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Revision: 1.32
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.31: +1 -0 lines
Log Message:
added some copyrights

File Contents

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