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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.28
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +10 -19 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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