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Revision: 1.35
Committed: Mon Jan 15 21:06:20 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.34: +22 -22 lines
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# 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_all_actives (tmp)
418 if (tmp->enemy == op)
419 tmp->enemy = 0;
420
421 return 1;
422 }
423
424 /* earth to dust spell. Basically destroys earthwalls in the area.
425 */
426 int
427 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428 {
429 object *tmp, *next;
430 int range, i, j, mflags;
431 sint16 sx, sy;
432 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438
439 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++)
441 {
442 sx = op->x + i;
443 sy = op->y + j;
444 m = op->map;
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446
447 if (mflags & P_OUT_OF_MAP)
448 continue;
449
450 // earth to dust tears down everything that can be teared down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
452 {
453 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 }
457 }
458
459 return 1;
460 }
461
462 void
463 execute_word_of_recall (object *op)
464 {
465 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476
477 op->destroy ();
478 }
479
480 /* Word of recall causes the player to return 'home'.
481 * we put a force into the player object, so that there is a
482 * time delay effect.
483 */
484 int
485 cast_word_of_recall (object *op, object *caster, object *spell_ob)
486 {
487 object *dummy;
488 int time;
489
490 if (op->type != PLAYER)
491 return 0;
492
493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1;
497 }
498
499 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506
507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
508 if (time < 1)
509 time = 1;
510
511 /* value of speed really doesn't make much difference, as long as it is
512 * positive. Lower value may be useful so that the problem doesn't
513 * do anything really odd if it say a -1000 or something.
514 */
515 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL;
519
520 /* If we could take advantage of enter_player_savebed() here, it would be
521 * nice, but until the map load fails, we can't.
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526
527 op->insert (dummy);
528
529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
531 return 1;
532 }
533
534 /* cast_wonder
535 * wonder is really just a spell that will likely cast another
536 * spell.
537 */
538 int
539 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
540 {
541 object *newspell;
542
543 if (!rndm (0, 3))
544 return cast_cone (op, caster, dir, spell_ob);
545
546 if (spell_ob->randomitems)
547 {
548 newspell = generate_treasure (spell_ob->randomitems, caster->level);
549 if (!newspell)
550 {
551 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
552 return 0;
553 }
554 if (newspell->type != SPELL)
555 {
556 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
557 return 0;
558 }
559 /* Prevent inifinit recursion */
560 if (newspell->subtype == SP_WONDER)
561 {
562 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
563 return 0;
564 }
565 return cast_spell (op, caster, dir, newspell, NULL);
566 }
567 return 1;
568 }
569
570 int
571 perceive_self (object *op)
572 {
573 char *cp = describe_item (op, op), buf[MAX_BUF];
574 archetype *at = archetype::find (ARCH_DEPLETION);
575 object *tmp;
576 int i;
577
578 tmp = find_god (determine_god (op));
579 if (tmp)
580 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
581 else
582 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
583
584 tmp = present_arch_in_ob (at, op);
585
586 if (*cp == '\0' && tmp == NULL)
587 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
588 else
589 {
590 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
591 new_draw_info (NDI_UNIQUE, 0, op, cp);
592 if (tmp != NULL)
593 {
594 for (i = 0; i < NUM_STATS; i++)
595 {
596 if (get_attr_value (&tmp->stats, i) < 0)
597 {
598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
599 }
600 }
601 }
602 }
603
604 if (is_dragon_pl (op))
605 {
606 /* now grab the 'dragon_ability'-force from the player's inventory */
607 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
608 {
609 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
610 {
611 if (tmp->stats.exp == 0)
612 {
613 sprintf (buf, "Your metabolism isn't focused on anything.");
614 }
615 else
616 {
617 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
618 }
619 new_draw_info (NDI_UNIQUE, 0, op, buf);
620 break;
621 }
622 }
623 }
624 return 1;
625 }
626
627 /* int cast_create_town_portal (object *op, object *caster, int dir)
628 *
629 * This function cast the spell of town portal for op
630 *
631 * The spell operates in two passes. During the first one a place
632 * is marked as a destination for the portal. During the second one,
633 * 2 portals are created, one in the position the player cast it and
634 * one in the destination place. The portal are synchronized and 2 forces
635 * are inserted in the player to destruct the portal next time player
636 * creates a new portal pair.
637 * This spell has a side effect that it allows people to meet each other
638 * in a permanent, private, appartements by making a town portal from it
639 * to the town or another public place. So, check if the map is unique and if
640 * so return an error
641 *
642 * Code by Tchize (david.delbecq@usa.net)
643 */
644 int
645 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
646 {
647 object *dummy, *force, *old_force;
648 archetype *perm_portal;
649 char portal_name[1024], portal_message[1024];
650 maptile *exitmap;
651 int op_level;
652
653 /* Check to see if the map the player is currently on is a per player unique
654 * map. This can be determined in that per player unique maps have the
655 * full pathname listed.
656 */
657 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
658 {
659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
660 return 0;
661 }
662
663 /* The first thing to do is to check if we have a marked destination
664 * dummy is used to make a check inventory for the force
665 */
666 dummy = arch_to_object (spell->other_arch);
667 if (dummy == NULL)
668 {
669 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
670 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
671 return 0;
672 }
673
674 force = check_inv_recursive (op, dummy);
675
676 if (force == NULL)
677 {
678 /* Here we know there is no destination marked up.
679 * We have 2 things to do:
680 * 1. Mark the destination in the player inventory.
681 * 2. Let the player know it worked.
682 */
683 dummy->name = op->map->path;
684 EXIT_X (dummy) = op->x;
685 EXIT_Y (dummy) = op->y;
686 insert_ob_in_ob (dummy, op);
687 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.");
688 return 1;
689 }
690
691 dummy->destroy ();
692
693 /* Here we know where the town portal should go to
694 * We should kill any existing portal associated with the player.
695 * Than we should create the 2 portals.
696 * For each of them, we need:
697 * - To create the portal with the name of the player+destination map
698 * - set the owner of the town portal
699 * - To mark the position of the portal in the player's inventory
700 * for easier destruction.
701 *
702 * The mark works has follow:
703 * slaying: Existing town portal
704 * hp, sp : x & y of the associated portal
705 * name : name of the portal
706 * race : map the portal is in
707 */
708
709 /* First step: killing existing town portals */
710 dummy = get_archetype (spell->race);
711 if (dummy == NULL)
712 {
713 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
714 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
715 return 0;
716 }
717
718 perm_portal = archetype::find (spell->slaying);
719
720 /* To kill a town portal, we go trough the player's inventory,
721 * for each marked portal in player's inventory,
722 * -We try load the associated map (if impossible, consider the portal destructed)
723 * -We find any portal in the specified location.
724 * If it has the good name, we destruct it.
725 * -We destruct the force indicating that portal.
726 */
727 while ((old_force = check_inv_recursive (op, dummy)))
728 {
729 exitmap = maptile::find_sync (old_force->race, op->map);
730
731 if (exitmap)
732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
739 {
740 if (tmp->name == old_force->name)
741 {
742 tmp->destroy ();
743 break;
744 }
745 }
746 }
747
748 old_force->destroy ();
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 exitmap = maptile::find_sync (force->name);
765
766 /* If we were unable to load (ex. random map deleted), warn player */
767 if (!exitmap)
768 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy ();
771 return 1;
772 }
773
774 exitmap->load_sync ();
775
776 op_level = caster_level (caster, spell);
777 if (op_level < 15)
778 snprintf (portal_message, 1024,
779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
780 &op->name);
781 else if (op_level < 30)
782 snprintf (portal_message, 1024,
783 "\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);
784 else if (op_level < 60)
785 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
786 else
787 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
788 &op->name);
789
790 /* Create a portal in front of player
791 * dummy contain the portal and
792 * force contain the track to kill it later
793 */
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active
813 * town portal.
814 */
815 object *tmp = get_archetype (spell->race);
816
817 if (!tmp)
818 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
821 return 0;
822 }
823
824 tmp->race = op->map->path;
825 tmp->name = portal_name;
826 EXIT_X (tmp) = dummy->x;
827 EXIT_Y (tmp) = dummy->y;
828 op->insert (tmp);
829
830 /* Create a portal in the destination map
831 * dummy contain the portal and
832 * force the track to kill it later
833 * the 'force' variable still contains the 'reminder' of
834 * where this portal goes to.
835 */
836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
837 dummy = get_archetype (spell->slaying); /*The portal */
838 if (dummy == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->race = op->name; /*Save the owner of the portal */
851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852
853 /* Now we create another town portal marker that
854 * points back to the one we just made
855 */
856 tmp = get_archetype (spell->race);
857 if (tmp == NULL)
858 {
859 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
860 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
861 return 0;
862 }
863
864 tmp->race = force->name;
865 tmp->name = portal_name;
866 EXIT_X (tmp) = dummy->x;
867 EXIT_Y (tmp) = dummy->y;
868 insert_ob_in_ob (tmp, op);
869
870 /* Describe the player what happened
871 */
872 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
873 force->destroy ();
874
875 return 1;
876 }
877
878 /* This creates magic walls. Really, it can create most any object,
879 * within some reason.
880 */
881 int
882 magic_wall (object *op, object *caster, int dir, object *spell_ob)
883 {
884 object *tmp;
885 int i, posblocked, negblocked, maxrange;
886 sint16 x, y;
887 maptile *m;
888 const char *name;
889 archetype *at;
890
891 if (!dir)
892 {
893 dir = op->facing;
894 x = op->x;
895 y = op->y;
896 }
897 else
898 {
899 x = op->x + freearr_x[dir];
900 y = op->y + freearr_y[dir];
901 }
902
903 m = op->map;
904
905 if ((spell_ob->move_block || x != op->x || y != op->y) &&
906 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
907 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
908 {
909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
910 return 0;
911 }
912
913 if (spell_ob->other_arch)
914 tmp = arch_to_object (spell_ob->other_arch);
915 else if (spell_ob->race)
916 {
917 char buf1[MAX_BUF];
918
919 sprintf (buf1, spell_ob->race, dir);
920 at = archetype::find (buf1);
921 if (!at)
922 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0;
926 }
927
928 tmp = arch_to_object (at);
929 }
930 else
931 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
933 return 0;
934 }
935
936 if (tmp->type == SPELL_EFFECT)
937 {
938 tmp->attacktype = spell_ob->attacktype;
939 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
940 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
941 tmp->range = 0;
942 }
943 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
944 {
945 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
946 tmp->stats.maxhp = tmp->stats.hp;
947 }
948
949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
950 {
951 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
952 SET_FLAG (tmp, FLAG_IS_USED_UP);
953 }
954
955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
956 {
957 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
958 tmp->stats.maxhp = tmp->stats.hp;
959 SET_FLAG (tmp, FLAG_TEAR_DOWN);
960 SET_FLAG (tmp, FLAG_ALIVE);
961 }
962
963 /* This can't really hurt - if the object doesn't kill anything,
964 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts.
966 */
967 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op);
969
970 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->level = caster_level (caster, spell_ob) / 2;
972
973 name = tmp->name;
974 if (!(tmp = m->insert (tmp, x, y, op)))
975 {
976 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
977 return 0;
978 }
979
980 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983
984 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through
988 * blocked spaces.
989 */
990 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
991 posblocked = 0;
992 negblocked = 0;
993
994 for (i = 1; i <= maxrange; i++)
995 {
996 int dir2;
997
998 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
999
1000 x = tmp->x + i * freearr_x[dir2];
1001 y = tmp->y + i * freearr_y[dir2];
1002 m = tmp->map;
1003
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 {
1007 object *tmp2 = tmp->clone ();
1008 m->insert (tmp2, x, y, op);
1009
1010 /* If this is a spellcasting wall, need to insert the spell object */
1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1012 tmp2->insert (arch_to_object (tmp2->other_arch));
1013
1014 }
1015 else
1016 posblocked = 1;
1017
1018 x = tmp->x - i * freearr_x[dir2];
1019 y = tmp->y - i * freearr_y[dir2];
1020 m = tmp->map;
1021
1022 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1023 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1024 {
1025 object *tmp2 = tmp->clone ();
1026 m->insert (tmp2, x, y, op);
1027
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1029 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 }
1031 else
1032 negblocked = 1;
1033 }
1034
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1036 update_all_los (op->map, op->x, op->y);
1037
1038 return 1;
1039 }
1040
1041 int
1042 dimension_door (object *op, object *caster, object *spob, int dir)
1043 {
1044 uint32 dist, maxdist;
1045 int mflags;
1046 maptile *m;
1047 sint16 sx, sy;
1048
1049 if (op->type != PLAYER)
1050 return 0;
1051
1052 if (!dir)
1053 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1055 return 0;
1056 }
1057
1058 /* Given the new outdoor maps, can't let players dimension door for
1059 * ever, so put limits in.
1060 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062
1063 if (op->contr->count)
1064 {
1065 if (op->contr->count > maxdist)
1066 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1068 return 0;
1069 }
1070
1071 for (dist = 0; dist < op->contr->count; dist++)
1072 {
1073 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1074
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break;
1077
1078 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1079 break;
1080 }
1081
1082 if (dist < op->contr->count)
1083 {
1084 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1085 op->contr->count = 0;
1086 return 0;
1087 }
1088
1089 op->contr->count = 0;
1090
1091 /* Remove code that puts player on random space on maps. IMO,
1092 * a lot of maps probably have areas the player should not get to,
1093 * but may not be marked as NO_MAGIC (as they may be bounded
1094 * by such squares). Also, there are probably treasure rooms and
1095 * lots of other maps that protect areas with no magic, but the
1096 * areas themselves don't contain no magic spaces.
1097 */
1098 /* This call here is really just to normalize the coordinates */
1099 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1100 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1101 {
1102 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1103 return 1; /* Maybe the penalty should be more severe... */
1104 }
1105 }
1106 else
1107 {
1108 /* Player didn't specify a distance, so lets see how far
1109 * we can move the player. Don't know why this stopped on
1110 * spaces that blocked the players view.
1111 */
1112
1113 for (dist = 0; dist < maxdist; dist++)
1114 {
1115 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1116
1117 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1118 break;
1119
1120 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1121 break;
1122
1123 }
1124
1125 /* If the destination is blocked, keep backing up until we
1126 * find a place for the player.
1127 */
1128 for (; dist > 0; dist--)
1129 {
1130 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1131 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1132 continue;
1133
1134
1135 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1136 break;
1137
1138 }
1139 if (!dist)
1140 {
1141 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1142 return 0;
1143 }
1144 }
1145
1146 /* Actually move the player now */
1147 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1148 return 1;
1149
1150 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1151 return 1;
1152 }
1153
1154
1155 /* cast_heal: Heals something.
1156 * op is the caster.
1157 * dir is the direction he is casting it in.
1158 * spell is the spell object.
1159 */
1160 int
1161 cast_heal (object *op, object *caster, object *spell, int dir)
1162 {
1163 object *tmp;
1164 archetype *at;
1165 object *poison;
1166 int heal = 0, success = 0;
1167
1168 tmp = find_target_for_friendly_spell (op, dir);
1169
1170 if (tmp == NULL)
1171 return 0;
1172
1173 /* Figure out how many hp this spell might cure.
1174 * could be zero if this spell heals effects, not damage.
1175 */
1176 heal = spell->stats.dam;
1177 if (spell->stats.hp)
1178 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1179
1180 if (heal)
1181 {
1182 if (tmp->stats.hp >= tmp->stats.maxhp)
1183 {
1184 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1185 }
1186 else
1187 {
1188 /* See how many points we actually heal. Instead of messages
1189 * based on type of spell, we instead do messages based
1190 * on amount of damage healed.
1191 */
1192 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1193 heal = tmp->stats.maxhp - tmp->stats.hp;
1194 tmp->stats.hp += heal;
1195
1196 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1199 }
1200 else if (heal > 50)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1203 }
1204 else if (heal > 25)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1207 }
1208 else if (heal > 10)
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1211 }
1212 else
1213 {
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1215 }
1216 success = 1;
1217 }
1218 }
1219 if (spell->attacktype & AT_DISEASE)
1220 if (cure_disease (tmp, op))
1221 success = 1;
1222
1223 if (spell->attacktype & AT_POISON)
1224 {
1225 at = archetype::find ("poisoning");
1226 poison = present_arch_in_ob (at, tmp);
1227 if (poison)
1228 {
1229 success = 1;
1230 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1231 poison->stats.food = 1;
1232 }
1233 }
1234 if (spell->attacktype & AT_CONFUSION)
1235 {
1236 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1237 if (poison)
1238 {
1239 success = 1;
1240 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1241 poison->duration = 1;
1242 }
1243 }
1244 if (spell->attacktype & AT_BLIND)
1245 {
1246 at = archetype::find ("blindness");
1247 poison = present_arch_in_ob (at, tmp);
1248 if (poison)
1249 {
1250 success = 1;
1251 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1252 poison->stats.food = 1;
1253 }
1254 }
1255 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1256 {
1257 tmp->stats.sp += spell->last_sp;
1258 if (tmp->stats.sp > tmp->stats.maxsp)
1259 tmp->stats.sp = tmp->stats.maxsp;
1260 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1262 }
1263 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1264 {
1265 tmp->stats.grace += spell->last_grace;
1266 if (tmp->stats.grace > tmp->stats.maxgrace)
1267 tmp->stats.grace = tmp->stats.maxgrace;
1268 success = 1;
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1270 }
1271 if (spell->stats.food && tmp->stats.food < 999)
1272 {
1273 tmp->stats.food += spell->stats.food;
1274 if (tmp->stats.food > 999)
1275 tmp->stats.food = 999;
1276 success = 1;
1277 /* We could do something a bit better like the messages for healing above */
1278 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1279 }
1280 return success;
1281 }
1282
1283
1284 /* This is used for the spells that gain stats. There are no spells
1285 * right now that icnrease wis/int/pow on a temp basis, so no
1286 * good comments for those.
1287 */
1288 static const char *const no_gain_msgs[NUM_STATS] = {
1289 "You grow no stronger.",
1290 "You grow no more agile.",
1291 "You don't feel any healthier.",
1292 "no wis",
1293 "You are no easier to look at.",
1294 "no int",
1295 "no pow"
1296 };
1297
1298 int
1299 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1300 {
1301 object *force = NULL;
1302 int i;
1303
1304 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1305 object *tmp = dir
1306 ? find_target_for_friendly_spell (op, dir)
1307 : op;
1308
1309 if (!tmp)
1310 return 0;
1311
1312 /* If we've already got a force of this type, don't add a new one. */
1313 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1314 {
1315 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1316 {
1317 if (tmp2->name == spell_ob->name)
1318 {
1319 force = tmp2; /* the old effect will be "refreshed" */
1320 break;
1321 }
1322 else if (spell_ob->race && spell_ob->race == tmp2->name)
1323 {
1324 if (!silent)
1325 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1326 return 0;
1327 }
1328 }
1329 }
1330 if (force == NULL)
1331 {
1332 force = get_archetype (FORCE_NAME);
1333 force->subtype = FORCE_CHANGE_ABILITY;
1334 if (spell_ob->race)
1335 force->name = spell_ob->race;
1336 else
1337 force->name = spell_ob->name;
1338 force->name_pl = spell_ob->name;
1339 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1340
1341 }
1342 else
1343 {
1344 int duration;
1345
1346 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1347 if (duration > force->duration)
1348 {
1349 force->duration = duration;
1350 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1351 }
1352 else
1353 {
1354 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1355 }
1356 return 1;
1357 }
1358 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 force->speed = 1.0;
1360 force->speed_left = -1.0;
1361 SET_FLAG (force, FLAG_APPLIED);
1362
1363 /* Now start processing the effects. First, protections */
1364 for (i = 0; i < NROFATTACKS; i++)
1365 {
1366 if (spell_ob->resist[i])
1367 {
1368 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1369 if (force->resist[i] > 100)
1370 force->resist[i] = 100;
1371 }
1372 }
1373 if (spell_ob->stats.hp)
1374 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1375
1376 if (tmp->type == PLAYER)
1377 {
1378 /* Stat adjustment spells */
1379 for (i = 0; i < NUM_STATS; i++)
1380 {
1381 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1382
1383 if (stat)
1384 {
1385 sm = 0;
1386 for (k = 0; k < stat; k++)
1387 sm += rndm (1, 3);
1388
1389 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1390 {
1391 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1392 if (sm < 0)
1393 sm = 0;
1394 }
1395 set_attr_value (&force->stats, i, sm);
1396 if (!sm)
1397 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1398 }
1399 }
1400 }
1401
1402 force->move_type = spell_ob->move_type;
1403
1404 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1405 SET_FLAG (force, FLAG_SEE_IN_DARK);
1406
1407 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1408 SET_FLAG (force, FLAG_XRAYS);
1409
1410 /* Haste/bonus speed */
1411 if (spell_ob->stats.exp)
1412 {
1413 if (op->speed > 0.5f)
1414 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1415 else
1416 force->stats.exp = spell_ob->stats.exp;
1417 }
1418
1419 force->stats.wc = spell_ob->stats.wc;
1420 force->stats.ac = spell_ob->stats.ac;
1421 force->attacktype = spell_ob->attacktype;
1422
1423 insert_ob_in_ob (force, tmp);
1424 change_abil (tmp, force); /* Mostly to display any messages */
1425 tmp->update_stats ();
1426 return 1;
1427 }
1428
1429 /* This used to be part of cast_change_ability, but it really didn't make
1430 * a lot of sense, since most of the values it derives are from the god
1431 * of the caster.
1432 */
1433
1434 int
1435 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1436 {
1437 int i;
1438 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1439
1440 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1441 if (dir != 0)
1442 {
1443 tmp = find_target_for_friendly_spell (op, dir);
1444 }
1445 else
1446 {
1447 tmp = op;
1448 }
1449
1450 /* If we've already got a force of this type, don't add a new one. */
1451 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1452 {
1453 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1454 {
1455 if (tmp2->name == spell_ob->name)
1456 {
1457 force = tmp2; /* the old effect will be "refreshed" */
1458 break;
1459 }
1460 else if (spell_ob->race && spell_ob->race == tmp2->name)
1461 {
1462 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1463 return 0;
1464 }
1465 }
1466 }
1467 if (force == NULL)
1468 {
1469 force = get_archetype (FORCE_NAME);
1470 force->subtype = FORCE_CHANGE_ABILITY;
1471 if (spell_ob->race)
1472 force->name = spell_ob->race;
1473 else
1474 force->name = spell_ob->name;
1475 force->name_pl = spell_ob->name;
1476 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1477 }
1478 else
1479 {
1480 int duration;
1481
1482 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1483 if (duration > force->duration)
1484 {
1485 force->duration = duration;
1486 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1487 }
1488 else
1489 {
1490 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1491 }
1492 return 0;
1493 }
1494 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1495 force->speed = 1.0;
1496 force->speed_left = -1.0;
1497 SET_FLAG (force, FLAG_APPLIED);
1498
1499 if (!god)
1500 {
1501 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1502 }
1503 else
1504 {
1505 /* Only give out good benefits, and put a max on it */
1506 for (i = 0; i < NROFATTACKS; i++)
1507 {
1508 if (god->resist[i] > 0)
1509 {
1510 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1511 }
1512 }
1513 force->path_attuned |= god->path_attuned;
1514
1515 if (spell_ob->attacktype)
1516 force->slaying = god->slaying;
1517
1518 if (tmp != op)
1519 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1522 }
1523 else
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1526 }
1527
1528 }
1529 force->stats.wc = spell_ob->stats.wc;
1530 force->stats.ac = spell_ob->stats.ac;
1531
1532 change_abil (tmp, force); /* Mostly to display any messages */
1533 insert_ob_in_ob (force, tmp);
1534 tmp->update_stats ();
1535 return 1;
1536 }
1537
1538
1539
1540 /* Alchemy code by Mark Wedel
1541 *
1542 * This code adds a new spell, called alchemy. Alchemy will turn
1543 * objects to gold nuggets, the value of the gold nuggets being
1544 * about 90% of that of the item itself. It uses the value of the
1545 * object before charisma adjustments, because the nuggets themselves
1546 * will be will be adjusted by charisma when sold.
1547 *
1548 * Large nuggets are worth 25 gp each (base). You will always get
1549 * the maximum number of large nuggets you could get.
1550 * Small nuggets are worth 1 gp each (base). You will get from 0
1551 * to the max amount of small nuggets as you could get.
1552 *
1553 * For example, if an item is worth 110 gold, you will get
1554 * 4 large nuggets, and from 0-10 small nuggets.
1555 *
1556 * There is also a chance (1:30) that you will get nothing at all
1557 * for the object. There is also a maximum weight that will be
1558 * alchemied.
1559 */
1560
1561 /* I didn't feel like passing these as arguements to the
1562 * two functions that need them. Real values are put in them
1563 * when the spell is cast, and these are freed when the spell
1564 * is finished.
1565 */
1566 static object *small, *large;
1567
1568 static void
1569 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1570 {
1571 uint64 value = query_cost (obj, NULL, F_TRUE);
1572
1573 /* Give third price when we alchemy money (This should hopefully
1574 * make it so that it isn't worth it to alchemy money, sell
1575 * the nuggets, alchemy the gold from that, etc.
1576 * Otherwise, give 9 silver on the gold for other objects,
1577 * so that it would still be more affordable to haul
1578 * the stuff back to town.
1579 */
1580
1581 if (QUERY_FLAG (obj, FLAG_UNPAID))
1582 value = 0;
1583 else if (obj->type == MONEY || obj->type == GEM)
1584 value /= 3;
1585 else
1586 value = (value * 9) / 10;
1587
1588 value /= 4; // fix by GHJ, don't understand, pcg
1589
1590 if ((obj->value > 0) && rndm (0, 29))
1591 {
1592 int count;
1593
1594 count = value / large->value;
1595 *large_nuggets += count;
1596 value -= (uint64) count *(uint64) large->value;
1597
1598 count = value / small->value;
1599 *small_nuggets += count;
1600 }
1601
1602 /* Turn 25 small nuggets into 1 large nugget. If the value
1603 * of large nuggets is not evenly divisable by the small nugget
1604 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1605 */
1606 if (*small_nuggets * small->value >= large->value)
1607 {
1608 (*large_nuggets)++;
1609 *small_nuggets -= large->value / small->value;
1610 if (*small_nuggets && large->value % small->value)
1611 (*small_nuggets)--;
1612 }
1613 weight += obj->weight;
1614 obj->destroy ();
1615 }
1616
1617 static void
1618 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1619 {
1620 object *tmp;
1621 int flag = 0;
1622
1623 /* Put any nuggets below the player, but we can only pass this
1624 * flag if we are on the same space as the player
1625 */
1626 if (x == op->x && y == op->y && op->map == m)
1627 flag = INS_BELOW_ORIGINATOR;
1628
1629 if (small_nuggets)
1630 {
1631 tmp = small->clone ();
1632 tmp->nrof = small_nuggets;
1633 m->insert (tmp, x, y, op, flag);
1634 }
1635
1636 if (large_nuggets)
1637 {
1638 tmp = large->clone ();
1639 tmp->nrof = large_nuggets;
1640 m->insert (tmp, x, y, op, flag);
1641 }
1642 }
1643
1644 int
1645 alchemy (object *op, object *caster, object *spell_ob)
1646 {
1647 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1648 sint16 nx, ny;
1649 object *next, *tmp;
1650 maptile *mp;
1651
1652 if (op->type != PLAYER)
1653 return 0;
1654
1655 /* Put a maximum weight of items that can be alchemied. Limits the power
1656 * some, and also prevents people from alcheming every table/chair/clock
1657 * in sight
1658 */
1659 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1660 weight_max *= 1000;
1661 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1662
1663 for (y = op->y - 1; y <= op->y + 1; y++)
1664 {
1665 for (x = op->x - 1; x <= op->x + 1; x++)
1666 {
1667 nx = x;
1668 ny = y;
1669
1670 mp = op->map;
1671
1672 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1673
1674 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1675 continue;
1676
1677 /* Treat alchemy a little differently - most spell effects
1678 * use fly as the movement type - for alchemy, consider it
1679 * ground level effect.
1680 */
1681 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1682 continue;
1683
1684 small_nuggets = 0;
1685 large_nuggets = 0;
1686
1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1688 {
1689 next = tmp->above;
1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1692 {
1693
1694 if (tmp->inv)
1695 {
1696 object *next1, *tmp1;
1697
1698 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1699 {
1700 next1 = tmp1->below;
1701 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1702 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1703 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1704 }
1705 }
1706 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1707
1708 if (weight > weight_max)
1709 {
1710 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1711 large->destroy ();
1712 small->destroy ();
1713 return 1;
1714 }
1715 } /* is alchemable object */
1716 } /* process all objects on this space */
1717
1718 /* Insert all the nuggets at one time. This probably saves time, but
1719 * it also prevents us from alcheming nuggets that were just created
1720 * with this spell.
1721 */
1722 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1723 }
1724 }
1725
1726 large->destroy ();
1727 small->destroy ();
1728 /* reset this so that if player standing on a big pile of stuff,
1729 * it is redrawn properly.
1730 */
1731 op->contr->ns->look_position = 0;
1732 return 1;
1733 }
1734
1735
1736 /* This function removes the cursed/damned status on equipped
1737 * items.
1738 */
1739 int
1740 remove_curse (object *op, object *caster, object *spell)
1741 {
1742 object *tmp;
1743 int success = 0, was_one = 0;
1744
1745 for (tmp = op->inv; tmp; tmp = tmp->below)
1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1749 {
1750 was_one++;
1751 if (tmp->level <= caster_level (caster, spell))
1752 {
1753 success++;
1754 if (QUERY_FLAG (spell, FLAG_DAMNED))
1755 CLEAR_FLAG (tmp, FLAG_DAMNED);
1756
1757 CLEAR_FLAG (tmp, FLAG_CURSED);
1758 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1759 tmp->value = 0; /* Still can't sell it */
1760 if (op->type == PLAYER)
1761 esrv_send_item (op, tmp);
1762 }
1763 }
1764
1765 if (op->type == PLAYER)
1766 {
1767 if (success)
1768 {
1769 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1770 }
1771 else
1772 {
1773 if (was_one)
1774 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1775 else
1776 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1777 }
1778 }
1779
1780 return success;
1781 }
1782
1783 /* Identifies objects in the players inventory/on the ground */
1784
1785 int
1786 cast_identify (object *op, object *caster, object *spell)
1787 {
1788 object *tmp;
1789 int success = 0, num_ident;
1790
1791 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1792
1793 if (num_ident < 1)
1794 num_ident = 1;
1795
1796 for (tmp = op->inv; tmp; tmp = tmp->below)
1797 {
1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1799 {
1800 identify (tmp);
1801
1802 if (op->type == PLAYER)
1803 {
1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1805
1806 if (tmp->msg)
1807 {
1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1810 }
1811 }
1812
1813 num_ident--;
1814 success = 1;
1815 if (!num_ident)
1816 break;
1817 }
1818 }
1819
1820 /* If all the power of the spell has been used up, don't go and identify
1821 * stuff on the floor. Only identify stuff on the floor if the spell
1822 * was not fully used.
1823 */
1824 if (num_ident)
1825 {
1826 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1828 {
1829 identify (tmp);
1830
1831 if (op->type == PLAYER)
1832 {
1833 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1834
1835 if (tmp->msg)
1836 {
1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1839 }
1840
1841 esrv_send_item (op, tmp);
1842 }
1843
1844 num_ident--;
1845 success = 1;
1846 if (!num_ident)
1847 break;
1848 }
1849 }
1850
1851 if (!success)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1853 else
1854 spell_effect (spell, op->x, op->y, op->map, op);
1855
1856 return success;
1857 }
1858
1859 int
1860 cast_detection (object *op, object *caster, object *spell, object *skill)
1861 {
1862 object *tmp, *last, *god, *detect;
1863 int done_one, range, mflags, floor, level;
1864 sint16 x, y, nx, ny;
1865 maptile *m;
1866
1867 /* We precompute some values here so that we don't have to keep
1868 * doing it over and over again.
1869 */
1870 god = find_god (determine_god (op));
1871 level = caster_level (caster, spell);
1872 range = spell->range + SP_level_range_adjust (caster, spell);
1873
1874 if (!skill)
1875 skill = caster;
1876
1877 for (x = op->x - range; x <= op->x + range; x++)
1878 for (y = op->y - range; y <= op->y + range; y++)
1879 {
1880 m = op->map;
1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1882 if (mflags & P_OUT_OF_MAP)
1883 continue;
1884
1885 /* For most of the detections, we only detect objects above the
1886 * floor. But this is not true for show invisible.
1887 * Basically, we just go and find the top object and work
1888 * down - that is easier than working up.
1889 */
1890
1891 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1892 last = tmp;
1893
1894 /* Shouldn't happen, but if there are no objects on a space, this
1895 * would happen.
1896 */
1897 if (!last)
1898 continue;
1899
1900 done_one = 0;
1901 floor = 0;
1902 detect = NULL;
1903 for (tmp = last; tmp; tmp = tmp->below)
1904 {
1905 /* show invisible */
1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1907 /* Might there be other objects that we can make visible? */
1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1910 tmp->type == CF_HANDLE ||
1911 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1912 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1913 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1914 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1915 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1916 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1917 {
1918 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1919 {
1920 tmp->invisible = 0;
1921 done_one = 1;
1922 }
1923 }
1924
1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1926 floor = 1;
1927
1928 /* All detections below this point don't descend beneath the floor,
1929 * so just continue on. We could be clever and look at the type of
1930 * detection to completely break out if we don't care about objects beneath
1931 * the floor, but once we get to the floor, not likely a very big issue anyways.
1932 */
1933 if (floor)
1934 continue;
1935
1936 /* I had thought about making detect magic and detect curse
1937 * show the flash the magic item like it does for detect monster.
1938 * however, if the object is within sight, this would then make it
1939 * difficult to see what object is magical/cursed, so the
1940 * effect wouldn't be as apparant.
1941 */
1942
1943 /* detect magic */
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1945 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1948 /* make runes more visibile */
1949 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1950 tmp->stats.Cha /= 4;
1951 done_one = 1;
1952 }
1953 /* detect monster */
1954 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1955 {
1956 done_one = 2;
1957 if (!detect)
1958 detect = tmp;
1959 }
1960 /* Basically, if race is set in the spell, then the creatures race must
1961 * match that. if the spell race is set to GOD, then the gods opposing
1962 * race must match.
1963 */
1964 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1965 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1966 (strstr (spell->race, tmp->race))))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1973 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1974 {
1975 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1976 done_one = 1;
1977 }
1978 } /* for stack of objects on this space */
1979
1980 /* Code here puts an effect of the spell on the space, so you can see
1981 * where the magic is.
1982 */
1983 if (done_one)
1984 {
1985 object *detect_ob = arch_to_object (spell->other_arch);
1986
1987 /* if this is set, we want to copy the face */
1988 if (done_one == 2 && detect)
1989 {
1990 detect_ob->face = detect->face;
1991 detect_ob->animation_id = detect->animation_id;
1992 detect_ob->anim_speed = detect->anim_speed;
1993 detect_ob->last_anim = 0;
1994 /* by default, the detect_ob is already animated */
1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1997 }
1998
1999 m->insert (detect_ob, nx, ny, op);
2000 }
2001 } /* for processing the surrounding spaces */
2002
2003
2004 /* Now process objects in the players inventory if detect curse or magic */
2005 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2006 {
2007 done_one = 0;
2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2009 {
2010 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2011 {
2012 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2013 {
2014 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2015 if (op->type == PLAYER)
2016 esrv_send_item (op, tmp);
2017 }
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2019 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2020 {
2021 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2022 if (op->type == PLAYER)
2023 esrv_send_item (op, tmp);
2024 }
2025 } /* if item is not identified */
2026 } /* for the players inventory */
2027 } /* if detect magic/curse and object is a player */
2028 return 1;
2029 }
2030
2031
2032 /**
2033 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2034 * level whos spell did cause the overcharge.
2035 */
2036 static void
2037 charge_mana_effect (object *victim, int caster_level)
2038 {
2039
2040 /* Prevent explosions for objects without mana. Without this check, doors
2041 * will explode, too.
2042 */
2043 if (victim->stats.maxsp <= 0)
2044 return;
2045
2046 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2047
2048 if (victim->stats.sp >= victim->stats.maxsp * 2)
2049 {
2050 object *tmp;
2051
2052 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2053
2054 /* Explodes a fireball centered at player */
2055 tmp = get_archetype (EXPLODING_FIREBALL);
2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2058
2059 tmp->insert_at (victim);
2060 victim->stats.sp = 2 * victim->stats.maxsp;
2061 }
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2063 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2065 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2067 {
2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2069 confuse_player (victim, victim, 99);
2070 }
2071 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2072 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2073 }
2074
2075 /* cast_transfer
2076 * This spell transfers sp from the player to another person.
2077 * We let the target go above their normal maximum SP.
2078 */
2079
2080 int
2081 cast_transfer (object *op, object *caster, object *spell, int dir)
2082 {
2083 object *plyr = NULL;
2084 sint16 x, y;
2085 maptile *m;
2086 int mflags;
2087
2088 m = op->map;
2089 x = op->x + freearr_x[dir];
2090 y = op->y + freearr_y[dir];
2091
2092 mflags = get_map_flags (m, &m, x, y, &x, &y);
2093
2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2095 {
2096 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2098 break;
2099 }
2100
2101
2102 /* If we did not find a player in the specified direction, transfer
2103 * to anyone on top of us. This is used for the rune of transference mostly.
2104 */
2105 if (plyr == NULL)
2106 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2108 break;
2109
2110 if (!plyr)
2111 {
2112 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2113 return 0;
2114 }
2115 /* give sp */
2116 if (spell->stats.dam > 0)
2117 {
2118 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2119 charge_mana_effect (plyr, caster_level (caster, spell));
2120 return 1;
2121 }
2122 /* suck sp away. Can't suck sp from yourself */
2123 else if (op != plyr)
2124 {
2125 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2126
2127 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2128
2129 if (rate > 95)
2130 rate = 95;
2131
2132 sucked = (plyr->stats.sp * rate) / 100;
2133 plyr->stats.sp -= sucked;
2134 if (QUERY_FLAG (op, FLAG_ALIVE))
2135 {
2136 /* Player doesn't get full credit */
2137 sucked = (sucked * rate) / 100;
2138 op->stats.sp += sucked;
2139 if (sucked > 0)
2140 {
2141 charge_mana_effect (op, caster_level (caster, spell));
2142 }
2143 }
2144 return 1;
2145 }
2146 return 0;
2147 }
2148
2149
2150 /* counterspell: nullifies spell effects.
2151 * op is the counterspell object, dir is the direction
2152 * it was cast in.
2153 * Basically, if the object has a magic attacktype,
2154 * this may nullify it.
2155 */
2156 void
2157 counterspell (object *op, int dir)
2158 {
2159 object *tmp, *head, *next;
2160 int mflags;
2161 maptile *m;
2162 sint16 sx, sy;
2163
2164 sx = op->x + freearr_x[dir];
2165 sy = op->y + freearr_y[dir];
2166 m = op->map;
2167 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2168 if (mflags & P_OUT_OF_MAP)
2169 return;
2170
2171 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2172 {
2173 next = tmp->above;
2174
2175 /* Need to look at the head object - otherwise, if tmp
2176 * points to a monster, we don't have all the necessary
2177 * info for it.
2178 */
2179 if (tmp->head)
2180 head = tmp->head;
2181 else
2182 head = tmp;
2183
2184 /* don't attack our own spells */
2185 if (tmp->owner && tmp->owner == op->owner)
2186 continue;
2187
2188 /* Basically, if the object is magical and not counterspell,
2189 * we will more or less remove the object. Don't counterspell
2190 * monsters either.
2191 */
2192
2193 if (head->attacktype & AT_MAGIC &&
2194 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2195 head->destroy ();
2196 else
2197 switch (head->type)
2198 {
2199 case SPELL_EFFECT:
2200 if (op->level > head->level)
2201 head->destroy ();
2202
2203 break;
2204
2205 /* I really don't get this rune code that much - that
2206 * random chance seems really low.
2207 */
2208 case RUNE:
2209 if (rndm (0, 149) == 0)
2210 {
2211 head->stats.hp--; /* weaken the rune */
2212 if (!head->stats.hp)
2213 head->destroy ();
2214 }
2215 break;
2216 }
2217 }
2218 }
2219
2220
2221
2222 /* cast_consecrate() - a spell to make an altar your god's */
2223 int
2224 cast_consecrate (object *op, object *caster, object *spell)
2225 {
2226 char buf[MAX_BUF];
2227
2228 object *tmp, *god = find_god (determine_god (op));
2229
2230 if (!god)
2231 {
2232 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2233 return 0;
2234 }
2235
2236 for (tmp = op->below; tmp; tmp = tmp->below)
2237 {
2238 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2239 break;
2240 if (tmp->type == HOLY_ALTAR)
2241 {
2242
2243 if (tmp->level > caster_level (caster, spell))
2244 {
2245 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2246 return 0;
2247 }
2248 else
2249 {
2250 /* If we got here, we are consecrating an altar */
2251 sprintf (buf, "Altar of %s", &god->name);
2252 tmp->name = buf;
2253 tmp->level = caster_level (caster, spell);
2254 tmp->other_arch = god->arch;
2255 if (op->type == PLAYER)
2256 esrv_update_item (UPD_NAME, op, tmp);
2257 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2258 return 1;
2259 }
2260 }
2261 }
2262 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2263 return 0;
2264 }
2265
2266 /* animate_weapon -
2267 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2268 * The golem is based on the archetype specified, modified by the caster's level
2269 * and the attributes of the weapon. The weapon is inserted in the golem's
2270 * inventory so that it falls to the ground when the golem dies.
2271 * This code was very odd - code early on would only let players use the spell,
2272 * yet the code wass full of player checks. I've presumed that the code
2273 * that only let players use it was correct, and removed all the other
2274 * player checks. MSW 2003-01-06
2275 */
2276
2277 int
2278 animate_weapon (object *op, object *caster, object *spell, int dir)
2279 {
2280 object *weapon, *tmp;
2281 char buf[MAX_BUF];
2282 int a, i;
2283 sint16 x, y;
2284 maptile *m;
2285 materialtype_t *mt;
2286
2287 if (!spell->other_arch)
2288 {
2289 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2290 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2291 return 0;
2292 }
2293 /* exit if it's not a player using this spell. */
2294 if (op->type != PLAYER)
2295 return 0;
2296
2297 /* if player already has a golem, abort */
2298 if (op->contr->ranges[range_golem])
2299 {
2300 control_golem (op->contr->ranges[range_golem], dir);
2301 return 0;
2302 }
2303
2304 /* if no direction specified, pick one */
2305 if (!dir)
2306 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2307
2308 m = op->map;
2309 x = op->x + freearr_x[dir];
2310 y = op->y + freearr_y[dir];
2311
2312 /* if there's no place to put the golem, abort */
2313 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2314 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2315 {
2316 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2317 return 0;
2318 }
2319
2320 /* Use the weapon marked by the player. */
2321 weapon = find_marked_object (op);
2322
2323 if (!weapon)
2324 {
2325 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2326 return 0;
2327 }
2328 if (spell->race && strcmp (weapon->arch->name, spell->race))
2329 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2331 return 0;
2332 }
2333 if (weapon->type != WEAPON)
2334 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2336 return 0;
2337 }
2338 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2339 {
2340 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2341 return 0;
2342 }
2343
2344 if (weapon->nrof > 1)
2345 {
2346 tmp = get_split_ob (weapon, 1);
2347 esrv_send_item (op, weapon);
2348 weapon = tmp;
2349 }
2350
2351 /* create the golem object */
2352 tmp = arch_to_object (spell->other_arch);
2353
2354 /* if animated by a player, give the player control of the golem */
2355 CLEAR_FLAG (tmp, FLAG_MONSTER);
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 }