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Revision: 1.26
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +5 -17 lines
Log Message:
replace update_ob_speed by ->set_speed

File Contents

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