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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.41
Committed: Thu Mar 1 12:28:16 2007 UTC (17 years, 3 months ago) by pippijn
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.40: +0 -2 lines
Log Message:
nano-cleanups

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <living.h>
28 #include <sproto.h>
29 #include <spells.h>
30 #include <sounds.h>
31
32 /* cast_magic_storm: This is really used mostly for spell
33 * fumbles at the like. tmp is the object to propogate.
34 * op is what is casting this.
35 */
36 void
37 cast_magic_storm (object *op, object *tmp, int lvl)
38 {
39 if (!tmp)
40 return; /* error */
41
42 tmp->level = op->level;
43 tmp->range += lvl / 5; /* increase the area of destruction */
44 tmp->duration += lvl / 5;
45
46 /* Put a cap on duration for this - if the player fails in their
47 * apartment, don't want it to go on so long that it kills them
48 * multiple times. Also, damge already increases with level,
49 * so don't really need to increase the duration as much either.
50 */
51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
54 tmp->stats.dam = lvl; /* nasty recoils! */
55 tmp->stats.maxhp = tmp->count; /* tract single parent */
56
57 tmp->insert_at (op, op);
58 }
59
60 int
61 recharge (object *op, object *caster, object *spell_ob)
62 {
63 object *wand, *tmp;
64 int ncharges;
65
66 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND)
68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0;
71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy ();
78 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level;
97 else
98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0;
101 }
102
103 if (!ncharges)
104 ncharges = 1;
105
106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
111 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed);
113 }
114
115 return 1;
116 }
117
118 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * arrows.
121 * Sets the plus based on the casters level. It is also settable with the
122 * invoke command. If the caster attempts to create missiles with too
123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc...
127 */
128
129 int
130 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131 {
132 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name;
134 object *tmp, *missile;
135
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race;
141
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143
144 if (archetype::find (missile_name) == NULL)
145 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0;
148 }
149
150 missile = get_archetype (missile_name);
151
152 if (stringarg)
153 {
154 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg))
156 {
157 artifact *al = find_artifactlist (missile->type)->items;
158
159 for (; al != NULL; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg))
161 break;
162
163 if (!al)
164 {
165 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
167 return 0;
168 }
169
170 if (al->item->slaying)
171 {
172 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0;
175 }
176
177 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type.
181 */
182 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0;
184 }
185 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg);
187 }
188
189 if (missile_plus > 4)
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
197 if (missile->nrof < 1)
198 missile->nrof = 1;
199
200 missile->magic = missile_plus;
201 /* Can't get any money for these objects */
202 missile->value = 0;
203
204 SET_FLAG (missile, FLAG_IDENTIFIED);
205
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile);
208
209 return 1;
210 }
211
212
213 /* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215 int
216 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
217 {
218 int food_value;
219 archetype *at = NULL;
220 object *new_op;
221
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
223
224 if (stringarg)
225 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value)
230 stringarg = NULL;
231 }
232
233 if (!stringarg)
234 {
235 archetype *at_tmp;
236
237 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this
239 * function, and addition of new food types is automatically added.
240 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor.
242 */
243
244 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
249 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead.
252 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
254 at = at_tmp;
255 }
256 }
257 }
258 /* Pretty unlikely (there are some very low food items), but you never
259 * know
260 */
261 if (!at)
262 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0;
265 }
266
267 food_value /= at->clone.stats.food;
268 new_op = arch_to_object (at);
269 new_op->nrof = food_value;
270
271 new_op->value = 0;
272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
274
275 cast_create_obj (op, caster, new_op, dir);
276 return 1;
277 }
278
279 int
280 probe (object *op, object *caster, object *spell_ob, int dir)
281 {
282 int r, mflags, maxrange;
283 object *tmp;
284 maptile *m;
285
286
287 if (!dir)
288 {
289 examine_monster (op, op);
290 return 1;
291 }
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++)
294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296
297 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299
300 if (mflags & P_OUT_OF_MAP)
301 break;
302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0;
307 }
308 if (mflags & P_IS_ALIVE)
309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL)
315 tmp = tmp->head;
316 examine_monster (op, tmp);
317 return 1;
318 }
319 }
320 }
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1;
323 }
324
325
326 /* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It
330 * only checks the racial adjustments, and in fact that
331 * pl is invisible.
332 */
333 int
334 makes_invisible_to (object *pl, object *mon)
335 {
336
337 if (!pl->invisible)
338 return 0;
339 if (pl->type == PLAYER)
340 {
341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race)
343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
346 return 1;
347 }
348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1;
351 /* No race, can't be invisible to it */
352 if (!mon->race)
353 return 0;
354 if (strstr (mon->race, pl->contr->invis_race))
355 return 1;
356 /* Nothing matched above, return 0 */
357 return 0;
358 }
359 else
360 {
361 /* monsters are invisible to everything */
362 return 1;
363 }
364 }
365
366 /* Makes the player or character invisible.
367 * Note the spells to 'stack', but perhaps in odd ways.
368 * the duration for all is cumulative.
369 * In terms of invis undead/normal invis, it is the last one cast that
370 * will determine if you are invisible to undead or normal monsters.
371 * For improved invis, if you cast it with a one of the others, you
372 * lose the improved part of it, and the above statement about undead/
373 * normal applies.
374 */
375 int
376 cast_invisible (object *op, object *caster, object *spell_ob)
377 {
378 if (op->invisible > 1000)
379 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0;
382 }
383
384 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two.
386 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
388 /* max duration */
389 if (op->invisible > 1000)
390 op->invisible = 1000;
391
392 if (op->type == PLAYER)
393 {
394 op->contr->invis_race = spell_ob->race;
395
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
397 op->contr->tmp_invis = 0;
398 else
399 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 }
403 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407
408 update_object (op, UP_OBJ_FACE);
409
410 /* Only search the active objects - only these should actually do
411 * harm to the player.
412 */
413 for_all_actives (tmp)
414 if (tmp->enemy == op)
415 tmp->enemy = 0;
416
417 return 1;
418 }
419
420 /* earth to dust spell. Basically destroys earthwalls in the area.
421 */
422 int
423 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
424 {
425 object *tmp, *next;
426 int range, i, j, mflags;
427 sint16 sx, sy;
428 maptile *m;
429
430 if (op->type != PLAYER)
431 return 0;
432
433 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
434
435 for (i = -range; i <= range; i++)
436 for (j = -range; j <= range; j++)
437 {
438 sx = op->x + i;
439 sy = op->y + j;
440 m = op->map;
441 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
442
443 if (mflags & P_OUT_OF_MAP)
444 continue;
445
446 // earth to dust tears down everything that can be teared down
447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
448 {
449 next = tmp->above;
450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
452 }
453 }
454
455 return 1;
456 }
457
458 void
459 execute_word_of_recall (object *op)
460 {
461 if (object *pl = op->in_player ())
462 {
463 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
465 else
466 {
467 // remove first so we do not call update_stats
468 op->remove ();
469 pl->enter_exit (op);
470 }
471 }
472
473 op->destroy ();
474 }
475
476 /* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a
478 * time delay effect.
479 */
480 int
481 cast_word_of_recall (object *op, object *caster, object *spell_ob)
482 {
483 object *dummy;
484 int time;
485
486 if (op->type != PLAYER)
487 return 0;
488
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1;
493 }
494
495 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
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 op->insert (dummy);
524
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
527 return 1;
528 }
529
530 /* cast_wonder
531 * wonder is really just a spell that will likely cast another
532 * spell.
533 */
534 int
535 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536 {
537 object *newspell;
538
539 if (!rndm (0, 3))
540 return cast_cone (op, caster, dir, spell_ob);
541
542 if (spell_ob->randomitems)
543 {
544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
545 if (!newspell)
546 {
547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548 return 0;
549 }
550 if (newspell->type != SPELL)
551 {
552 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553 return 0;
554 }
555 /* Prevent inifinit recursion */
556 if (newspell->subtype == SP_WONDER)
557 {
558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559 return 0;
560 }
561 return cast_spell (op, caster, dir, newspell, NULL);
562 }
563 return 1;
564 }
565
566 int
567 perceive_self (object *op)
568 {
569 char *cp = describe_item (op, op), buf[MAX_BUF];
570 archetype *at = archetype::find (ARCH_DEPLETION);
571 object *tmp;
572 int i;
573
574 tmp = find_god (determine_god (op));
575 if (tmp)
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
579
580 tmp = present_arch_in_ob (at, op);
581
582 if (*cp == '\0' && tmp == NULL)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
584 else
585 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
587 new_draw_info (NDI_UNIQUE, 0, op, cp);
588 if (tmp != NULL)
589 {
590 for (i = 0; i < NUM_STATS; i++)
591 {
592 if (get_attr_value (&tmp->stats, i) < 0)
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 }
599
600 if (is_dragon_pl (op))
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
604 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
606 {
607 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything.");
609 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
611
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break;
614 }
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;
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_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\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);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868
869 return 1;
870 }
871
872 /* This creates magic walls. Really, it can create most any object,
873 * within some reason.
874 */
875 int
876 magic_wall (object *op, object *caster, int dir, object *spell_ob)
877 {
878 object *tmp;
879 int i, posblocked, negblocked, maxrange;
880 sint16 x, y;
881 maptile *m;
882 const char *name;
883 archetype *at;
884
885 if (!dir)
886 {
887 dir = op->facing;
888 x = op->x;
889 y = op->y;
890 }
891 else
892 {
893 x = op->x + freearr_x[dir];
894 y = op->y + freearr_y[dir];
895 }
896
897 m = op->map;
898
899 if ((spell_ob->move_block || x != op->x || y != op->y) &&
900 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
902 {
903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
904 return 0;
905 }
906
907 if (spell_ob->other_arch)
908 tmp = arch_to_object (spell_ob->other_arch);
909 else if (spell_ob->race)
910 {
911 char buf1[MAX_BUF];
912
913 sprintf (buf1, spell_ob->race, dir);
914 at = archetype::find (buf1);
915 if (!at)
916 {
917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
919 return 0;
920 }
921
922 tmp = arch_to_object (at);
923 }
924 else
925 {
926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
927 return 0;
928 }
929
930 if (tmp->type == SPELL_EFFECT)
931 {
932 tmp->attacktype = spell_ob->attacktype;
933 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
934 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
935 tmp->range = 0;
936 }
937 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
938 {
939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
940 tmp->stats.maxhp = tmp->stats.hp;
941 }
942
943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
944 {
945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
946 SET_FLAG (tmp, FLAG_IS_USED_UP);
947 }
948
949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
950 {
951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
952 tmp->stats.maxhp = tmp->stats.hp;
953 SET_FLAG (tmp, FLAG_TEAR_DOWN);
954 SET_FLAG (tmp, FLAG_ALIVE);
955 }
956
957 /* This can't really hurt - if the object doesn't kill anything,
958 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts.
960 */
961 if (tmp->type != EARTHWALL) //TODO
962 tmp->set_owner (op);
963
964 set_spell_skill (op, caster, spell_ob, tmp);
965 tmp->level = caster_level (caster, spell_ob) / 2;
966
967 name = tmp->name;
968 if (!(tmp = m->insert (tmp, x, y, op)))
969 {
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0;
972 }
973
974 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
977
978 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the
981 * created wall can extend, it won't go extend through
982 * blocked spaces.
983 */
984 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
985 posblocked = 0;
986 negblocked = 0;
987
988 for (i = 1; i <= maxrange; i++)
989 {
990 int dir2;
991
992 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
993
994 x = tmp->x + i * freearr_x[dir2];
995 y = tmp->y + i * freearr_y[dir2];
996 m = tmp->map;
997
998 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
999 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1000 {
1001 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op);
1003
1004 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch));
1007
1008 }
1009 else
1010 posblocked = 1;
1011
1012 x = tmp->x - i * freearr_x[dir2];
1013 y = tmp->y - i * freearr_y[dir2];
1014 m = tmp->map;
1015
1016 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 {
1019 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op);
1021
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 }
1025 else
1026 negblocked = 1;
1027 }
1028
1029 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1030 update_all_los (op->map, op->x, op->y);
1031
1032 return 1;
1033 }
1034
1035 int
1036 dimension_door (object *op, object *caster, object *spob, int dir)
1037 {
1038 uint32 dist, maxdist;
1039 int mflags;
1040 maptile *m;
1041 sint16 sx, sy;
1042
1043 if (op->type != PLAYER)
1044 return 0;
1045
1046 if (!dir)
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1049 return 0;
1050 }
1051
1052 /* Given the new outdoor maps, can't let players dimension door for
1053 * ever, so put limits in.
1054 */
1055 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1056
1057 if (op->contr->count)
1058 {
1059 if (op->contr->count > maxdist)
1060 {
1061 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1062 return 0;
1063 }
1064
1065 for (dist = 0; dist < op->contr->count; dist++)
1066 {
1067 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1068
1069 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1070 break;
1071
1072 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1073 break;
1074 }
1075
1076 if (dist < op->contr->count)
1077 {
1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1079 op->contr->count = 0;
1080 return 0;
1081 }
1082
1083 op->contr->count = 0;
1084
1085 /* Remove code that puts player on random space on maps. IMO,
1086 * a lot of maps probably have areas the player should not get to,
1087 * but may not be marked as NO_MAGIC (as they may be bounded
1088 * by such squares). Also, there are probably treasure rooms and
1089 * lots of other maps that protect areas with no magic, but the
1090 * areas themselves don't contain no magic spaces.
1091 */
1092 /* This call here is really just to normalize the coordinates */
1093 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1094 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1097 return 1; /* Maybe the penalty should be more severe... */
1098 }
1099 }
1100 else
1101 {
1102 /* Player didn't specify a distance, so lets see how far
1103 * we can move the player. Don't know why this stopped on
1104 * spaces that blocked the players view.
1105 */
1106
1107 for (dist = 0; dist < maxdist; dist++)
1108 {
1109 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1110
1111 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1112 break;
1113
1114 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1115 break;
1116
1117 }
1118
1119 /* If the destination is blocked, keep backing up until we
1120 * find a place for the player.
1121 */
1122 for (; dist > 0; dist--)
1123 {
1124 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1125 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1126 continue;
1127
1128
1129 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1130 break;
1131
1132 }
1133 if (!dist)
1134 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1136 return 0;
1137 }
1138 }
1139
1140 /* Actually move the player now */
1141 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1142 return 1;
1143
1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1145 return 1;
1146 }
1147
1148
1149 /* cast_heal: Heals something.
1150 * op is the caster.
1151 * dir is the direction he is casting it in.
1152 * spell is the spell object.
1153 */
1154 int
1155 cast_heal (object *op, object *caster, object *spell, int dir)
1156 {
1157 object *tmp;
1158 archetype *at;
1159 object *poison;
1160 int heal = 0, success = 0;
1161
1162 tmp = find_target_for_friendly_spell (op, dir);
1163
1164 if (!tmp)
1165 return 0;
1166
1167 /* Figure out how many hp this spell might cure.
1168 * could be zero if this spell heals effects, not damage.
1169 */
1170 heal = spell->stats.dam;
1171 if (spell->stats.hp)
1172 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1173
1174 if (heal)
1175 {
1176 if (tmp->stats.hp >= tmp->stats.maxhp)
1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
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 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1190 else if (heal > 50)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1192 else if (heal > 25)
1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1194 else if (heal > 10)
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1196 else
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1198
1199 success = 1;
1200 }
1201 }
1202
1203 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op))
1205 success = 1;
1206
1207 if (spell->attacktype & AT_POISON)
1208 {
1209 at = archetype::find ("poisoning");
1210 poison = present_arch_in_ob (at, tmp);
1211 if (poison)
1212 {
1213 success = 1;
1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1215 poison->stats.food = 1;
1216 }
1217 }
1218
1219 if (spell->attacktype & AT_CONFUSION)
1220 {
1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1222 if (poison)
1223 {
1224 success = 1;
1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1226 poison->duration = 1;
1227 }
1228 }
1229
1230 if (spell->attacktype & AT_BLIND)
1231 {
1232 at = archetype::find ("blindness");
1233 poison = present_arch_in_ob (at, tmp);
1234 if (poison)
1235 {
1236 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1238 poison->stats.food = 1;
1239 }
1240 }
1241
1242 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1243 {
1244 tmp->stats.sp += spell->last_sp;
1245 if (tmp->stats.sp > tmp->stats.maxsp)
1246 tmp->stats.sp = tmp->stats.maxsp;
1247 success = 1;
1248 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1249 }
1250
1251 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1252 {
1253 tmp->stats.grace += spell->last_grace;
1254 if (tmp->stats.grace > tmp->stats.maxgrace)
1255 tmp->stats.grace = tmp->stats.maxgrace;
1256 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1258 }
1259
1260 if (spell->stats.food && tmp->stats.food < 999)
1261 {
1262 tmp->stats.food += spell->stats.food;
1263 if (tmp->stats.food > 999)
1264 tmp->stats.food = 999;
1265 success = 1;
1266 /* We could do something a bit better like the messages for healing above */
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1268 }
1269
1270 return success;
1271 }
1272
1273
1274 /* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those.
1277 */
1278 static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.",
1280 "You grow no more agile.",
1281 "You don't feel any healthier.",
1282 "no wis",
1283 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286 };
1287
1288 int
1289 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290 {
1291 object *force = NULL;
1292 int i;
1293
1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1295 object *tmp = dir
1296 ? find_target_for_friendly_spell (op, dir)
1297 : op;
1298
1299 if (!tmp)
1300 return 0;
1301
1302 /* If we've already got a force of this type, don't add a new one. */
1303 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1304 {
1305 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1306 {
1307 if (tmp2->name == spell_ob->name)
1308 {
1309 force = tmp2; /* the old effect will be "refreshed" */
1310 break;
1311 }
1312 else if (spell_ob->race && spell_ob->race == tmp2->name)
1313 {
1314 if (!silent)
1315 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1316 return 0;
1317 }
1318 }
1319 }
1320 if (force == NULL)
1321 {
1322 force = get_archetype (FORCE_NAME);
1323 force->subtype = FORCE_CHANGE_ABILITY;
1324 if (spell_ob->race)
1325 force->name = spell_ob->race;
1326 else
1327 force->name = spell_ob->name;
1328 force->name_pl = spell_ob->name;
1329 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330
1331 }
1332 else
1333 {
1334 int duration;
1335
1336 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1337 if (duration > force->duration)
1338 {
1339 force->duration = duration;
1340 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1341 }
1342 else
1343 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 }
1346 return 1;
1347 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0;
1350 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED);
1352
1353 /* Now start processing the effects. First, protections */
1354 for (i = 0; i < NROFATTACKS; i++)
1355 {
1356 if (spell_ob->resist[i])
1357 {
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1359 if (force->resist[i] > 100)
1360 force->resist[i] = 100;
1361 }
1362 }
1363 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365
1366 if (tmp->type == PLAYER)
1367 {
1368 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++)
1370 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1372
1373 if (stat)
1374 {
1375 sm = 0;
1376 for (k = 0; k < stat; k++)
1377 sm += rndm (1, 3);
1378
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1380 {
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1382 if (sm < 0)
1383 sm = 0;
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 }
1389 }
1390 }
1391
1392 force->move_type = spell_ob->move_type;
1393
1394 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1395 SET_FLAG (force, FLAG_SEE_IN_DARK);
1396
1397 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1398 SET_FLAG (force, FLAG_XRAYS);
1399
1400 /* Haste/bonus speed */
1401 if (spell_ob->stats.exp)
1402 {
1403 if (op->speed > 0.5f)
1404 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1405 else
1406 force->stats.exp = spell_ob->stats.exp;
1407 }
1408
1409 force->stats.wc = spell_ob->stats.wc;
1410 force->stats.ac = spell_ob->stats.ac;
1411 force->attacktype = spell_ob->attacktype;
1412
1413 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats ();
1416 return 1;
1417 }
1418
1419 /* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster.
1422 */
1423
1424 int
1425 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426 {
1427 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1429
1430 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1431 if (dir != 0)
1432 {
1433 tmp = find_target_for_friendly_spell (op, dir);
1434 }
1435 else
1436 {
1437 tmp = op;
1438 }
1439
1440 /* If we've already got a force of this type, don't add a new one. */
1441 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1442 {
1443 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1444 {
1445 if (tmp2->name == spell_ob->name)
1446 {
1447 force = tmp2; /* the old effect will be "refreshed" */
1448 break;
1449 }
1450 else if (spell_ob->race && spell_ob->race == tmp2->name)
1451 {
1452 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1453 return 0;
1454 }
1455 }
1456 }
1457 if (force == NULL)
1458 {
1459 force = get_archetype (FORCE_NAME);
1460 force->subtype = FORCE_CHANGE_ABILITY;
1461 if (spell_ob->race)
1462 force->name = spell_ob->race;
1463 else
1464 force->name = spell_ob->name;
1465 force->name_pl = spell_ob->name;
1466 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1467 }
1468 else
1469 {
1470 int duration;
1471
1472 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1473 if (duration > force->duration)
1474 {
1475 force->duration = duration;
1476 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1477 }
1478 else
1479 {
1480 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1481 }
1482 return 0;
1483 }
1484 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1485 force->speed = 1.0;
1486 force->speed_left = -1.0;
1487 SET_FLAG (force, FLAG_APPLIED);
1488
1489 if (!god)
1490 {
1491 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1492 }
1493 else
1494 {
1495 /* Only give out good benefits, and put a max on it */
1496 for (i = 0; i < NROFATTACKS; i++)
1497 {
1498 if (god->resist[i] > 0)
1499 {
1500 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1501 }
1502 }
1503 force->path_attuned |= god->path_attuned;
1504
1505 if (spell_ob->attacktype)
1506 force->slaying = god->slaying;
1507
1508 if (tmp != op)
1509 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1511 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1512 }
1513 else
1514 {
1515 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1516 }
1517
1518 }
1519 force->stats.wc = spell_ob->stats.wc;
1520 force->stats.ac = spell_ob->stats.ac;
1521
1522 change_abil (tmp, force); /* Mostly to display any messages */
1523 insert_ob_in_ob (force, tmp);
1524 tmp->update_stats ();
1525 return 1;
1526 }
1527
1528 /* Alchemy code by Mark Wedel
1529 *
1530 * This code adds a new spell, called alchemy. Alchemy will turn
1531 * objects to gold nuggets, the value of the gold nuggets being
1532 * about 90% of that of the item itself. It uses the value of the
1533 * object before charisma adjustments, because the nuggets themselves
1534 * will be will be adjusted by charisma when sold.
1535 *
1536 * Large nuggets are worth 25 gp each (base). You will always get
1537 * the maximum number of large nuggets you could get.
1538 * Small nuggets are worth 1 gp each (base). You will get from 0
1539 * to the max amount of small nuggets as you could get.
1540 *
1541 * For example, if an item is worth 110 gold, you will get
1542 * 4 large nuggets, and from 0-10 small nuggets.
1543 *
1544 * There is also a chance (1:30) that you will get nothing at all
1545 * for the object. There is also a maximum weight that will be
1546 * alchemised.
1547 */
1548 static void
1549 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1550 {
1551 uint64 value = query_cost (obj, NULL, F_TRUE);
1552
1553 /* Give third price when we alchemy money (This should hopefully
1554 * make it so that it isn't worth it to alchemy money, sell
1555 * the nuggets, alchemy the gold from that, etc.
1556 * Otherwise, give 9 silver on the gold for other objects,
1557 * so that it would still be more affordable to haul
1558 * the stuff back to town.
1559 */
1560 if (QUERY_FLAG (obj, FLAG_UNPAID))
1561 value = 0;
1562 else if (obj->type == MONEY || obj->type == GEM)
1563 value /= 3;
1564 else
1565 value = value * 9 / 10;
1566
1567 if (obj->value > 0 && rndm (0, 29))
1568 total_value += value;
1569
1570 total_weight += obj->total_weight ();
1571
1572 obj->destroy ();
1573 }
1574
1575 static void
1576 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1577 {
1578 int flag = 0;
1579
1580 /* Put any nuggets below the player, but we can only pass this
1581 * flag if we are on the same space as the player
1582 */
1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1585
1586 if (small_nuggets)
1587 {
1588 object *tmp = small->clone ();
1589 tmp->nrof = small_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (large_nuggets)
1594 {
1595 object *tmp = large->clone ();
1596 tmp->nrof = large_nuggets;
1597 m->insert (tmp, x, y, op, flag);
1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603 }
1604
1605 int
1606 alchemy (object *op, object *caster, object *spell_ob)
1607 {
1608 if (op->type != PLAYER)
1609 return 0;
1610
1611 object *large = get_archetype ("largenugget");
1612 object *small = get_archetype ("smallnugget");
1613
1614 /* Put a maximum weight of items that can be alchemised. Limits the power
1615 * some, and also prevents people from alchemising every table/chair/clock
1616 * in sight
1617 */
1618 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1619 int weight_max = duration * 1000;
1620 uint64 value_max = duration * 1000;
1621
1622 int weight = 0;
1623
1624 for (int y = op->y - 1; y <= op->y + 1; y++)
1625 {
1626 for (int x = op->x - 1; x <= op->x + 1; x++)
1627 {
1628 uint64 value = 0;
1629
1630 sint16 nx = x;
1631 sint16 ny = y;
1632
1633 maptile *mp = op->map;
1634
1635 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1636
1637 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1638 continue;
1639
1640 /* Treat alchemy a little differently - most spell effects
1641 * use fly as the movement type - for alchemy, consider it
1642 * ground level effect.
1643 */
1644 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1645 continue;
1646
1647 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1648 {
1649 next = tmp->above;
1650
1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1653 {
1654 if (tmp->inv)
1655 {
1656 object *next1, *tmp1;
1657
1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1659 {
1660 next1 = tmp1->below;
1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1663 alchemy_object (tmp1, value, weight);
1664 }
1665 }
1666
1667 alchemy_object (tmp, value, weight);
1668
1669 if (weight > weight_max)
1670 break;
1671 }
1672 }
1673
1674 value = min (value, value_max);
1675
1676 uint64 count = value / large->value;
1677 int large_nuggets = count;
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1683 /* Insert all the nuggets at one time. This probably saves time, but
1684 * it also prevents us from alcheming nuggets that were just created
1685 * with this spell.
1686 */
1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1688
1689 if (weight > weight_max)
1690 goto bailout;
1691 }
1692 }
1693
1694 bailout:
1695 large->destroy ();
1696 small->destroy ();
1697 return 1;
1698 }
1699
1700
1701 /* This function removes the cursed/damned status on equipped
1702 * items.
1703 */
1704 int
1705 remove_curse (object *op, object *caster, object *spell)
1706 {
1707 object *tmp;
1708 int success = 0, was_one = 0;
1709
1710 for (tmp = op->inv; tmp; tmp = tmp->below)
1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1714 {
1715 was_one++;
1716 if (tmp->level <= caster_level (caster, spell))
1717 {
1718 success++;
1719 if (QUERY_FLAG (spell, FLAG_DAMNED))
1720 CLEAR_FLAG (tmp, FLAG_DAMNED);
1721
1722 CLEAR_FLAG (tmp, FLAG_CURSED);
1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1724 tmp->value = 0; /* Still can't sell it */
1725 if (op->type == PLAYER)
1726 esrv_send_item (op, tmp);
1727 }
1728 }
1729
1730 if (op->type == PLAYER)
1731 {
1732 if (success)
1733 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1734 else
1735 {
1736 if (was_one)
1737 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1738 else
1739 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1740 }
1741 }
1742
1743 return success;
1744 }
1745
1746 /* Identifies objects in the players inventory/on the ground */
1747
1748 int
1749 cast_identify (object *op, object *caster, object *spell)
1750 {
1751 object *tmp;
1752 int success = 0, num_ident;
1753
1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1755
1756 if (num_ident < 1)
1757 num_ident = 1;
1758
1759 for (tmp = op->inv; tmp; tmp = tmp->below)
1760 {
1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1762 {
1763 identify (tmp);
1764
1765 if (op->type == PLAYER)
1766 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1768
1769 if (tmp->msg)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1773 }
1774 }
1775
1776 num_ident--;
1777 success = 1;
1778 if (!num_ident)
1779 break;
1780 }
1781 }
1782
1783 /* If all the power of the spell has been used up, don't go and identify
1784 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used.
1786 */
1787 if (num_ident)
1788 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
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, "On the ground is %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 esrv_send_item (op, tmp);
1805 }
1806
1807 num_ident--;
1808 success = 1;
1809 if (!num_ident)
1810 break;
1811 }
1812 }
1813
1814 if (!success)
1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1816 else
1817 spell_effect (spell, op->x, op->y, op->map, op);
1818
1819 return success;
1820 }
1821
1822 int
1823 cast_detection (object *op, object *caster, object *spell, object *skill)
1824 {
1825 object *tmp, *last, *god, *detect;
1826 int done_one, range, mflags, floor, level;
1827 sint16 x, y, nx, ny;
1828 maptile *m;
1829
1830 /* We precompute some values here so that we don't have to keep
1831 * doing it over and over again.
1832 */
1833 god = find_god (determine_god (op));
1834 level = caster_level (caster, spell);
1835 range = spell->range + SP_level_range_adjust (caster, spell);
1836
1837 if (!skill)
1838 skill = caster;
1839
1840 for (x = op->x - range; x <= op->x + range; x++)
1841 for (y = op->y - range; y <= op->y + range; y++)
1842 {
1843 m = op->map;
1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1845 if (mflags & P_OUT_OF_MAP)
1846 continue;
1847
1848 /* For most of the detections, we only detect objects above the
1849 * floor. But this is not true for show invisible.
1850 * Basically, we just go and find the top object and work
1851 * down - that is easier than working up.
1852 */
1853
1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1855 last = tmp;
1856
1857 /* Shouldn't happen, but if there are no objects on a space, this
1858 * would happen.
1859 */
1860 if (!last)
1861 continue;
1862
1863 done_one = 0;
1864 floor = 0;
1865 detect = NULL;
1866 for (tmp = last; tmp; tmp = tmp->below)
1867 {
1868 /* show invisible */
1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1870 /* Might there be other objects that we can make visible? */
1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1873 tmp->type == CF_HANDLE ||
1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1875 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1876 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1877 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1878 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1879 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1880 {
1881 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1882 {
1883 tmp->invisible = 0;
1884 done_one = 1;
1885 }
1886 }
1887
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 floor = 1;
1890
1891 /* All detections below this point don't descend beneath the floor,
1892 * so just continue on. We could be clever and look at the type of
1893 * detection to completely break out if we don't care about objects beneath
1894 * the floor, but once we get to the floor, not likely a very big issue anyways.
1895 */
1896 if (floor)
1897 continue;
1898
1899 /* I had thought about making detect magic and detect curse
1900 * show the flash the magic item like it does for detect monster.
1901 * however, if the object is within sight, this would then make it
1902 * difficult to see what object is magical/cursed, so the
1903 * effect wouldn't be as apparant.
1904 */
1905
1906 /* detect magic */
1907 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1908 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1909 {
1910 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1911 /* make runes more visibile */
1912 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1913 tmp->stats.Cha /= 4;
1914 done_one = 1;
1915 }
1916 /* detect monster */
1917 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1918 {
1919 done_one = 2;
1920 if (!detect)
1921 detect = tmp;
1922 }
1923 /* Basically, if race is set in the spell, then the creatures race must
1924 * match that. if the spell race is set to GOD, then the gods opposing
1925 * race must match.
1926 */
1927 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1928 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1929 (strstr (spell->race, tmp->race))))
1930 {
1931 done_one = 2;
1932 if (!detect)
1933 detect = tmp;
1934 }
1935 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1936 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1937 {
1938 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1939 done_one = 1;
1940 }
1941 } /* for stack of objects on this space */
1942
1943 /* Code here puts an effect of the spell on the space, so you can see
1944 * where the magic is.
1945 */
1946 if (done_one)
1947 {
1948 object *detect_ob = arch_to_object (spell->other_arch);
1949
1950 /* if this is set, we want to copy the face */
1951 if (done_one == 2 && detect)
1952 {
1953 detect_ob->face = detect->face;
1954 detect_ob->animation_id = detect->animation_id;
1955 detect_ob->anim_speed = detect->anim_speed;
1956 detect_ob->last_anim = 0;
1957 /* by default, the detect_ob is already animated */
1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1960 }
1961
1962 m->insert (detect_ob, nx, ny, op);
1963 }
1964 } /* for processing the surrounding spaces */
1965
1966
1967 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1969 {
1970 done_one = 0;
1971 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1974 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1978 if (op->type == PLAYER)
1979 esrv_send_item (op, tmp);
1980 }
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1983 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER)
1986 esrv_send_item (op, tmp);
1987 }
1988 } /* if item is not identified */
1989 } /* for the players inventory */
1990 } /* if detect magic/curse and object is a player */
1991 return 1;
1992 }
1993
1994
1995 /**
1996 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1997 * level whos spell did cause the overcharge.
1998 */
1999 static void
2000 charge_mana_effect (object *victim, int caster_level)
2001 {
2002
2003 /* Prevent explosions for objects without mana. Without this check, doors
2004 * will explode, too.
2005 */
2006 if (victim->stats.maxsp <= 0)
2007 return;
2008
2009 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2010
2011 if (victim->stats.sp >= victim->stats.maxsp * 2)
2012 {
2013 object *tmp;
2014
2015 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2016
2017 /* Explodes a fireball centered at player */
2018 tmp = get_archetype (EXPLODING_FIREBALL);
2019 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2021
2022 tmp->insert_at (victim);
2023 victim->stats.sp = 2 * victim->stats.maxsp;
2024 }
2025 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2026 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2030 {
2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2032 confuse_player (victim, victim, 99);
2033 }
2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2035 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2036 }
2037
2038 /* cast_transfer
2039 * This spell transfers sp from the player to another person.
2040 * We let the target go above their normal maximum SP.
2041 */
2042
2043 int
2044 cast_transfer (object *op, object *caster, object *spell, int dir)
2045 {
2046 object *plyr = NULL;
2047 sint16 x, y;
2048 maptile *m;
2049 int mflags;
2050
2051 m = op->map;
2052 x = op->x + freearr_x[dir];
2053 y = op->y + freearr_y[dir];
2054
2055 mflags = get_map_flags (m, &m, x, y, &x, &y);
2056
2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2058 {
2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2061 break;
2062 }
2063
2064
2065 /* If we did not find a player in the specified direction, transfer
2066 * to anyone on top of us. This is used for the rune of transference mostly.
2067 */
2068 if (plyr == NULL)
2069 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2071 break;
2072
2073 if (!plyr)
2074 {
2075 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2076 return 0;
2077 }
2078 /* give sp */
2079 if (spell->stats.dam > 0)
2080 {
2081 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2082 charge_mana_effect (plyr, caster_level (caster, spell));
2083 return 1;
2084 }
2085 /* suck sp away. Can't suck sp from yourself */
2086 else if (op != plyr)
2087 {
2088 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2089
2090 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2091
2092 if (rate > 95)
2093 rate = 95;
2094
2095 sucked = (plyr->stats.sp * rate) / 100;
2096 plyr->stats.sp -= sucked;
2097 if (QUERY_FLAG (op, FLAG_ALIVE))
2098 {
2099 /* Player doesn't get full credit */
2100 sucked = (sucked * rate) / 100;
2101 op->stats.sp += sucked;
2102 if (sucked > 0)
2103 {
2104 charge_mana_effect (op, caster_level (caster, spell));
2105 }
2106 }
2107 return 1;
2108 }
2109 return 0;
2110 }
2111
2112
2113 /* counterspell: nullifies spell effects.
2114 * op is the counterspell object, dir is the direction
2115 * it was cast in.
2116 * Basically, if the object has a magic attacktype,
2117 * this may nullify it.
2118 */
2119 void
2120 counterspell (object *op, int dir)
2121 {
2122 object *tmp, *head, *next;
2123 int mflags;
2124 maptile *m;
2125 sint16 sx, sy;
2126
2127 sx = op->x + freearr_x[dir];
2128 sy = op->y + freearr_y[dir];
2129 m = op->map;
2130 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2131 if (mflags & P_OUT_OF_MAP)
2132 return;
2133
2134 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2135 {
2136 next = tmp->above;
2137
2138 /* Need to look at the head object - otherwise, if tmp
2139 * points to a monster, we don't have all the necessary
2140 * info for it.
2141 */
2142 if (tmp->head)
2143 head = tmp->head;
2144 else
2145 head = tmp;
2146
2147 /* don't attack our own spells */
2148 if (tmp->owner && tmp->owner == op->owner)
2149 continue;
2150
2151 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell
2153 * monsters either.
2154 */
2155
2156 if (head->attacktype & AT_MAGIC &&
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2158 head->destroy ();
2159 else
2160 switch (head->type)
2161 {
2162 case SPELL_EFFECT:
2163 if (op->level > head->level)
2164 head->destroy ();
2165
2166 break;
2167
2168 /* I really don't get this rune code that much - that
2169 * random chance seems really low.
2170 */
2171 case RUNE:
2172 if (rndm (0, 149) == 0)
2173 {
2174 head->stats.hp--; /* weaken the rune */
2175 if (!head->stats.hp)
2176 head->destroy ();
2177 }
2178 break;
2179 }
2180 }
2181 }
2182
2183
2184
2185 /* cast_consecrate() - a spell to make an altar your god's */
2186 int
2187 cast_consecrate (object *op, object *caster, object *spell)
2188 {
2189 char buf[MAX_BUF];
2190
2191 object *tmp, *god = find_god (determine_god (op));
2192
2193 if (!god)
2194 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2196 return 0;
2197 }
2198
2199 for (tmp = op->below; tmp; tmp = tmp->below)
2200 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2202 break;
2203 if (tmp->type == HOLY_ALTAR)
2204 {
2205
2206 if (tmp->level > caster_level (caster, spell))
2207 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0;
2210 }
2211 else
2212 {
2213 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell);
2217 tmp->other_arch = god->arch;
2218 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp);
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1;
2222 }
2223 }
2224 }
2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2226 return 0;
2227 }
2228
2229 /* animate_weapon -
2230 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2231 * The golem is based on the archetype specified, modified by the caster's level
2232 * and the attributes of the weapon. The weapon is inserted in the golem's
2233 * inventory so that it falls to the ground when the golem dies.
2234 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06
2238 */
2239
2240 int
2241 animate_weapon (object *op, object *caster, object *spell, int dir)
2242 {
2243 object *weapon, *tmp;
2244 char buf[MAX_BUF];
2245 int a, i;
2246 sint16 x, y;
2247 maptile *m;
2248 materialtype_t *mt;
2249
2250 if (!spell->other_arch)
2251 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2254 return 0;
2255 }
2256 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER)
2258 return 0;
2259
2260 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem])
2262 {
2263 control_golem (op->contr->ranges[range_golem], dir);
2264 return 0;
2265 }
2266
2267 /* if no direction specified, pick one */
2268 if (!dir)
2269 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2270
2271 m = op->map;
2272 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir];
2274
2275 /* if there's no place to put the golem, abort */
2276 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2278 {
2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2280 return 0;
2281 }
2282
2283 /* Use the weapon marked by the player. */
2284 weapon = find_marked_object (op);
2285
2286 if (!weapon)
2287 {
2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2289 return 0;
2290 }
2291 if (spell->race && strcmp (weapon->arch->name, spell->race))
2292 {
2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2294 return 0;
2295 }
2296 if (weapon->type != WEAPON)
2297 {
2298 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2299 return 0;
2300 }
2301 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2302 {
2303 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2304 return 0;
2305 }
2306
2307 if (weapon->nrof > 1)
2308 {
2309 tmp = get_split_ob (weapon, 1);
2310 esrv_send_item (op, weapon);
2311 weapon = tmp;
2312 }
2313
2314 /* create the golem object */
2315 tmp = arch_to_object (spell->other_arch);
2316
2317 /* if animated by a player, give the player control of the golem */
2318 CLEAR_FLAG (tmp, FLAG_MONSTER);
2319 tmp->stats.exp = 0;
2320 add_friendly_object (tmp);
2321 tmp->type = GOLEM;
2322 tmp->set_owner (op);
2323 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326
2327 /* Give the weapon to the golem now. A bit of a hack to check the
2328 * removed flag - it should only be set if get_split_object was
2329 * used above.
2330 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2332 weapon->remove ();
2333 insert_ob_in_ob (weapon, tmp);
2334 esrv_send_item (op, weapon);
2335 /* To do everything necessary to let a golem use the weapon is a pain,
2336 * so instead, just set it as equipped (otherwise, we need to update
2337 * body_info, skills, etc)
2338 */
2339 SET_FLAG (tmp, FLAG_USE_WEAPON);
2340 SET_FLAG (weapon, FLAG_APPLIED);
2341 tmp->update_stats ();
2342
2343 /* There used to be 'odd' code that basically seemed to take the absolute
2344 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2345 * if you're using a crappy weapon, it shouldn't be as good.
2346 */
2347
2348 /* modify weapon's animated wc */
2349 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2350 if (tmp->stats.wc < -127)
2351 tmp->stats.wc = -127;
2352
2353 /* Modify hit points for weapon */
2354 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2355 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2356 if (tmp->stats.maxhp < 0)
2357 tmp->stats.maxhp = 10;
2358 tmp->stats.hp = tmp->stats.maxhp;
2359
2360 /* Modify weapon's damage */
2361 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2362 if (tmp->stats.dam < 0)
2363 tmp->stats.dam = 127;
2364
2365
2366 /* attacktype */
2367 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL;
2369
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname);
2373 if (mt != NULL)
2374 {
2375 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5);
2377 a = mt->save[0];
2378 }
2379 else
2380 {
2381 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5;
2383 a = 10;
2384 }
2385 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100;
2390 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2391 tmp->resist[ATNR_FEAR] = 100;
2392 tmp->resist[ATNR_DEPLETE] = 100;
2393 tmp->resist[ATNR_DEATH] = 100;
2394 tmp->resist[ATNR_BLIND] = 100;
2395
2396 /* Improve weapon's armour value according to best save vs. physical of its material */
2397
2398 if (a > 14)
2399 a = 14;
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2401
2402 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2404
2405 if (!spell->race)
2406 {
2407 sprintf (buf, "animated %s", &weapon->name);
2408 tmp->name = buf;
2409
2410 tmp->face = weapon->face;
2411 tmp->animation_id = weapon->animation_id;
2412 tmp->anim_speed = weapon->anim_speed;
2413 tmp->last_anim = weapon->last_anim;
2414 tmp->state = weapon->state;
2415 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2416 }
2417
2418 /* make experience increase in proportion to the strength of the summoned creature. */
2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2420
2421 tmp->speed_left = -1;
2422 tmp->direction = dir;
2423
2424 m->insert (tmp, x, y, op);
2425 return 1;
2426 }
2427
2428 /* cast_daylight() - changes the map darkness level *lower* */
2429
2430 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2431 * This changes the light level for the entire map.
2432 */
2433
2434 int
2435 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2436 {
2437 int success;
2438
2439 if (!op->map)
2440 return 0; /* shouldnt happen */
2441
2442 success = op->map->change_map_light (spell->stats.dam);
2443
2444 if (!success)
2445 {
2446 if (spell->stats.dam < 0)
2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2448 else
2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2450 }
2451 return success;
2452 }
2453
2454
2455
2456
2457
2458 /* create an aura spell object and put it in the player's inventory.
2459 * as usual, op is player, caster is the object casting the spell,
2460 * spell is the spell object itself.
2461 */
2462 int
2463 create_aura (object *op, object *caster, object *spell)
2464 {
2465 int refresh = 0;
2466 object *new_aura;
2467
2468 new_aura = present_arch_in_ob (spell->other_arch, op);
2469 if (new_aura)
2470 refresh = 1;
2471 else
2472 new_aura = arch_to_object (spell->other_arch);
2473
2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2475
2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2477
2478 new_aura->set_owner (op);
2479 set_spell_skill (op, caster, spell, new_aura);
2480 new_aura->attacktype = spell->attacktype;
2481
2482 new_aura->level = caster_level (caster, spell);
2483 if (refresh)
2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2485 else
2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2487 insert_ob_in_ob (new_aura, op);
2488 return 1;
2489 }
2490
2491
2492 /* move aura function. An aura is a part of someone's inventory,
2493 * which he carries with him, but which acts on the map immediately
2494 * around him.
2495 * Aura parameters:
2496 * duration: duration counter.
2497 * attacktype: aura's attacktype
2498 * other_arch: archetype to drop where we attack
2499 */
2500
2501 void
2502 move_aura (object *aura)
2503 {
2504 int i, mflags;
2505 object *env;
2506 maptile *m;
2507
2508 /* auras belong in inventories */
2509 env = aura->env;
2510
2511 /* no matter what we've gotta remove the aura...
2512 * we'll put it back if its time isn't up.
2513 */
2514 aura->remove ();
2515
2516 /* exit if we're out of gas */
2517 if (aura->duration-- < 0)
2518 {
2519 aura->destroy ();
2520 return;
2521 }
2522
2523 /* auras only exist in inventories */
2524 if (env == NULL || env->map == NULL)
2525 {
2526 aura->destroy ();
2527 return;
2528 }
2529
2530 /* we need to jump out of the inventory for a bit
2531 * in order to hit the map conveniently.
2532 */
2533 aura->insert_at (env, aura);
2534
2535 for (i = 1; i < 9; i++)
2536 {
2537 sint16 nx, ny;
2538
2539 nx = aura->x + freearr_x[i];
2540 ny = aura->y + freearr_y[i];
2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2542
2543 /* Consider the movement tyep of the person with the aura as
2544 * movement type of the aura. Eg, if the player is flying, the aura
2545 * is flying also, if player is walking, it is on the ground, etc.
2546 */
2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2548 {
2549 hit_map (aura, i, aura->attacktype, 0);
2550
2551 if (aura->other_arch)
2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2553 }
2554 }
2555
2556 /* put the aura back in the player's inventory */
2557 aura->remove ();
2558 insert_ob_in_ob (aura, env);
2559 }
2560
2561 /* moves the peacemaker spell.
2562 * op is the piece object.
2563 */
2564
2565 void
2566 move_peacemaker (object *op)
2567 {
2568 object *tmp;
2569
2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 {
2572 int atk_lev, def_lev;
2573 object *victim = tmp;
2574
2575 if (tmp->head)
2576 victim = tmp->head;
2577 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue;
2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2580 continue;
2581 if (victim->stats.exp == 0)
2582 continue;
2583
2584 def_lev = MAX (1, victim->level);
2585 atk_lev = MAX (1, op->level);
2586
2587 if (rndm (0, atk_lev - 1) > def_lev)
2588 {
2589 /* make this sucker peaceful. */
2590
2591 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2592 victim->stats.exp = 0;
2593 #if 0
2594 /* No idea why these were all set to zero - if something
2595 * makes this creature agressive, he should still do damage.
2596 */
2597 victim->stats.dam = 0;
2598 victim->stats.sp = 0;
2599 victim->stats.grace = 0;
2600 victim->stats.Pow = 0;
2601 #endif
2602 victim->attack_movement = RANDO2;
2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2604 SET_FLAG (victim, FLAG_RUN_AWAY);
2605 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2606 CLEAR_FLAG (victim, FLAG_MONSTER);
2607 if (victim->name)
2608 {
2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2610 }
2611 }
2612 }
2613 }
2614
2615
2616 /* This writes a rune that contains the appropriate message.
2617 * There really isn't any adjustments we make.
2618 */
2619
2620 int
2621 write_mark (object *op, object *spell, const char *msg)
2622 {
2623 char rune[HUGE_BUF];
2624 object *tmp;
2625
2626 if (!msg || msg[0] == 0)
2627 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2629 return 0;
2630 }
2631
2632 if (strcasestr_local (msg, "endmsg"))
2633 {
2634 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2635 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2636 return 0;
2637 }
2638 if (!spell->other_arch)
2639 return 0;
2640 tmp = arch_to_object (spell->other_arch);
2641
2642 snprintf (rune, sizeof (rune), "%s\n", msg);
2643
2644 tmp->race = op->name; /*Save the owner of the rune */
2645 tmp->msg = rune;
2646
2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2648 return 1;
2649 }