) {
1924 identify(tmp);
1925 if (op->type==PLAYER) {
1926 new_draw_info_format(NDI_UNIQUE, 0, op,
1927 "You have %s.", long_desc(tmp, op));
1928 if (tmp->msg) {
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1931 }
1932 }
1933 num_ident--;
1934 success=1;
1935 if (!num_ident) break;
1936 }
1937 }
1938 /* If all the power of the spell has been used up, don't go and identify
1939 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used.
1941 */
1942 if (num_ident) {
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1945 need_identify(tmp)) {
1946
1947 identify(tmp);
1948 if (op->type==PLAYER) {
1949 new_draw_info_format(NDI_UNIQUE, 0,op,
1950 "On the ground is %s.", long_desc(tmp, op));
1951 if (tmp->msg) {
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1954 }
1955 esrv_send_item(op, tmp);
1956 }
1957 num_ident--;
1958 success=1;
1959 if (!num_ident) break;
1960 }
1961 }
1962 if (!success)
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1964 else {
1965 spell_effect(spell, op->x, op->y, op->map, op);
1966 }
1967 return success;
1968 }
1969
1970
1971 int cast_detection(object *op, object *caster, object *spell, object *skill) {
1972 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny;
1975 mapstruct *m;
1976
1977 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again.
1979 */
1980 god=find_god(determine_god(op));
1981 level=caster_level(caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell);
1983
1984 if (!skill) skill=caster;
1985
1986 for (x = op->x - range; x <= op->x + range; x++)
1987 for (y = op->y - range; y <= op->y + range; y++) {
1988
1989 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue;
1992
1993 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up.
1997 */
1998
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
2000 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen.
2002 */
2003 if (!last) continue;
2004
2005 done_one=0;
2006 floor=0;
2007 detect = NULL;
2008 for (tmp=last; tmp; tmp=tmp->below) {
2009
2010 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
2012 /* Might there be other objects that we can make visibile? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
2015 tmp->type==CF_HANDLE ||
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
2017 tmp->type==BUTTON || tmp->type==TELEPORTER ||
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
2021 tmp->type==TREASURE || tmp->type==BOOK ||
2022 tmp->type==HOLY_ALTAR))) {
2023 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
2024 tmp->invisible=0;
2025 done_one = 1;
2026 }
2027 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
2029
2030 /* All detections below this point don't descend beneath the floor,
2031 * so just continue on. We could be clever and look at the type of
2032 * detection to completely break out if we don't care about objects beneath
2033 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */
2035 if (floor) continue;
2036
2037 /* I had thought about making detect magic and detect curse
2038 * show the flash the magic item like it does for detect monster.
2039 * however, if the object is within sight, this would then make it
2040 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant.
2042 */
2043
2044 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
2048 is_magical(tmp)) {
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
2052 tmp->stats.Cha/=4;
2053 done_one = 1;
2054 }
2055 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
2058 done_one = 2;
2059 if (!detect) detect=tmp;
2060 }
2061 /* Basically, if race is set in the spell, then the creatures race must
2062 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match.
2064 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) {
2068 done_one = 2;
2069 if (!detect) detect=tmp;
2070 }
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1;
2075 }
2076 } /* for stack of objects on this space */
2077
2078 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is.
2080 */
2081 if (done_one) {
2082 object *detect_ob = arch_to_object(spell->other_arch);
2083 detect_ob->x = nx;
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) {
2087 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0;
2091 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
2093 }
2094 insert_ob_in_map(detect_ob, m, op,0);
2095 }
2096 } /* for processing the surrounding spaces */
2097
2098
2099 /* Now process objects in the players inventory if detect curse or magic */
2100 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
2101 done_one = 0;
2102 for (tmp = op->inv; tmp; tmp = tmp->below) {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
2107 if (op->type==PLAYER)
2108 esrv_send_item (op, tmp);
2109 }
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER)
2114 esrv_send_item (op, tmp);
2115 }
2116 } /* if item is not identified */
2117 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */
2119 return 1;
2120 }
2121
2122
2123 /**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge.
2126 */
2127 static void charge_mana_effect(object *victim, int caster_level)
2128 {
2129
2130 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too.
2132 */
2133 if (victim->stats.maxsp <= 0)
2134 return;
2135
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137
2138 if (victim->stats.sp >= victim->stats.maxsp*2) {
2139 object *tmp;
2140
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!");
2142
2143 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL);
2145 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
2146 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
2147 tmp->x = victim->x;
2148 tmp->y = victim->y;
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp;
2151 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) {
2153 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) {
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99);
2161 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) {
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165 }
2166
2167 /* cast_transfer
2168 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP.
2170 */
2171
2172 int cast_transfer(object *op,object *caster, object *spell, int dir) {
2173 object *plyr=NULL;
2174 sint16 x, y;
2175 mapstruct *m;
2176 int mflags;
2177
2178 m = op->map;
2179 x = op->x+freearr_x[dir];
2180 y = op->y+freearr_y[dir];
2181
2182 mflags = get_map_flags(m, &m, x, y, &x, &y);
2183
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2187 break;
2188 }
2189
2190
2191 /* If we did not find a player in the specified direction, transfer
2192 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */
2194 if(plyr==NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above)
2196 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2197 break;
2198
2199 if (!plyr) {
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
2201 return 0;
2202 }
2203 /* give sp */
2204 if(spell->stats.dam > 0) {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell));
2207 return 1;
2208 }
2209 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked;
2214
2215 if (rate > 95) rate=95;
2216
2217 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) {
2220 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked;
2223 if (sucked > 0) {
2224 charge_mana_effect(op, caster_level(caster, spell));
2225 }
2226 }
2227 return 1;
2228 }
2229 return 0;
2230 }
2231
2232
2233 /* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction
2235 * it was cast in.
2236 * Basically, if the object has a magic attacktype,
2237 * this may nullify it.
2238 */
2239 void counterspell(object *op,int dir)
2240 {
2241 object *tmp, *head, *next;
2242 int mflags;
2243 mapstruct *m;
2244 sint16 sx,sy;
2245
2246 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir];
2248 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return;
2251
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above;
2254
2255 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary
2257 * info for it.
2258 */
2259 if (tmp->head) head = tmp->head;
2260 else head = tmp;
2261
2262 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue;
2264
2265 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell
2267 * monsters either.
2268 */
2269
2270 if (head->attacktype & AT_MAGIC &&
2271 !(head->attacktype & AT_COUNTERSPELL) &&
2272 !QUERY_FLAG(head,FLAG_MONSTER) &&
2273 (op->level > head->level)) {
2274 remove_ob(head);
2275 free_object(head);
2276 } else switch(head->type) {
2277 case SPELL_EFFECT:
2278 if(op->level > head->level) {
2279 remove_ob(head);
2280 free_object(head);
2281 }
2282 break;
2283
2284 /* I really don't get this rune code that much - that
2285 * random chance seems really low.
2286 */
2287 case RUNE:
2288 if(rndm(0, 149) == 0) {
2289 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) {
2291 remove_ob(head);
2292 free_object(head);
2293 }
2294 }
2295 break;
2296 }
2297 }
2298 }
2299
2300
2301
2302 /* cast_consecrate() - a spell to make an altar your god's */
2303 int cast_consecrate(object *op, object *caster, object *spell) {
2304 char buf[MAX_BUF];
2305
2306 object *tmp, *god=find_god(determine_god(op));
2307
2308 if(!god) {
2309 new_draw_info(NDI_UNIQUE, 0,op,
2310 "You can't consecrate anything if you don't worship a god!");
2311 return 0;
2312 }
2313
2314 for(tmp=op->below;tmp;tmp=tmp->below) {
2315 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2316 if(tmp->type==HOLY_ALTAR) {
2317
2318 if(tmp->level > caster_level(caster, spell)) {
2319 new_draw_info_format(NDI_UNIQUE, 0,op,
2320 "You are not powerful enough to reconsecrate the %s", tmp->name);
2321 return 0;
2322 } else {
2323 /* If we got here, we are consecrating an altar */
2324 if(tmp->name) free_string(tmp->name);
2325 sprintf(buf,"Altar of %s",god->name);
2326 tmp->name = add_string(buf);
2327 tmp->level = caster_level(caster, spell);
2328 tmp->other_arch = god->arch;
2329 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2330 new_draw_info_format(NDI_UNIQUE,0, op,
2331 "You consecrated the altar to %s!",god->name);
2332 return 1;
2333 }
2334 }
2335 }
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!");
2337 return 0;
2338 }
2339
2340 /* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2342 * The golem is based on the archetype specified, modified by the caster's level
2343 * and the attributes of the weapon. The weapon is inserted in the golem's
2344 * inventory so that it falls to the ground when the golem dies.
2345 * This code was very odd - code early on would only let players use the spell,
2346 * yet the code wass full of player checks. I've presumed that the code
2347 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06
2349 */
2350
2351 int animate_weapon(object *op,object *caster,object *spell, int dir) {
2352 object *weapon, *tmp;
2353 char buf[MAX_BUF];
2354 int a, i;
2355 sint16 x, y;
2356 mapstruct *m;
2357 materialtype_t *mt;
2358
2359 if(!spell->other_arch){
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name);
2362 return 0;
2363 }
2364 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0;
2366
2367 /* if player already has a golem, abort */
2368 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) {
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 }
2372
2373 /* if no direction specified, pick one */
2374 if(!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9);
2376
2377 m = op->map;
2378 x = op->x+freearr_x[dir];
2379 y = op->y+freearr_y[dir];
2380
2381 /* if there's no place to put the golem, abort */
2382 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2383 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) {
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2385 return 0;
2386 }
2387
2388 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op);
2390
2391 if (!weapon) {
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0;
2394 }
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) {
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2397 return 0;
2398 }
2399 if (weapon->type != WEAPON) {
2400 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2401 return 0;
2402 }
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) {
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2405 query_name(weapon));
2406 return 0;
2407 }
2408
2409 if (weapon->nrof > 1) {
2410 tmp = get_split_ob(weapon, 1);
2411 esrv_send_item(op, weapon);
2412 weapon = tmp;
2413 }
2414
2415 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch);
2417
2418 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0;
2422 add_friendly_object(tmp);
2423 tmp->type=GOLEM;
2424 set_owner(tmp,op);
2425 set_spell_skill(op, caster, spell, tmp);
2426 op->contr->ranges[range_golem]=tmp;
2427 op->contr->shoottype=range_golem;
2428 op->contr->golem_count = tmp->count;
2429
2430 /* Give the weapon to the golem now. A bit of a hack to check the
2431 * removed flag - it should only be set if get_split_object was
2432 * used above.
2433 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED))
2435 remove_ob (weapon);
2436 insert_ob_in_ob (weapon, tmp);
2437 esrv_send_item(op, weapon);
2438 /* To do everything necessary to let a golem use the weapon is a pain,
2439 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc)
2441 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED);
2444 fix_player(tmp);
2445
2446 /* There used to be 'odd' code that basically seemed to take the absolute
2447 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2448 * if you're using a crappy weapon, it shouldn't be as good.
2449 */
2450
2451 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell)
2453 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127;
2455
2456 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) +
2459 + 8 * weapon->magic + 12 * weapon->stats.Con;
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10;
2461 tmp->stats.hp = tmp->stats.maxhp;
2462
2463 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell)
2465 + weapon->stats.dam
2466 + weapon->magic
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469
2470
2471 /* attacktype */
2472 if ( ! tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL;
2474
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname);
2478 if (mt != NULL) {
2479 for (i=0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0];
2482 } else {
2483 for (i=0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5;
2485 a = 10;
2486 }
2487 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100;
2497
2498 /* Improve weapon's armour value according to best save vs. physical of its material */
2499
2500 if (a > 14) a = 14;
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a));
2502
2503 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell);
2505
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) {
2509 sprintf(buf, "animated %s", weapon->name);
2510 if(tmp->name) free_string(tmp->name);
2511 tmp->name = add_string(buf);
2512
2513 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) {
2519 SET_FLAG(tmp,FLAG_ANIMATE);
2520 } else {
2521 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2522 }
2523 update_ob_speed(tmp);
2524 }
2525
2526 /* make experience increase in proportion to the strength of the summoned creature. */
2527 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell));
2528
2529 tmp->speed_left= -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir;
2533 insert_ob_in_map(tmp,m,op,0);
2534 return 1;
2535 }
2536
2537 /* cast_daylight() - changes the map darkness level *lower* */
2538
2539 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map.
2541 */
2542
2543 int cast_change_map_lightlevel( object *op, object *caster, object *spell ) {
2544 int success;
2545
2546 if(!op->map) return 0; /* shouldnt happen */
2547
2548 success=change_map_light(op->map,spell->stats.dam);
2549 if(!success) {
2550 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here.");
2552 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here.");
2554 }
2555 return success;
2556 }
2557
2558
2559
2560
2561
2562 /* create an aura spell object and put it in the player's inventory.
2563 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself.
2565 */
2566 int create_aura(object *op, object *caster, object *spell)
2567 {
2568 int refresh=0;
2569 object *new_aura;
2570
2571 new_aura = present_arch_in_ob(spell->other_arch, op);
2572 if (new_aura) refresh=1;
2573 else new_aura = arch_to_object(spell->other_arch);
2574
2575 new_aura->duration = spell->duration +
2576 10* SP_level_duration_adjust(caster,spell);
2577
2578 new_aura->stats.dam = spell->stats.dam
2579 +SP_level_dam_adjust(caster,spell);
2580
2581 set_owner(new_aura,op);
2582 set_spell_skill(op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype;
2584
2585 new_aura->level = caster_level(caster, spell);
2586 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2590 insert_ob_in_ob(new_aura, op);
2591 return 1;
2592 }
2593
2594
2595 /* move aura function. An aura is a part of someone's inventory,
2596 * which he carries with him, but which acts on the map immediately
2597 * around him.
2598 * Aura parameters:
2599 * duration: duration counter.
2600 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack
2602 */
2603
2604 void move_aura(object *aura) {
2605 int i, mflags;
2606 object *env;
2607 mapstruct *m;
2608
2609 /* auras belong in inventories */
2610 env = aura->env;
2611
2612 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up.
2614 */
2615 remove_ob(aura);
2616
2617 /* exit if we're out of gas */
2618 if(aura->duration--< 0) {
2619 free_object(aura);
2620 return;
2621 }
2622
2623 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) {
2625 free_object(aura);
2626 return;
2627 }
2628 aura->x = env->x;
2629 aura->y = env->y;
2630
2631 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently.
2633 */
2634 insert_ob_in_map(aura,env->map,aura,0);
2635
2636 for(i=1;i<9;i++) {
2637 sint16 nx, ny;
2638 nx = aura->x + freearr_x[i];
2639 ny = aura->y + freearr_y[i];
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2641
2642 /* Consider the movement tyep of the person with the aura as
2643 * movement type of the aura. Eg, if the player is flying, the aura
2644 * is flying also, if player is walking, it is on the ground, etc.
2645 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
2647 hit_map(aura,i,aura->attacktype,0);
2648
2649 if(aura->other_arch) {
2650 object *new_ob;
2651
2652 new_ob = arch_to_object(aura->other_arch);
2653 new_ob->x = nx;
2654 new_ob->y = ny;
2655 insert_ob_in_map(new_ob,m,aura,0);
2656 }
2657 }
2658 }
2659 /* put the aura back in the player's inventory */
2660 remove_ob(aura);
2661 insert_ob_in_ob(aura, env);
2662 }
2663
2664 /* moves the peacemaker spell.
2665 * op is the piece object.
2666 */
2667
2668 void move_peacemaker(object *op) {
2669 object *tmp;
2670
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
2672 int atk_lev, def_lev;
2673 object *victim=tmp;
2674
2675 if (tmp->head) victim=tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue;
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue;
2678 if (victim->stats.exp == 0) continue;
2679
2680 def_lev = MAX(1,victim->level);
2681 atk_lev = MAX(1,op->level);
2682
2683 if (rndm(0, atk_lev-1) > def_lev) {
2684 /* make this sucker peaceful. */
2685
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0;
2688 #if 0
2689 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage.
2691 */
2692 victim->stats.dam = 0;
2693 victim->stats.sp = 0;
2694 victim->stats.grace = 0;
2695 victim->stats.Pow = 0;
2696 #endif
2697 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER);
2702 if(victim->name) {
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name);
2704 }
2705 }
2706 }
2707 }
2708
2709
2710 /* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make.
2712 */
2713
2714 int write_mark(object *op, object *spell, const char *msg) {
2715 char rune[HUGE_BUF];
2716 object *tmp;
2717
2718 if (!msg || msg[0] == 0) {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2720 return 0;
2721 }
2722
2723 if (strcasestr_local(msg, "endmsg")) {
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2725 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg);
2726 return 0;
2727 }
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2);
2731 rune[HUGE_BUF-2] = 0;
2732 strcat(rune, "\n");
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/
2734 tmp->msg = add_string(rune);
2735 tmp->x = op->x;
2736 tmp->y = op->y;
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2738 return 1;
2739 }