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Revision: 1.16
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +34 -34 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <living.h>
27 #ifndef __CEXTRACT__
28 # include <sproto.h>
29 #endif
30 #include <spells.h>
31 #include <sounds.h>
32
33 /* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate.
35 * op is what is casting this.
36 */
37 void
38 cast_magic_storm (object *op, object *tmp, int lvl)
39 {
40 if (!tmp)
41 return; /* error */
42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5;
47
48 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either.
52 */
53 if (tmp->duration >= 40)
54 tmp->duration = 40;
55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58
59 }
60
61
62 int
63 recharge (object *op, object *caster, object *spell_ob)
64 {
65 object *wand, *tmp;
66 int ncharges;
67
68 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND)
70 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0);
81 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam)
84 tmp->stats.dam = 1;
85 tmp->stats.hp = tmp->stats.dam / 2;
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88 tmp->x = op->x;
89 tmp->y = op->y;
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1;
92 }
93
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
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 if (!ncharges)
103 ncharges = 1;
104
105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
108 {
109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed;
111 update_ob_speed (wand);
112 }
113 return 1;
114 }
115
116 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
118 * arrows.
119 * Sets the plus based on the casters level. It is also settable with the
120 * invoke command. If the caster attempts to create missiles with too
121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc...
125 */
126
127 int
128 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129 {
130 int missile_plus = 0, bonus_plus = 0;
131 const char *missile_name;
132 object *tmp, *missile;
133
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race;
139
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141
142 if (archetype::find (missile_name) == NULL)
143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0;
146 }
147
148 missile = get_archetype (missile_name);
149
150 if (stringarg)
151 {
152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg))
154 {
155 artifact *al = find_artifactlist (missile->type)->items;
156
157 for (; al != NULL; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg))
159 break;
160
161 if (!al)
162 {
163 missile->destroy (0);
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0;
166 }
167
168 if (al->item->slaying)
169 {
170 missile->destroy (0);
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0;
173 }
174
175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type.
179 */
180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0;
182 }
183 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg);
185 }
186
187 if (missile_plus > 4)
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
195 if (missile->nrof < 1)
196 missile->nrof = 1;
197
198 missile->magic = missile_plus;
199 /* Can't get any money for these objects */
200 missile->value = 0;
201
202 SET_FLAG (missile, FLAG_IDENTIFIED);
203
204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205 pick_up (op, missile);
206
207 return 1;
208 }
209
210
211 /* allows the choice of what sort of food object to make.
212 * If stringarg is NULL, it will create food dependent on level --PeterM*/
213 int
214 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
215 {
216 int food_value;
217 archetype *at = NULL;
218 object *new_op;
219
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
221
222 if (stringarg)
223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value)
228 stringarg = NULL;
229 }
230
231 if (!stringarg)
232 {
233 archetype *at_tmp;
234
235 /* We try to find the archetype with the maximum food value.
236 * This removes the dependancy of hard coded food values in this
237 * function, and addition of new food types is automatically added.
238 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor.
240 */
241
242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
246 {
247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead.
250 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
252 at = at_tmp;
253 }
254 }
255 }
256 /* Pretty unlikely (there are some very low food items), but you never
257 * know
258 */
259 if (!at)
260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0;
263 }
264
265 food_value /= at->clone.stats.food;
266 new_op = arch_to_object (at);
267 new_op->nrof = food_value;
268
269 new_op->value = 0;
270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
272
273 cast_create_obj (op, caster, new_op, dir);
274 return 1;
275 }
276
277 int
278 probe (object *op, object *caster, object *spell_ob, int dir)
279 {
280 int r, mflags, maxrange;
281 object *tmp;
282 maptile *m;
283
284
285 if (!dir)
286 {
287 examine_monster (op, op);
288 return 1;
289 }
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++)
292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294
295 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y);
297
298 if (mflags & P_OUT_OF_MAP)
299 break;
300
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0;
305 }
306 if (mflags & P_IS_ALIVE)
307 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL)
313 tmp = tmp->head;
314 examine_monster (op, tmp);
315 return 1;
316 }
317 }
318 }
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1;
321 }
322
323
324 /* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It
328 * only checks the racial adjustments, and in fact that
329 * pl is invisible.
330 */
331 int
332 makes_invisible_to (object *pl, object *mon)
333 {
334
335 if (!pl->invisible)
336 return 0;
337 if (pl->type == PLAYER)
338 {
339 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race)
341 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0;
344 return 1;
345 }
346 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1;
349 /* No race, can't be invisible to it */
350 if (!mon->race)
351 return 0;
352 if (strstr (mon->race, pl->contr->invis_race))
353 return 1;
354 /* Nothing matched above, return 0 */
355 return 0;
356 }
357 else
358 {
359 /* monsters are invisible to everything */
360 return 1;
361 }
362 }
363
364 /* Makes the player or character invisible.
365 * Note the spells to 'stack', but perhaps in odd ways.
366 * the duration for all is cumulative.
367 * In terms of invis undead/normal invis, it is the last one cast that
368 * will determine if you are invisible to undead or normal monsters.
369 * For improved invis, if you cast it with a one of the others, you
370 * lose the improved part of it, and the above statement about undead/
371 * normal applies.
372 */
373 int
374 cast_invisible (object *op, object *caster, object *spell_ob)
375 {
376 object *tmp;
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 (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
414 if (tmp->enemy == op)
415 tmp->enemy = NULL;
416 return 1;
417 }
418
419 /* earth to dust spell. Basically destroys earthwalls in the area.
420 */
421 int
422 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423 {
424 object *tmp, *next;
425 int range, i, j, mflags;
426 sint16 sx, sy;
427 maptile *m;
428
429 if (op->type != PLAYER)
430 return 0;
431
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
433
434 for (i = -range; i <= range; i++)
435 for (j = -range; j <= range; j++)
436 {
437 sx = op->x + i;
438 sy = op->y + j;
439 m = op->map;
440 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
441
442 if (mflags & P_OUT_OF_MAP)
443 continue;
444
445 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
447 {
448 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 }
452 }
453 return 1;
454 }
455
456
457 void
458 execute_word_of_recall (object *op)
459 {
460 object *wor = op;
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
468 else
469 enter_exit (op, wor);
470
471 wor->remove ();
472 wor->destroy (0);
473 }
474
475 /* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a
477 * time delay effect.
478 */
479 int
480 cast_word_of_recall (object *op, object *caster, object *spell_ob)
481 {
482 object *dummy;
483 int time;
484
485 if (op->type != PLAYER)
486 return 0;
487
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1;
492 }
493
494 dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL)
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1)
503 time = 1;
504
505 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something.
508 */
509 dummy->speed = 0.002;
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL;
514
515 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't.
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521
522 (void) insert_ob_in_ob (dummy, op);
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
524 return 1;
525 }
526
527 /* cast_wonder
528 * wonder is really just a spell that will likely cast another
529 * spell.
530 */
531 int
532 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
533 {
534 object *newspell;
535
536 if (!rndm (0, 3))
537 return cast_cone (op, caster, dir, spell_ob);
538
539 if (spell_ob->randomitems)
540 {
541 newspell = generate_treasure (spell_ob->randomitems, caster->level);
542 if (!newspell)
543 {
544 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
545 return 0;
546 }
547 if (newspell->type != SPELL)
548 {
549 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
550 return 0;
551 }
552 /* Prevent inifinit recursion */
553 if (newspell->subtype == SP_WONDER)
554 {
555 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
556 return 0;
557 }
558 return cast_spell (op, caster, dir, newspell, NULL);
559 }
560 return 1;
561 }
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 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685 dummy->destroy (0);
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, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877 }
878
879
880 /* This creates magic walls. Really, it can create most any object,
881 * within some reason.
882 */
883
884 int
885 magic_wall (object *op, object *caster, int dir, object *spell_ob)
886 {
887 object *tmp, *tmp2;
888 int i, posblocked, negblocked, maxrange;
889 sint16 x, y;
890 maptile *m;
891 const char *name;
892 archetype *at;
893
894 if (!dir)
895 {
896 dir = op->facing;
897 x = op->x;
898 y = op->y;
899 }
900 else
901 {
902 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir];
904 }
905 m = op->map;
906
907 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0;
913 }
914 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race)
919 {
920 char buf1[MAX_BUF];
921
922 sprintf (buf1, spell_ob->race, dir);
923 at = archetype::find (buf1);
924 if (!at)
925 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0;
929 }
930 tmp = arch_to_object (at);
931 }
932 else
933 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0;
936 }
937
938 if (tmp->type == SPELL_EFFECT)
939 {
940 tmp->attacktype = spell_ob->attacktype;
941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
943 tmp->range = 0;
944 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 }
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 }
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE);
963 }
964
965 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used.
967 */
968 set_owner (tmp, op);
969 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2;
973
974 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
976 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0;
979 }
980 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983
984 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the
987 * created wall can extend, it won't go extend through
988 * blocked spaces.
989 */
990 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
991 posblocked = 0;
992 negblocked = 0;
993
994 for (i = 1; i <= maxrange; i++)
995 {
996 int dir2;
997
998 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
999
1000 x = tmp->x + i * freearr_x[dir2];
1001 y = tmp->y + i * freearr_y[dir2];
1002 m = tmp->map;
1003
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 {
1007 tmp2 = get_object ();
1008 copy_object (tmp, tmp2);
1009 tmp2->x = x;
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1015
1016 }
1017 else
1018 posblocked = 1;
1019
1020 x = tmp->x - i * freearr_x[dir2];
1021 y = tmp->y - i * freearr_y[dir2];
1022 m = tmp->map;
1023
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 {
1027 tmp2 = get_object ();
1028 copy_object (tmp, tmp2);
1029 tmp2->x = x;
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1034 }
1035 else
1036 negblocked = 1;
1037 }
1038
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1040 update_all_los (op->map, op->x, op->y);
1041
1042 return 1;
1043 }
1044
1045 int
1046 dimension_door (object *op, object *caster, object *spob, int dir)
1047 {
1048 uint32 dist, maxdist;
1049 int mflags;
1050 maptile *m;
1051 sint16 sx, sy;
1052
1053 if (op->type != PLAYER)
1054 return 0;
1055
1056 if (!dir)
1057 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1059 return 0;
1060 }
1061
1062 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in.
1064 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066
1067 if (op->contr->count)
1068 {
1069 if (op->contr->count > maxdist)
1070 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0;
1073 }
1074
1075 for (dist = 0; dist < op->contr->count; dist++)
1076 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break;
1081
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break;
1084 }
1085
1086 if (dist < op->contr->count)
1087 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0;
1091 }
1092 op->contr->count = 0;
1093
1094 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and
1098 * lots of other maps that protect areas with no magic, but the
1099 * areas themselves don't contain no magic spaces.
1100 */
1101 /* This call here is really just to normalize the coordinates */
1102 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1103 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1104 {
1105 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1106 return 1; /* Maybe the penalty should be more severe... */
1107 }
1108 }
1109 else
1110 {
1111 /* Player didn't specify a distance, so lets see how far
1112 * we can move the player. Don't know why this stopped on
1113 * spaces that blocked the players view.
1114 */
1115
1116 for (dist = 0; dist < maxdist; dist++)
1117 {
1118 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1119
1120 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1121 break;
1122
1123 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1124 break;
1125
1126 }
1127
1128 /* If the destination is blocked, keep backing up until we
1129 * find a place for the player.
1130 */
1131 for (; dist > 0; dist--)
1132 {
1133 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1134 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1135 continue;
1136
1137
1138 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1139 break;
1140
1141 }
1142 if (!dist)
1143 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1145 return 0;
1146 }
1147 }
1148
1149 /* Actually move the player now */
1150 op->remove ();
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1;
1155
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1;
1158 }
1159
1160
1161 /* cast_heal: Heals something.
1162 * op is the caster.
1163 * dir is the direction he is casting it in.
1164 * spell is the spell object.
1165 */
1166 int
1167 cast_heal (object *op, object *caster, object *spell, int dir)
1168 {
1169 object *tmp;
1170 archetype *at;
1171 object *poison;
1172 int heal = 0, success = 0;
1173
1174 tmp = find_target_for_friendly_spell (op, dir);
1175
1176 if (tmp == NULL)
1177 return 0;
1178
1179 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage.
1181 */
1182 heal = spell->stats.dam;
1183 if (spell->stats.hp)
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185
1186 if (heal)
1187 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else
1193 {
1194 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based
1196 * on amount of damage healed.
1197 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal;
1201
1202 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 }
1222 success = 1;
1223 }
1224 }
1225 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op))
1227 success = 1;
1228
1229 if (spell->attacktype & AT_POISON)
1230 {
1231 at = archetype::find ("poisoning");
1232 poison = present_arch_in_ob (at, tmp);
1233 if (poison)
1234 {
1235 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1;
1238 }
1239 }
1240 if (spell->attacktype & AT_CONFUSION)
1241 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison)
1244 {
1245 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1;
1248 }
1249 }
1250 if (spell->attacktype & AT_BLIND)
1251 {
1252 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp);
1254 if (poison)
1255 {
1256 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1;
1259 }
1260 }
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 {
1263 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 }
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 {
1271 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 }
1277 if (spell->stats.food && tmp->stats.food < 999)
1278 {
1279 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999;
1282 success = 1;
1283 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 }
1286 return success;
1287 }
1288
1289
1290 /* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those.
1293 */
1294 static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.",
1296 "You grow no more agile.",
1297 "You don't feel any healthier.",
1298 "no wis",
1299 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302 };
1303
1304 int
1305 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306 {
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL;
1309 int i;
1310
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0)
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir);
1315 }
1316 else
1317 {
1318 tmp = op;
1319 }
1320
1321 if (tmp == NULL)
1322 return 0;
1323
1324 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1326 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 {
1329 if (tmp2->name == spell_ob->name)
1330 {
1331 force = tmp2; /* the old effect will be "refreshed" */
1332 break;
1333 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 {
1336 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1338 return 0;
1339 }
1340 }
1341 }
1342 if (force == NULL)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 }
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration)
1360 {
1361 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 }
1364 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 }
1368 return 1;
1369 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0;
1372 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED);
1374
1375 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100)
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387
1388 if (tmp->type == PLAYER)
1389 {
1390 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++)
1392 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1394
1395 if (stat)
1396 {
1397 sm = 0;
1398 for (k = 0; k < stat; k++)
1399 sm += rndm (1, 3);
1400
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1402 {
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1404 if (sm < 0)
1405 sm = 0;
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 }
1411 }
1412 }
1413
1414 force->move_type = spell_ob->move_type;
1415
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1417 SET_FLAG (force, FLAG_SEE_IN_DARK);
1418
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1420 SET_FLAG (force, FLAG_XRAYS);
1421
1422 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp)
1424 {
1425 if (op->speed > 0.5f)
1426 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1427 else
1428 force->stats.exp = spell_ob->stats.exp;
1429 }
1430
1431 force->stats.wc = spell_ob->stats.wc;
1432 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype;
1434
1435 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp);
1438 return 1;
1439 }
1440
1441 /* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster.
1444 */
1445
1446 int
1447 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448 {
1449 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1451
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0)
1454 {
1455 tmp = find_target_for_friendly_spell (op, dir);
1456 }
1457 else
1458 {
1459 tmp = op;
1460 }
1461
1462 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1464 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 {
1467 if (tmp2->name == spell_ob->name)
1468 {
1469 force = tmp2; /* the old effect will be "refreshed" */
1470 break;
1471 }
1472 else if (spell_ob->race && spell_ob->race == tmp2->name)
1473 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0;
1476 }
1477 }
1478 }
1479 if (force == NULL)
1480 {
1481 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race)
1484 force->name = spell_ob->race;
1485 else
1486 force->name = spell_ob->name;
1487 force->name_pl = spell_ob->name;
1488 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1489 }
1490 else
1491 {
1492 int duration;
1493
1494 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1495 if (duration > force->duration)
1496 {
1497 force->duration = duration;
1498 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1499 }
1500 else
1501 {
1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1503 }
1504 return 0;
1505 }
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0;
1508 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED);
1510
1511 if (!god)
1512 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 }
1515 else
1516 {
1517 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 }
1524 }
1525 force->path_attuned |= god->path_attuned;
1526
1527 if (spell_ob->attacktype)
1528 force->slaying = god->slaying;
1529
1530 if (tmp != op)
1531 {
1532 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1533 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1534 }
1535 else
1536 {
1537 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1538 }
1539
1540 }
1541 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac;
1543
1544 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp);
1547 return 1;
1548 }
1549
1550
1551
1552 /* Alchemy code by Mark Wedel
1553 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 *
1560 * Large nuggets are worth 25 gp each (base). You will always get
1561 * the maximum number of large nuggets you could get.
1562 * Small nuggets are worth 1 gp each (base). You will get from 0
1563 * to the max amount of small nuggets as you could get.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 *
1568 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be
1570 * alchemied.
1571 */
1572
1573 /* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578 static object *small, *large;
1579
1580 static void
1581 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1582 {
1583 uint64 value = query_cost (obj, NULL, F_TRUE);
1584
1585 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul
1590 * the stuff back to town.
1591 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3;
1597 else
1598 value = (value * 9) / 10;
1599
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29))
1603 {
1604 int count;
1605
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight;
1626 obj->remove ();
1627 obj->destroy (0);
1628 }
1629
1630 static void
1631 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632 {
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660 }
1661
1662 int
1663 alchemy (object *op, object *caster, object *spell_ob)
1664 {
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER)
1671 return 0;
1672
1673 /* Put a maximum weight of items that can be alchemied. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock
1675 * in sight
1676 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1680
1681 for (y = op->y - 1; y <= op->y + 1; y++)
1682 {
1683 for (x = op->x - 1; x <= op->x + 1; x++)
1684 {
1685 nx = x;
1686 ny = y;
1687
1688 mp = op->map;
1689
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue;
1694
1695 /* Treat alchemy a little differently - most spell effects
1696 * use fly as the movement type - for alchemy, consider it
1697 * ground level effect.
1698 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue;
1701
1702 small_nuggets = 0;
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 {
1707 next = tmp->above;
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 {
1711
1712 if (tmp->inv)
1713 {
1714 object *next1, *tmp1;
1715
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1717 {
1718 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1722 }
1723 }
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1725
1726 if (weight > weight_max)
1727 {
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1741 }
1742 }
1743 large->destroy (0);
1744 small->destroy (0);
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1;
1750 }
1751
1752
1753 /* This function removes the cursed/damned status on equipped
1754 * items.
1755 */
1756 int
1757 remove_curse (object *op, object *caster, object *spell)
1758 {
1759 object *tmp;
1760 int success = 0, was_one = 0;
1761
1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 {
1767
1768 was_one++;
1769 if (tmp->level <= caster_level (caster, spell))
1770 {
1771 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774
1775 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER)
1779 esrv_send_item (op, tmp);
1780 }
1781 }
1782
1783 if (op->type == PLAYER)
1784 {
1785 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else
1790 {
1791 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 }
1796 }
1797 return success;
1798 }
1799
1800 /* Identifies objects in the players inventory/on the ground */
1801
1802 int
1803 cast_identify (object *op, object *caster, object *spell)
1804 {
1805 object *tmp;
1806 int success = 0, num_ident;
1807
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809
1810 if (num_ident < 1)
1811 num_ident = 1;
1812
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 {
1818 identify (tmp);
1819 if (op->type == PLAYER)
1820 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1822 if (tmp->msg)
1823 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 }
1828 num_ident--;
1829 success = 1;
1830 if (!num_ident)
1831 break;
1832 }
1833 }
1834 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used.
1837 */
1838 if (num_ident)
1839 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 {
1843
1844 identify (tmp);
1845 if (op->type == PLAYER)
1846 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1848 if (tmp->msg)
1849 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 }
1855 num_ident--;
1856 success = 1;
1857 if (!num_ident)
1858 break;
1859 }
1860 }
1861 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op);
1866 }
1867 return success;
1868 }
1869
1870
1871 int
1872 cast_detection (object *op, object *caster, object *spell, object *skill)
1873 {
1874 object *tmp, *last, *god, *detect;
1875 int done_one, range, mflags, floor, level;
1876 sint16 x, y, nx, ny;
1877 maptile *m;
1878
1879 /* We precompute some values here so that we don't have to keep
1880 * doing it over and over again.
1881 */
1882 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell);
1885
1886 if (!skill)
1887 skill = caster;
1888
1889 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++)
1891 {
1892
1893 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP)
1896 continue;
1897
1898 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up.
1902 */
1903
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp;
1906 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen.
1908 */
1909 if (!last)
1910 continue;
1911
1912 done_one = 0;
1913 floor = 0;
1914 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below)
1916 {
1917
1918 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1930 {
1931 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1932 {
1933 tmp->invisible = 0;
1934 done_one = 1;
1935 }
1936 }
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1;
1939
1940 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of
1942 * detection to completely break out if we don't care about objects beneath
1943 * the floor, but once we get to the floor, not likely a very big issue anyways.
1944 */
1945 if (floor)
1946 continue;
1947
1948 /* I had thought about making detect magic and detect curse
1949 * show the flash the magic item like it does for detect monster.
1950 * however, if the object is within sight, this would then make it
1951 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant.
1953 */
1954
1955 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1958 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4;
1963 done_one = 1;
1964 }
1965 /* detect monster */
1966 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1967 {
1968 done_one = 2;
1969 if (!detect)
1970 detect = tmp;
1971 }
1972 /* Basically, if race is set in the spell, then the creatures race must
1973 * match that. if the spell race is set to GOD, then the gods opposing
1974 * race must match.
1975 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1978 (strstr (spell->race, tmp->race))))
1979 {
1980 done_one = 2;
1981 if (!detect)
1982 detect = tmp;
1983 }
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1;
1989 }
1990 } /* for stack of objects on this space */
1991
1992 /* Code here puts an effect of the spell on the space, so you can see
1993 * where the magic is.
1994 */
1995 if (done_one)
1996 {
1997 object *detect_ob = arch_to_object (spell->other_arch);
1998
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect)
2003 {
2004 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 }
2012 insert_ob_in_map (detect_ob, m, op, 0);
2013 }
2014 } /* for processing the surrounding spaces */
2015
2016
2017 /* Now process objects in the players inventory if detect curse or magic */
2018 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2019 {
2020 done_one = 0;
2021 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 {
2025 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2026 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER)
2029 esrv_send_item (op, tmp);
2030 }
2031 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER)
2036 esrv_send_item (op, tmp);
2037 }
2038 } /* if item is not identified */
2039 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */
2041 return 1;
2042 }
2043
2044
2045 /**
2046 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2047 * level whos spell did cause the overcharge.
2048 */
2049 static void
2050 charge_mana_effect (object *victim, int caster_level)
2051 {
2052
2053 /* Prevent explosions for objects without mana. Without this check, doors
2054 * will explode, too.
2055 */
2056 if (victim->stats.maxsp <= 0)
2057 return;
2058
2059 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2060
2061 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2066
2067 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x;
2072 tmp->y = victim->y;
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp;
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99);
2088 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093 }
2094
2095 /* cast_transfer
2096 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP.
2098 */
2099
2100 int
2101 cast_transfer (object *op, object *caster, object *spell, int dir)
2102 {
2103 object *plyr = NULL;
2104 sint16 x, y;
2105 maptile *m;
2106 int mflags;
2107
2108 m = op->map;
2109 x = op->x + freearr_x[dir];
2110 y = op->y + freearr_y[dir];
2111
2112 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break;
2119 }
2120
2121
2122 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */
2125 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break;
2129
2130 if (!plyr)
2131 {
2132 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2133 return 0;
2134 }
2135 /* give sp */
2136 if (spell->stats.dam > 0)
2137 {
2138 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2139 charge_mana_effect (plyr, caster_level (caster, spell));
2140 return 1;
2141 }
2142 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr)
2144 {
2145 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2146
2147 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2148
2149 if (rate > 95)
2150 rate = 95;
2151
2152 sucked = (plyr->stats.sp * rate) / 100;
2153 plyr->stats.sp -= sucked;
2154 if (QUERY_FLAG (op, FLAG_ALIVE))
2155 {
2156 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked;
2159 if (sucked > 0)
2160 {
2161 charge_mana_effect (op, caster_level (caster, spell));
2162 }
2163 }
2164 return 1;
2165 }
2166 return 0;
2167 }
2168
2169
2170 /* counterspell: nullifies spell effects.
2171 * op is the counterspell object, dir is the direction
2172 * it was cast in.
2173 * Basically, if the object has a magic attacktype,
2174 * this may nullify it.
2175 */
2176 void
2177 counterspell (object *op, int dir)
2178 {
2179 object *tmp, *head, *next;
2180 int mflags;
2181 maptile *m;
2182 sint16 sx, sy;
2183
2184 sx = op->x + freearr_x[dir];
2185 sy = op->y + freearr_y[dir];
2186 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP)
2189 return;
2190
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
2192 {
2193 next = tmp->above;
2194
2195 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary
2197 * info for it.
2198 */
2199 if (tmp->head)
2200 head = tmp->head;
2201 else
2202 head = tmp;
2203
2204 /* don't attack our own spells */
2205 if (tmp->owner && tmp->owner == op->owner)
2206 continue;
2207
2208 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell
2210 * monsters either.
2211 */
2212
2213 if (head->attacktype & AT_MAGIC &&
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2215 {
2216 head->remove ();
2217 head->destroy (0);
2218 }
2219 else
2220 switch (head->type)
2221 {
2222 case SPELL_EFFECT:
2223 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0);
2227 }
2228 break;
2229
2230 /* I really don't get this rune code that much - that
2231 * random chance seems really low.
2232 */
2233 case RUNE:
2234 if (rndm (0, 149) == 0)
2235 {
2236 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0);
2241 }
2242 }
2243 break;
2244 }
2245 }
2246 }
2247
2248
2249
2250 /* cast_consecrate() - a spell to make an altar your god's */
2251 int
2252 cast_consecrate (object *op, object *caster, object *spell)
2253 {
2254 char buf[MAX_BUF];
2255
2256 object *tmp, *god = find_god (determine_god (op));
2257
2258 if (!god)
2259 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2261 return 0;
2262 }
2263
2264 for (tmp = op->below; tmp; tmp = tmp->below)
2265 {
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2267 break;
2268 if (tmp->type == HOLY_ALTAR)
2269 {
2270
2271 if (tmp->level > caster_level (caster, spell))
2272 {
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2274 return 0;
2275 }
2276 else
2277 {
2278 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell);
2282 tmp->other_arch = god->arch;
2283 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp);
2285 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2286 return 1;
2287 }
2288 }
2289 }
2290 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2291 return 0;
2292 }
2293
2294 /* animate_weapon -
2295 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2296 * The golem is based on the archetype specified, modified by the caster's level
2297 * and the attributes of the weapon. The weapon is inserted in the golem's
2298 * inventory so that it falls to the ground when the golem dies.
2299 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06
2303 */
2304
2305 int
2306 animate_weapon (object *op, object *caster, object *spell, int dir)
2307 {
2308 object *weapon, *tmp;
2309 char buf[MAX_BUF];
2310 int a, i;
2311 sint16 x, y;
2312 maptile *m;
2313 materialtype_t *mt;
2314
2315 if (!spell->other_arch)
2316 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2319 return 0;
2320 }
2321 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER)
2323 return 0;
2324
2325 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem])
2327 {
2328 control_golem (op->contr->ranges[range_golem], dir);
2329 return 0;
2330 }
2331
2332 /* if no direction specified, pick one */
2333 if (!dir)
2334 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2335
2336 m = op->map;
2337 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir];
2339
2340 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2343 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0;
2346 }
2347
2348 /* Use the weapon marked by the player. */
2349 weapon = find_marked_object (op);
2350
2351 if (!weapon)
2352 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0;
2355 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race))
2357 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0;
2360 }
2361 if (weapon->type != WEAPON)
2362 {
2363 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2364 return 0;
2365 }
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2367 {
2368 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2369 return 0;
2370 }
2371
2372 if (weapon->nrof > 1)
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378
2379 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch);
2381
2382 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0;
2386 add_friendly_object (tmp);
2387 tmp->type = GOLEM;
2388 set_owner (tmp, op);
2389 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392
2393 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was
2395 * used above.
2396 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc)
2404 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp);
2408
2409 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good.
2412 */
2413
2414 /* modify weapon's animated wc */
2415 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2416 if (tmp->stats.wc < -127)
2417 tmp->stats.wc = -127;
2418
2419 /* Modify hit points for weapon */
2420 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2421 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2422 if (tmp->stats.maxhp < 0)
2423 tmp->stats.maxhp = 10;
2424 tmp->stats.hp = tmp->stats.maxhp;
2425
2426 /* Modify weapon's damage */
2427 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2428 if (tmp->stats.dam < 0)
2429 tmp->stats.dam = 127;
2430
2431
2432 /* attacktype */
2433 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL;
2435
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname);
2439 if (mt != NULL)
2440 {
2441 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0];
2444 }
2445 else
2446 {
2447 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5;
2449 a = 10;
2450 }
2451 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100;
2456 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2457 tmp->resist[ATNR_FEAR] = 100;
2458 tmp->resist[ATNR_DEPLETE] = 100;
2459 tmp->resist[ATNR_DEATH] = 100;
2460 tmp->resist[ATNR_BLIND] = 100;
2461
2462 /* Improve weapon's armour value according to best save vs. physical of its material */
2463
2464 if (a > 14)
2465 a = 14;
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467
2468 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473
2474 if (!spell->race)
2475 {
2476 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf;
2478
2479 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 }
2494
2495 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497
2498 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0);
2503 return 1;
2504 }
2505
2506 /* cast_daylight() - changes the map darkness level *lower* */
2507
2508 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2509 * This changes the light level for the entire map.
2510 */
2511
2512 int
2513 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2514 {
2515 int success;
2516
2517 if (!op->map)
2518 return 0; /* shouldnt happen */
2519
2520 success = change_map_light (op->map, spell->stats.dam);
2521 if (!success)
2522 {
2523 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 }
2528 return success;
2529 }
2530
2531
2532
2533
2534
2535 /* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself.
2538 */
2539 int
2540 create_aura (object *op, object *caster, object *spell)
2541 {
2542 int refresh = 0;
2543 object *new_aura;
2544
2545 new_aura = present_arch_in_ob (spell->other_arch, op);
2546 if (new_aura)
2547 refresh = 1;
2548 else
2549 new_aura = arch_to_object (spell->other_arch);
2550
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype;
2558
2559 new_aura->level = caster_level (caster, spell);
2560 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2564 insert_ob_in_ob (new_aura, op);
2565 return 1;
2566 }
2567
2568
2569 /* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately
2571 * around him.
2572 * Aura parameters:
2573 * duration: duration counter.
2574 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack
2576 */
2577
2578 void
2579 move_aura (object *aura)
2580 {
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */
2586 env = aura->env;
2587
2588 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up.
2590 */
2591 aura->remove ();
2592
2593 /* exit if we're out of gas */
2594 if (aura->duration-- < 0)
2595 {
2596 aura->destroy (0);
2597 return;
2598 }
2599
2600 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL)
2602 {
2603 aura->destroy (0);
2604 return;
2605 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608
2609 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently.
2611 */
2612 insert_ob_in_map (aura, env->map, aura, 0);
2613
2614 for (i = 1; i < 9; i++)
2615 {
2616 sint16 nx, ny;
2617
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc.
2625 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 {
2628 hit_map (aura, i, aura->attacktype, 0);
2629
2630 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 }
2639 }
2640 }
2641 /* put the aura back in the player's inventory */
2642 aura->remove ();
2643 insert_ob_in_ob (aura, env);
2644 }
2645
2646 /* moves the peacemaker spell.
2647 * op is the piece object.
2648 */
2649
2650 void
2651 move_peacemaker (object *op)
2652 {
2653 object *tmp;
2654
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 {
2657 int atk_lev, def_lev;
2658 object *victim = tmp;
2659
2660 if (tmp->head)
2661 victim = tmp->head;
2662 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2663 continue;
2664 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2665 continue;
2666 if (victim->stats.exp == 0)
2667 continue;
2668
2669 def_lev = MAX (1, victim->level);
2670 atk_lev = MAX (1, op->level);
2671
2672 if (rndm (0, atk_lev - 1) > def_lev)
2673 {
2674 /* make this sucker peaceful. */
2675
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0;
2678 #if 0
2679 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage.
2681 */
2682 victim->stats.dam = 0;
2683 victim->stats.sp = 0;
2684 victim->stats.grace = 0;
2685 victim->stats.Pow = 0;
2686 #endif
2687 victim->attack_movement = RANDO2;
2688 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2689 SET_FLAG (victim, FLAG_RUN_AWAY);
2690 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2691 CLEAR_FLAG (victim, FLAG_MONSTER);
2692 if (victim->name)
2693 {
2694 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2695 }
2696 }
2697 }
2698 }
2699
2700
2701 /* This writes a rune that contains the appropriate message.
2702 * There really isn't any adjustments we make.
2703 */
2704
2705 int
2706 write_mark (object *op, object *spell, const char *msg)
2707 {
2708 char rune[HUGE_BUF];
2709 object *tmp;
2710
2711 if (!msg || msg[0] == 0)
2712 {
2713 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2714 return 0;
2715 }
2716
2717 if (strcasestr_local (msg, "endmsg"))
2718 {
2719 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2720 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2721 return 0;
2722 }
2723 if (!spell->other_arch)
2724 return 0;
2725 tmp = arch_to_object (spell->other_arch);
2726
2727 snprintf (rune, sizeof (rune), "%s\n", msg);
2728
2729 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune;
2731 tmp->x = op->x;
2732 tmp->y = op->y;
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1;
2735 }