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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.42
Committed: Wed Mar 14 04:12:29 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +2 -1 lines
Log Message:
- rewrote more face handling code
- automatically send smooth faces, as the client will need them anyways
  and it makes little sense to wait for the client to axk for it. of course,
  gcfclient suffers from weird ordering problems again.
- UP_OBJ_FACE was often abused in situations where other things changed,
  updated lots of spaces, probably more to be done.
- update_smooth became so small that inlining it actually clarified
  the code. similar for update_space, which is not inlined for other reasons.
- faces were not initialised properly
- add versioncheck for face data
- rewrite invisibility handling a bit: god finger etc. now makes you blink,
  blinking routine has changed to be less annoying and more useful while
  still indicating invisibleness.

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