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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.13
Committed: Sat Sep 16 22:24:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +12 -12 lines
Log Message:
mapstruct => maptile
removed many ytypedefs in favor of structure tags

File Contents

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