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Revision: 1.37
Committed: Tue Feb 6 03:21:20 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +8 -6 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 #include <sproto.h>
29 #include <spells.h>
30 #include <sounds.h>
31
32 /* cast_magic_storm: This is really used mostly for spell
33 * fumbles at the like. tmp is the object to propogate.
34 * op is what is casting this.
35 */
36 void
37 cast_magic_storm (object *op, object *tmp, int lvl)
38 {
39 if (!tmp)
40 return; /* error */
41
42 tmp->level = op->level;
43 tmp->range += lvl / 5; /* increase the area of destruction */
44 tmp->duration += lvl / 5;
45
46 /* Put a cap on duration for this - if the player fails in their
47 * apartment, don't want it to go on so long that it kills them
48 * multiple times. Also, damge already increases with level,
49 * so don't really need to increase the duration as much either.
50 */
51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
54 tmp->stats.dam = lvl; /* nasty recoils! */
55 tmp->stats.maxhp = tmp->count; /* tract single parent */
56
57 tmp->insert_at (op, op);
58 }
59
60 int
61 recharge (object *op, object *caster, object *spell_ob)
62 {
63 object *wand, *tmp;
64 int ncharges;
65
66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND)
68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0;
71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy ();
78 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level;
97 else
98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0;
101 }
102
103 if (!ncharges)
104 ncharges = 1;
105
106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
111 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed);
113 }
114
115 return 1;
116 }
117
118 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * arrows.
121 * Sets the plus based on the casters level. It is also settable with the
122 * invoke command. If the caster attempts to create missiles with too
123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc...
127 */
128
129 int
130 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131 {
132 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name;
134 object *tmp, *missile;
135
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race;
141
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143
144 if (archetype::find (missile_name) == NULL)
145 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0;
148 }
149
150 missile = get_archetype (missile_name);
151
152 if (stringarg)
153 {
154 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg))
156 {
157 artifact *al = find_artifactlist (missile->type)->items;
158
159 for (; al != NULL; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg))
161 break;
162
163 if (!al)
164 {
165 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
167 return 0;
168 }
169
170 if (al->item->slaying)
171 {
172 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0;
175 }
176
177 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type.
181 */
182 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0;
184 }
185 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg);
187 }
188
189 if (missile_plus > 4)
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
197 if (missile->nrof < 1)
198 missile->nrof = 1;
199
200 missile->magic = missile_plus;
201 /* Can't get any money for these objects */
202 missile->value = 0;
203
204 SET_FLAG (missile, FLAG_IDENTIFIED);
205
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile);
208
209 return 1;
210 }
211
212
213 /* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215 int
216 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
217 {
218 int food_value;
219 archetype *at = NULL;
220 object *new_op;
221
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
223
224 if (stringarg)
225 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value)
230 stringarg = NULL;
231 }
232
233 if (!stringarg)
234 {
235 archetype *at_tmp;
236
237 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this
239 * function, and addition of new food types is automatically added.
240 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor.
242 */
243
244 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
249 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead.
252 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
254 at = at_tmp;
255 }
256 }
257 }
258 /* Pretty unlikely (there are some very low food items), but you never
259 * know
260 */
261 if (!at)
262 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0;
265 }
266
267 food_value /= at->clone.stats.food;
268 new_op = arch_to_object (at);
269 new_op->nrof = food_value;
270
271 new_op->value = 0;
272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
274
275 cast_create_obj (op, caster, new_op, dir);
276 return 1;
277 }
278
279 int
280 probe (object *op, object *caster, object *spell_ob, int dir)
281 {
282 int r, mflags, maxrange;
283 object *tmp;
284 maptile *m;
285
286
287 if (!dir)
288 {
289 examine_monster (op, op);
290 return 1;
291 }
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++)
294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296
297 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299
300 if (mflags & P_OUT_OF_MAP)
301 break;
302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0;
307 }
308 if (mflags & P_IS_ALIVE)
309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL)
315 tmp = tmp->head;
316 examine_monster (op, tmp);
317 return 1;
318 }
319 }
320 }
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1;
323 }
324
325
326 /* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It
330 * only checks the racial adjustments, and in fact that
331 * pl is invisible.
332 */
333 int
334 makes_invisible_to (object *pl, object *mon)
335 {
336
337 if (!pl->invisible)
338 return 0;
339 if (pl->type == PLAYER)
340 {
341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race)
343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
346 return 1;
347 }
348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1;
351 /* No race, can't be invisible to it */
352 if (!mon->race)
353 return 0;
354 if (strstr (mon->race, pl->contr->invis_race))
355 return 1;
356 /* Nothing matched above, return 0 */
357 return 0;
358 }
359 else
360 {
361 /* monsters are invisible to everything */
362 return 1;
363 }
364 }
365
366 /* Makes the player or character invisible.
367 * Note the spells to 'stack', but perhaps in odd ways.
368 * the duration for all is cumulative.
369 * In terms of invis undead/normal invis, it is the last one cast that
370 * will determine if you are invisible to undead or normal monsters.
371 * For improved invis, if you cast it with a one of the others, you
372 * lose the improved part of it, and the above statement about undead/
373 * normal applies.
374 */
375 int
376 cast_invisible (object *op, object *caster, object *spell_ob)
377 {
378 object *tmp;
379
380 if (op->invisible > 1000)
381 {
382 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
383 return 0;
384 }
385
386 /* Remove the switch with 90% duplicate code - just handle the differences with
387 * and if statement or two.
388 */
389 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
390 /* max duration */
391 if (op->invisible > 1000)
392 op->invisible = 1000;
393
394 if (op->type == PLAYER)
395 {
396 op->contr->invis_race = spell_ob->race;
397
398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
399 op->contr->tmp_invis = 0;
400 else
401 op->contr->tmp_invis = 1;
402
403 op->contr->hidden = 0;
404 }
405 if (makes_invisible_to (op, op))
406 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
407 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409
410 update_object (op, UP_OBJ_FACE);
411
412 /* Only search the active objects - only these should actually do
413 * harm to the player.
414 */
415 for_all_actives (tmp)
416 if (tmp->enemy == op)
417 tmp->enemy = 0;
418
419 return 1;
420 }
421
422 /* earth to dust spell. Basically destroys earthwalls in the area.
423 */
424 int
425 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426 {
427 object *tmp, *next;
428 int range, i, j, mflags;
429 sint16 sx, sy;
430 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436
437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++)
439 {
440 sx = op->x + i;
441 sy = op->y + j;
442 m = op->map;
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444
445 if (mflags & P_OUT_OF_MAP)
446 continue;
447
448 // earth to dust tears down everything that can be teared down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
450 {
451 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 }
455 }
456
457 return 1;
458 }
459
460 void
461 execute_word_of_recall (object *op)
462 {
463 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474
475 op->destroy ();
476 }
477
478 /* Word of recall causes the player to return 'home'.
479 * we put a force into the player object, so that there is a
480 * time delay effect.
481 */
482 int
483 cast_word_of_recall (object *op, object *caster, object *spell_ob)
484 {
485 object *dummy;
486 int time;
487
488 if (op->type != PLAYER)
489 return 0;
490
491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 {
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1;
495 }
496
497 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
506 if (time < 1)
507 time = 1;
508
509 /* value of speed really doesn't make much difference, as long as it is
510 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something.
512 */
513 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL;
517
518 /* If we could take advantage of enter_player_savebed() here, it would be
519 * nice, but until the map load fails, we can't.
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524
525 op->insert (dummy);
526
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
529 return 1;
530 }
531
532 /* cast_wonder
533 * wonder is really just a spell that will likely cast another
534 * spell.
535 */
536 int
537 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538 {
539 object *newspell;
540
541 if (!rndm (0, 3))
542 return cast_cone (op, caster, dir, spell_ob);
543
544 if (spell_ob->randomitems)
545 {
546 newspell = generate_treasure (spell_ob->randomitems, caster->level);
547 if (!newspell)
548 {
549 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
550 return 0;
551 }
552 if (newspell->type != SPELL)
553 {
554 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
555 return 0;
556 }
557 /* Prevent inifinit recursion */
558 if (newspell->subtype == SP_WONDER)
559 {
560 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
561 return 0;
562 }
563 return cast_spell (op, caster, dir, newspell, NULL);
564 }
565 return 1;
566 }
567
568 int
569 perceive_self (object *op)
570 {
571 char *cp = describe_item (op, op), buf[MAX_BUF];
572 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575
576 tmp = find_god (determine_god (op));
577 if (tmp)
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
581
582 tmp = present_arch_in_ob (at, op);
583
584 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
586 else
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 if (tmp != NULL)
591 {
592 for (i = 0; i < NUM_STATS; i++)
593 {
594 if (get_attr_value (&tmp->stats, i) < 0)
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 }
601
602 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
608 {
609 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything.");
611 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break;
616 }
617 }
618 }
619
620 return 1;
621 }
622
623 /* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640 int
641 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642 {
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870
871 return 1;
872 }
873
874 /* This creates magic walls. Really, it can create most any object,
875 * within some reason.
876 */
877 int
878 magic_wall (object *op, object *caster, int dir, object *spell_ob)
879 {
880 object *tmp;
881 int i, posblocked, negblocked, maxrange;
882 sint16 x, y;
883 maptile *m;
884 const char *name;
885 archetype *at;
886
887 if (!dir)
888 {
889 dir = op->facing;
890 x = op->x;
891 y = op->y;
892 }
893 else
894 {
895 x = op->x + freearr_x[dir];
896 y = op->y + freearr_y[dir];
897 }
898
899 m = op->map;
900
901 if ((spell_ob->move_block || x != op->x || y != op->y) &&
902 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
906 return 0;
907 }
908
909 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch);
911 else if (spell_ob->race)
912 {
913 char buf1[MAX_BUF];
914
915 sprintf (buf1, spell_ob->race, dir);
916 at = archetype::find (buf1);
917 if (!at)
918 {
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0;
922 }
923
924 tmp = arch_to_object (at);
925 }
926 else
927 {
928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
929 return 0;
930 }
931
932 if (tmp->type == SPELL_EFFECT)
933 {
934 tmp->attacktype = spell_ob->attacktype;
935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
936 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
937 tmp->range = 0;
938 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
940 {
941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.maxhp = tmp->stats.hp;
943 }
944
945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
946 {
947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 SET_FLAG (tmp, FLAG_IS_USED_UP);
949 }
950
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
952 {
953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
954 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE);
957 }
958
959 /* This can't really hurt - if the object doesn't kill anything,
960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
962 */
963 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op);
965
966 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2;
968
969 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op)))
971 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0;
974 }
975
976 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979
980 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through
984 * blocked spaces.
985 */
986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
987 posblocked = 0;
988 negblocked = 0;
989
990 for (i = 1; i <= maxrange; i++)
991 {
992 int dir2;
993
994 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
995
996 x = tmp->x + i * freearr_x[dir2];
997 y = tmp->y + i * freearr_y[dir2];
998 m = tmp->map;
999
1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1002 {
1003 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op);
1005
1006 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1009
1010 }
1011 else
1012 posblocked = 1;
1013
1014 x = tmp->x - i * freearr_x[dir2];
1015 y = tmp->y - i * freearr_y[dir2];
1016 m = tmp->map;
1017
1018 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 {
1021 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op);
1023
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 }
1027 else
1028 negblocked = 1;
1029 }
1030
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1032 update_all_los (op->map, op->x, op->y);
1033
1034 return 1;
1035 }
1036
1037 int
1038 dimension_door (object *op, object *caster, object *spob, int dir)
1039 {
1040 uint32 dist, maxdist;
1041 int mflags;
1042 maptile *m;
1043 sint16 sx, sy;
1044
1045 if (op->type != PLAYER)
1046 return 0;
1047
1048 if (!dir)
1049 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1051 return 0;
1052 }
1053
1054 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in.
1056 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058
1059 if (op->contr->count)
1060 {
1061 if (op->contr->count > maxdist)
1062 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0;
1065 }
1066
1067 for (dist = 0; dist < op->contr->count; dist++)
1068 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break;
1073
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break;
1076 }
1077
1078 if (dist < op->contr->count)
1079 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0;
1083 }
1084
1085 op->contr->count = 0;
1086
1087 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and
1091 * lots of other maps that protect areas with no magic, but the
1092 * areas themselves don't contain no magic spaces.
1093 */
1094 /* This call here is really just to normalize the coordinates */
1095 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1096 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099 return 1; /* Maybe the penalty should be more severe... */
1100 }
1101 }
1102 else
1103 {
1104 /* Player didn't specify a distance, so lets see how far
1105 * we can move the player. Don't know why this stopped on
1106 * spaces that blocked the players view.
1107 */
1108
1109 for (dist = 0; dist < maxdist; dist++)
1110 {
1111 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1112
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break;
1115
1116 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120
1121 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player.
1123 */
1124 for (; dist > 0; dist--)
1125 {
1126 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue;
1129
1130
1131 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135 if (!dist)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1138 return 0;
1139 }
1140 }
1141
1142 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1144 return 1;
1145
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1147 return 1;
1148 }
1149
1150
1151 /* cast_heal: Heals something.
1152 * op is the caster.
1153 * dir is the direction he is casting it in.
1154 * spell is the spell object.
1155 */
1156 int
1157 cast_heal (object *op, object *caster, object *spell, int dir)
1158 {
1159 object *tmp;
1160 archetype *at;
1161 object *poison;
1162 int heal = 0, success = 0;
1163
1164 tmp = find_target_for_friendly_spell (op, dir);
1165
1166 if (tmp == NULL)
1167 return 0;
1168
1169 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage.
1171 */
1172 heal = spell->stats.dam;
1173 if (spell->stats.hp)
1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1175
1176 if (heal)
1177 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181 }
1182 else
1183 {
1184 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based
1186 * on amount of damage healed.
1187 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1189 heal = tmp->stats.maxhp - tmp->stats.hp;
1190 tmp->stats.hp += heal;
1191
1192 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207 }
1208 else
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211 }
1212 success = 1;
1213 }
1214 }
1215 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op))
1217 success = 1;
1218
1219 if (spell->attacktype & AT_POISON)
1220 {
1221 at = archetype::find ("poisoning");
1222 poison = present_arch_in_ob (at, tmp);
1223 if (poison)
1224 {
1225 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1;
1228 }
1229 }
1230 if (spell->attacktype & AT_CONFUSION)
1231 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison)
1234 {
1235 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1;
1238 }
1239 }
1240 if (spell->attacktype & AT_BLIND)
1241 {
1242 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp);
1244 if (poison)
1245 {
1246 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1248 poison->stats.food = 1;
1249 }
1250 }
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 {
1253 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1258 }
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 {
1261 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1266 }
1267 if (spell->stats.food && tmp->stats.food < 999)
1268 {
1269 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999;
1272 success = 1;
1273 /* We could do something a bit better like the messages for healing above */
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1275 }
1276 return success;
1277 }
1278
1279
1280 /* This is used for the spells that gain stats. There are no spells
1281 * right now that icnrease wis/int/pow on a temp basis, so no
1282 * good comments for those.
1283 */
1284 static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.",
1286 "You grow no more agile.",
1287 "You don't feel any healthier.",
1288 "no wis",
1289 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292 };
1293
1294 int
1295 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1296 {
1297 object *force = NULL;
1298 int i;
1299
1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1301 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir)
1303 : op;
1304
1305 if (!tmp)
1306 return 0;
1307
1308 /* If we've already got a force of this type, don't add a new one. */
1309 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 {
1311 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1312 {
1313 if (tmp2->name == spell_ob->name)
1314 {
1315 force = tmp2; /* the old effect will be "refreshed" */
1316 break;
1317 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 {
1320 if (!silent)
1321 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1322 return 0;
1323 }
1324 }
1325 }
1326 if (force == NULL)
1327 {
1328 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY;
1330 if (spell_ob->race)
1331 force->name = spell_ob->race;
1332 else
1333 force->name = spell_ob->name;
1334 force->name_pl = spell_ob->name;
1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336
1337 }
1338 else
1339 {
1340 int duration;
1341
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration)
1344 {
1345 force->duration = duration;
1346 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347 }
1348 else
1349 {
1350 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1351 }
1352 return 1;
1353 }
1354 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 force->speed = 1.0;
1356 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED);
1358
1359 /* Now start processing the effects. First, protections */
1360 for (i = 0; i < NROFATTACKS; i++)
1361 {
1362 if (spell_ob->resist[i])
1363 {
1364 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1365 if (force->resist[i] > 100)
1366 force->resist[i] = 100;
1367 }
1368 }
1369 if (spell_ob->stats.hp)
1370 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1371
1372 if (tmp->type == PLAYER)
1373 {
1374 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++)
1376 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1378
1379 if (stat)
1380 {
1381 sm = 0;
1382 for (k = 0; k < stat; k++)
1383 sm += rndm (1, 3);
1384
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1386 {
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1388 if (sm < 0)
1389 sm = 0;
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 }
1395 }
1396 }
1397
1398 force->move_type = spell_ob->move_type;
1399
1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1401 SET_FLAG (force, FLAG_SEE_IN_DARK);
1402
1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1404 SET_FLAG (force, FLAG_XRAYS);
1405
1406 /* Haste/bonus speed */
1407 if (spell_ob->stats.exp)
1408 {
1409 if (op->speed > 0.5f)
1410 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1411 else
1412 force->stats.exp = spell_ob->stats.exp;
1413 }
1414
1415 force->stats.wc = spell_ob->stats.wc;
1416 force->stats.ac = spell_ob->stats.ac;
1417 force->attacktype = spell_ob->attacktype;
1418
1419 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats ();
1422 return 1;
1423 }
1424
1425 /* This used to be part of cast_change_ability, but it really didn't make
1426 * a lot of sense, since most of the values it derives are from the god
1427 * of the caster.
1428 */
1429
1430 int
1431 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432 {
1433 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1435
1436 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1437 if (dir != 0)
1438 {
1439 tmp = find_target_for_friendly_spell (op, dir);
1440 }
1441 else
1442 {
1443 tmp = op;
1444 }
1445
1446 /* If we've already got a force of this type, don't add a new one. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1448 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 {
1451 if (tmp2->name == spell_ob->name)
1452 {
1453 force = tmp2; /* the old effect will be "refreshed" */
1454 break;
1455 }
1456 else if (spell_ob->race && spell_ob->race == tmp2->name)
1457 {
1458 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1459 return 0;
1460 }
1461 }
1462 }
1463 if (force == NULL)
1464 {
1465 force = get_archetype (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race)
1468 force->name = spell_ob->race;
1469 else
1470 force->name = spell_ob->name;
1471 force->name_pl = spell_ob->name;
1472 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1473 }
1474 else
1475 {
1476 int duration;
1477
1478 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1479 if (duration > force->duration)
1480 {
1481 force->duration = duration;
1482 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1483 }
1484 else
1485 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1487 }
1488 return 0;
1489 }
1490 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1491 force->speed = 1.0;
1492 force->speed_left = -1.0;
1493 SET_FLAG (force, FLAG_APPLIED);
1494
1495 if (!god)
1496 {
1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498 }
1499 else
1500 {
1501 /* Only give out good benefits, and put a max on it */
1502 for (i = 0; i < NROFATTACKS; i++)
1503 {
1504 if (god->resist[i] > 0)
1505 {
1506 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1507 }
1508 }
1509 force->path_attuned |= god->path_attuned;
1510
1511 if (spell_ob->attacktype)
1512 force->slaying = god->slaying;
1513
1514 if (tmp != op)
1515 {
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1518 }
1519 else
1520 {
1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1522 }
1523
1524 }
1525 force->stats.wc = spell_ob->stats.wc;
1526 force->stats.ac = spell_ob->stats.ac;
1527
1528 change_abil (tmp, force); /* Mostly to display any messages */
1529 insert_ob_in_ob (force, tmp);
1530 tmp->update_stats ();
1531 return 1;
1532 }
1533
1534
1535
1536 /* Alchemy code by Mark Wedel
1537 *
1538 * This code adds a new spell, called alchemy. Alchemy will turn
1539 * objects to gold nuggets, the value of the gold nuggets being
1540 * about 90% of that of the item itself. It uses the value of the
1541 * object before charisma adjustments, because the nuggets themselves
1542 * will be will be adjusted by charisma when sold.
1543 *
1544 * Large nuggets are worth 25 gp each (base). You will always get
1545 * the maximum number of large nuggets you could get.
1546 * Small nuggets are worth 1 gp each (base). You will get from 0
1547 * to the max amount of small nuggets as you could get.
1548 *
1549 * For example, if an item is worth 110 gold, you will get
1550 * 4 large nuggets, and from 0-10 small nuggets.
1551 *
1552 * There is also a chance (1:30) that you will get nothing at all
1553 * for the object. There is also a maximum weight that will be
1554 * alchemised.
1555 */
1556
1557 /* I didn't feel like passing these as argumeents to the
1558 * two functions that need them. Real values are put in them
1559 * when the spell is cast, and these are freed when the spell
1560 * is finished.
1561 */
1562 static object *small, *large;
1563
1564 static void
1565 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1566 {
1567 uint64 value = query_cost (obj, NULL, F_TRUE);
1568
1569 /* Give third price when we alchemy money (This should hopefully
1570 * make it so that it isn't worth it to alchemy money, sell
1571 * the nuggets, alchemy the gold from that, etc.
1572 * Otherwise, give 9 silver on the gold for other objects,
1573 * so that it would still be more affordable to haul
1574 * the stuff back to town.
1575 */
1576
1577 if (QUERY_FLAG (obj, FLAG_UNPAID))
1578 value = 0;
1579 else if (obj->type == MONEY || obj->type == GEM)
1580 value /= 3;
1581 else
1582 value = (value * 9) / 10;
1583
1584 value /= 4; // fix by GHJ, don't understand, pcg
1585
1586 if (obj->value > 0 && rndm (0, 29))
1587 {
1588 int count;
1589
1590 count = value / large->value;
1591 *large_nuggets += count;
1592 value -= (uint64) count *(uint64) large->value;
1593
1594 count = value / small->value;
1595 *small_nuggets += count;
1596 }
1597
1598 /* Turn 25 small nuggets into 1 large nugget. If the value
1599 * of large nuggets is not evenly divisable by the small nugget
1600 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1601 */
1602 if (*small_nuggets * small->value >= large->value)
1603 {
1604 (*large_nuggets)++;
1605 *small_nuggets -= large->value / small->value;
1606 if (*small_nuggets && large->value % small->value)
1607 (*small_nuggets)--;
1608 }
1609
1610 weight += obj->weight;
1611 obj->destroy ();
1612 }
1613
1614 static void
1615 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1616 {
1617 object *tmp;
1618 int flag = 0;
1619
1620 /* Put any nuggets below the player, but we can only pass this
1621 * flag if we are on the same space as the player
1622 */
1623 if (x == op->x && y == op->y && op->map == m)
1624 flag = INS_BELOW_ORIGINATOR;
1625
1626 if (small_nuggets)
1627 {
1628 tmp = small->clone ();
1629 tmp->nrof = small_nuggets;
1630 m->insert (tmp, x, y, op, flag);
1631 }
1632
1633 if (large_nuggets)
1634 {
1635 tmp = large->clone ();
1636 tmp->nrof = large_nuggets;
1637 m->insert (tmp, x, y, op, flag);
1638 }
1639 }
1640
1641 int
1642 alchemy (object *op, object *caster, object *spell_ob)
1643 {
1644 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1645 sint16 nx, ny;
1646 object *next, *tmp;
1647 maptile *mp;
1648
1649 if (op->type != PLAYER)
1650 return 0;
1651
1652 /* Put a maximum weight of items that can be alchemied. Limits the power
1653 * some, and also prevents people from alcheming every table/chair/clock
1654 * in sight
1655 */
1656 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1657 weight_max *= 1000;
1658 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1659
1660 for (y = op->y - 1; y <= op->y + 1; y++)
1661 {
1662 for (x = op->x - 1; x <= op->x + 1; x++)
1663 {
1664 nx = x;
1665 ny = y;
1666
1667 mp = op->map;
1668
1669 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1670
1671 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1672 continue;
1673
1674 /* Treat alchemy a little differently - most spell effects
1675 * use fly as the movement type - for alchemy, consider it
1676 * ground level effect.
1677 */
1678 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1679 continue;
1680
1681 small_nuggets = 0;
1682 large_nuggets = 0;
1683
1684 for (tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 {
1686 next = tmp->above;
1687
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 {
1691 if (tmp->inv)
1692 {
1693 object *next1, *tmp1;
1694
1695 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1696 {
1697 next1 = tmp1->below;
1698 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1699 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1700 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1701 }
1702 }
1703
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1705
1706 if (weight > weight_max)
1707 {
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1721 }
1722 }
1723
1724 large->destroy ();
1725 small->destroy ();
1726 /* reset this so that if player standing on a big pile of stuff,
1727 * it is redrawn properly.
1728 */
1729 op->contr->ns->look_position = 0;
1730 return 1;
1731 }
1732
1733
1734 /* This function removes the cursed/damned status on equipped
1735 * items.
1736 */
1737 int
1738 remove_curse (object *op, object *caster, object *spell)
1739 {
1740 object *tmp;
1741 int success = 0, was_one = 0;
1742
1743 for (tmp = op->inv; tmp; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 {
1748 was_one++;
1749 if (tmp->level <= caster_level (caster, spell))
1750 {
1751 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED))
1753 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754
1755 CLEAR_FLAG (tmp, FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER)
1759 esrv_send_item (op, tmp);
1760 }
1761 }
1762
1763 if (op->type == PLAYER)
1764 {
1765 if (success)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else
1770 {
1771 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1775 }
1776 }
1777
1778 return success;
1779 }
1780
1781 /* Identifies objects in the players inventory/on the ground */
1782
1783 int
1784 cast_identify (object *op, object *caster, object *spell)
1785 {
1786 object *tmp;
1787 int success = 0, num_ident;
1788
1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1790
1791 if (num_ident < 1)
1792 num_ident = 1;
1793
1794 for (tmp = op->inv; tmp; tmp = tmp->below)
1795 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 {
1798 identify (tmp);
1799
1800 if (op->type == PLAYER)
1801 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1803
1804 if (tmp->msg)
1805 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 }
1810
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident)
1814 break;
1815 }
1816 }
1817
1818 /* If all the power of the spell has been used up, don't go and identify
1819 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used.
1821 */
1822 if (num_ident)
1823 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 {
1827 identify (tmp);
1828
1829 if (op->type == PLAYER)
1830 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1832
1833 if (tmp->msg)
1834 {
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 }
1841
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident)
1845 break;
1846 }
1847 }
1848
1849 if (!success)
1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1851 else
1852 spell_effect (spell, op->x, op->y, op->map, op);
1853
1854 return success;
1855 }
1856
1857 int
1858 cast_detection (object *op, object *caster, object *spell, object *skill)
1859 {
1860 object *tmp, *last, *god, *detect;
1861 int done_one, range, mflags, floor, level;
1862 sint16 x, y, nx, ny;
1863 maptile *m;
1864
1865 /* We precompute some values here so that we don't have to keep
1866 * doing it over and over again.
1867 */
1868 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell);
1871
1872 if (!skill)
1873 skill = caster;
1874
1875 for (x = op->x - range; x <= op->x + range; x++)
1876 for (y = op->y - range; y <= op->y + range; y++)
1877 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up.
1887 */
1888
1889 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1890 last = tmp;
1891
1892 /* Shouldn't happen, but if there are no objects on a space, this
1893 * would happen.
1894 */
1895 if (!last)
1896 continue;
1897
1898 done_one = 0;
1899 floor = 0;
1900 detect = NULL;
1901 for (tmp = last; tmp; tmp = tmp->below)
1902 {
1903 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1905 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1908 tmp->type == CF_HANDLE ||
1909 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1910 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1914 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1915 {
1916 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1917 {
1918 tmp->invisible = 0;
1919 done_one = 1;
1920 }
1921 }
1922
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1;
1925
1926 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */
1931 if (floor)
1932 continue;
1933
1934 /* I had thought about making detect magic and detect curse
1935 * show the flash the magic item like it does for detect monster.
1936 * however, if the object is within sight, this would then make it
1937 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant.
1939 */
1940
1941 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1944 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4;
1949 done_one = 1;
1950 }
1951 /* detect monster */
1952 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1953 {
1954 done_one = 2;
1955 if (!detect)
1956 detect = tmp;
1957 }
1958 /* Basically, if race is set in the spell, then the creatures race must
1959 * match that. if the spell race is set to GOD, then the gods opposing
1960 * race must match.
1961 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1964 (strstr (spell->race, tmp->race))))
1965 {
1966 done_one = 2;
1967 if (!detect)
1968 detect = tmp;
1969 }
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1;
1975 }
1976 } /* for stack of objects on this space */
1977
1978 /* Code here puts an effect of the spell on the space, so you can see
1979 * where the magic is.
1980 */
1981 if (done_one)
1982 {
1983 object *detect_ob = arch_to_object (spell->other_arch);
1984
1985 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect)
1987 {
1988 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1995 }
1996
1997 m->insert (detect_ob, nx, ny, op);
1998 }
1999 } /* for processing the surrounding spaces */
2000
2001
2002 /* Now process objects in the players inventory if detect curse or magic */
2003 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2004 {
2005 done_one = 0;
2006 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2009 {
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2011 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER)
2014 esrv_send_item (op, tmp);
2015 }
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2018 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER)
2021 esrv_send_item (op, tmp);
2022 }
2023 } /* if item is not identified */
2024 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */
2026 return 1;
2027 }
2028
2029
2030 /**
2031 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2032 * level whos spell did cause the overcharge.
2033 */
2034 static void
2035 charge_mana_effect (object *victim, int caster_level)
2036 {
2037
2038 /* Prevent explosions for objects without mana. Without this check, doors
2039 * will explode, too.
2040 */
2041 if (victim->stats.maxsp <= 0)
2042 return;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2045
2046 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp;
2059 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2067 confuse_player (victim, victim, 99);
2068 }
2069 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2070 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2071 }
2072
2073 /* cast_transfer
2074 * This spell transfers sp from the player to another person.
2075 * We let the target go above their normal maximum SP.
2076 */
2077
2078 int
2079 cast_transfer (object *op, object *caster, object *spell, int dir)
2080 {
2081 object *plyr = NULL;
2082 sint16 x, y;
2083 maptile *m;
2084 int mflags;
2085
2086 m = op->map;
2087 x = op->x + freearr_x[dir];
2088 y = op->y + freearr_y[dir];
2089
2090 mflags = get_map_flags (m, &m, x, y, &x, &y);
2091
2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2093 {
2094 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2096 break;
2097 }
2098
2099
2100 /* If we did not find a player in the specified direction, transfer
2101 * to anyone on top of us. This is used for the rune of transference mostly.
2102 */
2103 if (plyr == NULL)
2104 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2106 break;
2107
2108 if (!plyr)
2109 {
2110 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2111 return 0;
2112 }
2113 /* give sp */
2114 if (spell->stats.dam > 0)
2115 {
2116 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2117 charge_mana_effect (plyr, caster_level (caster, spell));
2118 return 1;
2119 }
2120 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr)
2122 {
2123 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2124
2125 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2126
2127 if (rate > 95)
2128 rate = 95;
2129
2130 sucked = (plyr->stats.sp * rate) / 100;
2131 plyr->stats.sp -= sucked;
2132 if (QUERY_FLAG (op, FLAG_ALIVE))
2133 {
2134 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked;
2137 if (sucked > 0)
2138 {
2139 charge_mana_effect (op, caster_level (caster, spell));
2140 }
2141 }
2142 return 1;
2143 }
2144 return 0;
2145 }
2146
2147
2148 /* counterspell: nullifies spell effects.
2149 * op is the counterspell object, dir is the direction
2150 * it was cast in.
2151 * Basically, if the object has a magic attacktype,
2152 * this may nullify it.
2153 */
2154 void
2155 counterspell (object *op, int dir)
2156 {
2157 object *tmp, *head, *next;
2158 int mflags;
2159 maptile *m;
2160 sint16 sx, sy;
2161
2162 sx = op->x + freearr_x[dir];
2163 sy = op->y + freearr_y[dir];
2164 m = op->map;
2165 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2166 if (mflags & P_OUT_OF_MAP)
2167 return;
2168
2169 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2170 {
2171 next = tmp->above;
2172
2173 /* Need to look at the head object - otherwise, if tmp
2174 * points to a monster, we don't have all the necessary
2175 * info for it.
2176 */
2177 if (tmp->head)
2178 head = tmp->head;
2179 else
2180 head = tmp;
2181
2182 /* don't attack our own spells */
2183 if (tmp->owner && tmp->owner == op->owner)
2184 continue;
2185
2186 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell
2188 * monsters either.
2189 */
2190
2191 if (head->attacktype & AT_MAGIC &&
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2193 head->destroy ();
2194 else
2195 switch (head->type)
2196 {
2197 case SPELL_EFFECT:
2198 if (op->level > head->level)
2199 head->destroy ();
2200
2201 break;
2202
2203 /* I really don't get this rune code that much - that
2204 * random chance seems really low.
2205 */
2206 case RUNE:
2207 if (rndm (0, 149) == 0)
2208 {
2209 head->stats.hp--; /* weaken the rune */
2210 if (!head->stats.hp)
2211 head->destroy ();
2212 }
2213 break;
2214 }
2215 }
2216 }
2217
2218
2219
2220 /* cast_consecrate() - a spell to make an altar your god's */
2221 int
2222 cast_consecrate (object *op, object *caster, object *spell)
2223 {
2224 char buf[MAX_BUF];
2225
2226 object *tmp, *god = find_god (determine_god (op));
2227
2228 if (!god)
2229 {
2230 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2231 return 0;
2232 }
2233
2234 for (tmp = op->below; tmp; tmp = tmp->below)
2235 {
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2237 break;
2238 if (tmp->type == HOLY_ALTAR)
2239 {
2240
2241 if (tmp->level > caster_level (caster, spell))
2242 {
2243 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2244 return 0;
2245 }
2246 else
2247 {
2248 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell);
2252 tmp->other_arch = god->arch;
2253 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp);
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2256 return 1;
2257 }
2258 }
2259 }
2260 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2261 return 0;
2262 }
2263
2264 /* animate_weapon -
2265 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2266 * The golem is based on the archetype specified, modified by the caster's level
2267 * and the attributes of the weapon. The weapon is inserted in the golem's
2268 * inventory so that it falls to the ground when the golem dies.
2269 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06
2273 */
2274
2275 int
2276 animate_weapon (object *op, object *caster, object *spell, int dir)
2277 {
2278 object *weapon, *tmp;
2279 char buf[MAX_BUF];
2280 int a, i;
2281 sint16 x, y;
2282 maptile *m;
2283 materialtype_t *mt;
2284
2285 if (!spell->other_arch)
2286 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2289 return 0;
2290 }
2291 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER)
2293 return 0;
2294
2295 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem])
2297 {
2298 control_golem (op->contr->ranges[range_golem], dir);
2299 return 0;
2300 }
2301
2302 /* if no direction specified, pick one */
2303 if (!dir)
2304 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2305
2306 m = op->map;
2307 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir];
2309
2310 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2313 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2315 return 0;
2316 }
2317
2318 /* Use the weapon marked by the player. */
2319 weapon = find_marked_object (op);
2320
2321 if (!weapon)
2322 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2324 return 0;
2325 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race))
2327 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2329 return 0;
2330 }
2331 if (weapon->type != WEAPON)
2332 {
2333 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2334 return 0;
2335 }
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2337 {
2338 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2339 return 0;
2340 }
2341
2342 if (weapon->nrof > 1)
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348
2349 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch);
2351
2352 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 tmp->stats.exp = 0;
2355 add_friendly_object (tmp);
2356 tmp->type = GOLEM;
2357 tmp->set_owner (op);
2358 set_spell_skill (op, caster, spell, tmp);
2359 op->contr->ranges[range_golem] = tmp;
2360 op->contr->shoottype = range_golem;
2361
2362 /* Give the weapon to the golem now. A bit of a hack to check the
2363 * removed flag - it should only be set if get_split_object was
2364 * used above.
2365 */
2366 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2367 weapon->remove ();
2368 insert_ob_in_ob (weapon, tmp);
2369 esrv_send_item (op, weapon);
2370 /* To do everything necessary to let a golem use the weapon is a pain,
2371 * so instead, just set it as equipped (otherwise, we need to update
2372 * body_info, skills, etc)
2373 */
2374 SET_FLAG (tmp, FLAG_USE_WEAPON);
2375 SET_FLAG (weapon, FLAG_APPLIED);
2376 tmp->update_stats ();
2377
2378 /* There used to be 'odd' code that basically seemed to take the absolute
2379 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2380 * if you're using a crappy weapon, it shouldn't be as good.
2381 */
2382
2383 /* modify weapon's animated wc */
2384 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2385 if (tmp->stats.wc < -127)
2386 tmp->stats.wc = -127;
2387
2388 /* Modify hit points for weapon */
2389 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2390 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2391 if (tmp->stats.maxhp < 0)
2392 tmp->stats.maxhp = 10;
2393 tmp->stats.hp = tmp->stats.maxhp;
2394
2395 /* Modify weapon's damage */
2396 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2397 if (tmp->stats.dam < 0)
2398 tmp->stats.dam = 127;
2399
2400
2401 /* attacktype */
2402 if (!tmp->attacktype)
2403 tmp->attacktype = AT_PHYSICAL;
2404
2405 mt = NULL;
2406 if (op->materialname != NULL)
2407 mt = name_to_material (op->materialname);
2408 if (mt != NULL)
2409 {
2410 for (i = 0; i < NROFATTACKS; i++)
2411 tmp->resist[i] = 50 - (mt->save[i] * 5);
2412 a = mt->save[0];
2413 }
2414 else
2415 {
2416 for (i = 0; i < NROFATTACKS; i++)
2417 tmp->resist[i] = 5;
2418 a = 10;
2419 }
2420 /* Set weapon's immunity */
2421 tmp->resist[ATNR_CONFUSION] = 100;
2422 tmp->resist[ATNR_POISON] = 100;
2423 tmp->resist[ATNR_SLOW] = 100;
2424 tmp->resist[ATNR_PARALYZE] = 100;
2425 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2426 tmp->resist[ATNR_FEAR] = 100;
2427 tmp->resist[ATNR_DEPLETE] = 100;
2428 tmp->resist[ATNR_DEATH] = 100;
2429 tmp->resist[ATNR_BLIND] = 100;
2430
2431 /* Improve weapon's armour value according to best save vs. physical of its material */
2432
2433 if (a > 14)
2434 a = 14;
2435 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2436
2437 /* Determine golem's speed */
2438 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2439
2440 if (!spell->race)
2441 {
2442 sprintf (buf, "animated %s", &weapon->name);
2443 tmp->name = buf;
2444
2445 tmp->face = weapon->face;
2446 tmp->animation_id = weapon->animation_id;
2447 tmp->anim_speed = weapon->anim_speed;
2448 tmp->last_anim = weapon->last_anim;
2449 tmp->state = weapon->state;
2450 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2451 }
2452
2453 /* make experience increase in proportion to the strength of the summoned creature. */
2454 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2455
2456 tmp->speed_left = -1;
2457 tmp->direction = dir;
2458
2459 m->insert (tmp, x, y, op);
2460 return 1;
2461 }
2462
2463 /* cast_daylight() - changes the map darkness level *lower* */
2464
2465 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2466 * This changes the light level for the entire map.
2467 */
2468
2469 int
2470 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2471 {
2472 int success;
2473
2474 if (!op->map)
2475 return 0; /* shouldnt happen */
2476
2477 success = op->map->change_map_light (spell->stats.dam);
2478
2479 if (!success)
2480 {
2481 if (spell->stats.dam < 0)
2482 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2483 else
2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2485 }
2486 return success;
2487 }
2488
2489
2490
2491
2492
2493 /* create an aura spell object and put it in the player's inventory.
2494 * as usual, op is player, caster is the object casting the spell,
2495 * spell is the spell object itself.
2496 */
2497 int
2498 create_aura (object *op, object *caster, object *spell)
2499 {
2500 int refresh = 0;
2501 object *new_aura;
2502
2503 new_aura = present_arch_in_ob (spell->other_arch, op);
2504 if (new_aura)
2505 refresh = 1;
2506 else
2507 new_aura = arch_to_object (spell->other_arch);
2508
2509 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2510
2511 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2512
2513 new_aura->set_owner (op);
2514 set_spell_skill (op, caster, spell, new_aura);
2515 new_aura->attacktype = spell->attacktype;
2516
2517 new_aura->level = caster_level (caster, spell);
2518 if (refresh)
2519 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2520 else
2521 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2522 insert_ob_in_ob (new_aura, op);
2523 return 1;
2524 }
2525
2526
2527 /* move aura function. An aura is a part of someone's inventory,
2528 * which he carries with him, but which acts on the map immediately
2529 * around him.
2530 * Aura parameters:
2531 * duration: duration counter.
2532 * attacktype: aura's attacktype
2533 * other_arch: archetype to drop where we attack
2534 */
2535
2536 void
2537 move_aura (object *aura)
2538 {
2539 int i, mflags;
2540 object *env;
2541 maptile *m;
2542
2543 /* auras belong in inventories */
2544 env = aura->env;
2545
2546 /* no matter what we've gotta remove the aura...
2547 * we'll put it back if its time isn't up.
2548 */
2549 aura->remove ();
2550
2551 /* exit if we're out of gas */
2552 if (aura->duration-- < 0)
2553 {
2554 aura->destroy ();
2555 return;
2556 }
2557
2558 /* auras only exist in inventories */
2559 if (env == NULL || env->map == NULL)
2560 {
2561 aura->destroy ();
2562 return;
2563 }
2564
2565 /* we need to jump out of the inventory for a bit
2566 * in order to hit the map conveniently.
2567 */
2568 aura->insert_at (env, aura);
2569
2570 for (i = 1; i < 9; i++)
2571 {
2572 sint16 nx, ny;
2573
2574 nx = aura->x + freearr_x[i];
2575 ny = aura->y + freearr_y[i];
2576 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2577
2578 /* Consider the movement tyep of the person with the aura as
2579 * movement type of the aura. Eg, if the player is flying, the aura
2580 * is flying also, if player is walking, it is on the ground, etc.
2581 */
2582 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2583 {
2584 hit_map (aura, i, aura->attacktype, 0);
2585
2586 if (aura->other_arch)
2587 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2588 }
2589 }
2590
2591 /* put the aura back in the player's inventory */
2592 aura->remove ();
2593 insert_ob_in_ob (aura, env);
2594 }
2595
2596 /* moves the peacemaker spell.
2597 * op is the piece object.
2598 */
2599
2600 void
2601 move_peacemaker (object *op)
2602 {
2603 object *tmp;
2604
2605 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2606 {
2607 int atk_lev, def_lev;
2608 object *victim = tmp;
2609
2610 if (tmp->head)
2611 victim = tmp->head;
2612 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2613 continue;
2614 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2615 continue;
2616 if (victim->stats.exp == 0)
2617 continue;
2618
2619 def_lev = MAX (1, victim->level);
2620 atk_lev = MAX (1, op->level);
2621
2622 if (rndm (0, atk_lev - 1) > def_lev)
2623 {
2624 /* make this sucker peaceful. */
2625
2626 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2627 victim->stats.exp = 0;
2628 #if 0
2629 /* No idea why these were all set to zero - if something
2630 * makes this creature agressive, he should still do damage.
2631 */
2632 victim->stats.dam = 0;
2633 victim->stats.sp = 0;
2634 victim->stats.grace = 0;
2635 victim->stats.Pow = 0;
2636 #endif
2637 victim->attack_movement = RANDO2;
2638 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2639 SET_FLAG (victim, FLAG_RUN_AWAY);
2640 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2641 CLEAR_FLAG (victim, FLAG_MONSTER);
2642 if (victim->name)
2643 {
2644 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2645 }
2646 }
2647 }
2648 }
2649
2650
2651 /* This writes a rune that contains the appropriate message.
2652 * There really isn't any adjustments we make.
2653 */
2654
2655 int
2656 write_mark (object *op, object *spell, const char *msg)
2657 {
2658 char rune[HUGE_BUF];
2659 object *tmp;
2660
2661 if (!msg || msg[0] == 0)
2662 {
2663 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2664 return 0;
2665 }
2666
2667 if (strcasestr_local (msg, "endmsg"))
2668 {
2669 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2670 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2671 return 0;
2672 }
2673 if (!spell->other_arch)
2674 return 0;
2675 tmp = arch_to_object (spell->other_arch);
2676
2677 snprintf (rune, sizeof (rune), "%s\n", msg);
2678
2679 tmp->race = op->name; /*Save the owner of the rune */
2680 tmp->msg = rune;
2681
2682 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2683 return 1;
2684 }