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Revision: 1.31
Committed: Thu Jan 4 16:19:32 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +27 -22 lines
Log Message:
- word of recall activated the player indirectly
- implement maptile->xy_find and xy_load
- separate find and load, even on C level
- generate map_leave/enter and map_change events even for tiled map changes
  (experimental)
- implement mainloop freezeing by start/stop, not skipping ticks
- no map updates when player !active

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <living.h>
27 #ifndef __CEXTRACT__
28 # include <sproto.h>
29 #endif
30 #include <spells.h>
31 #include <sounds.h>
32
33 /* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate.
35 * op is what is casting this.
36 */
37 void
38 cast_magic_storm (object *op, object *tmp, int lvl)
39 {
40 if (!tmp)
41 return; /* error */
42
43 tmp->level = op->level;
44 tmp->range += lvl / 5; /* increase the area of destruction */
45 tmp->duration += lvl / 5;
46
47 /* Put a cap on duration for this - if the player fails in their
48 * apartment, don't want it to go on so long that it kills them
49 * multiple times. Also, damge already increases with level,
50 * so don't really need to increase the duration as much either.
51 */
52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57
58 tmp->insert_at (op, op);
59 }
60
61 int
62 recharge (object *op, object *caster, object *spell_ob)
63 {
64 object *wand, *tmp;
65 int ncharges;
66
67 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND)
69 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
71 return 0;
72 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy ();
79 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2;
86
87 if (tmp->stats.hp < 2)
88 tmp->stats.hp = 2;
89
90 tmp->insert_at (op);
91 return 1;
92 }
93
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
96 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level;
98 else
99 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
101 return 0;
102 }
103
104 if (!ncharges)
105 ncharges = 1;
106
107 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
111 {
112 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed);
114 }
115
116 return 1;
117 }
118
119 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * arrows.
122 * Sets the plus based on the casters level. It is also settable with the
123 * invoke command. If the caster attempts to create missiles with too
124 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc...
128 */
129
130 int
131 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132 {
133 int missile_plus = 0, bonus_plus = 0;
134 const char *missile_name;
135 object *tmp, *missile;
136
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race;
142
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144
145 if (archetype::find (missile_name) == NULL)
146 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0;
149 }
150
151 missile = get_archetype (missile_name);
152
153 if (stringarg)
154 {
155 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg))
157 {
158 artifact *al = find_artifactlist (missile->type)->items;
159
160 for (; al != NULL; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg))
162 break;
163
164 if (!al)
165 {
166 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
168 return 0;
169 }
170
171 if (al->item->slaying)
172 {
173 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0;
176 }
177
178 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type.
182 */
183 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0;
185 }
186 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg);
188 }
189
190 if (missile_plus > 4)
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus);
197
198 if (missile->nrof < 1)
199 missile->nrof = 1;
200
201 missile->magic = missile_plus;
202 /* Can't get any money for these objects */
203 missile->value = 0;
204
205 SET_FLAG (missile, FLAG_IDENTIFIED);
206
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile);
209
210 return 1;
211 }
212
213
214 /* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/
216 int
217 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
218 {
219 int food_value;
220 archetype *at = NULL;
221 object *new_op;
222
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
224
225 if (stringarg)
226 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value)
231 stringarg = NULL;
232 }
233
234 if (!stringarg)
235 {
236 archetype *at_tmp;
237
238 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this
240 * function, and addition of new food types is automatically added.
241 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor.
243 */
244
245 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
247 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
249 {
250 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead.
253 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
255 at = at_tmp;
256 }
257 }
258 }
259 /* Pretty unlikely (there are some very low food items), but you never
260 * know
261 */
262 if (!at)
263 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0;
266 }
267
268 food_value /= at->clone.stats.food;
269 new_op = arch_to_object (at);
270 new_op->nrof = food_value;
271
272 new_op->value = 0;
273 if (new_op->nrof < 1)
274 new_op->nrof = 1;
275
276 cast_create_obj (op, caster, new_op, dir);
277 return 1;
278 }
279
280 int
281 probe (object *op, object *caster, object *spell_ob, int dir)
282 {
283 int r, mflags, maxrange;
284 object *tmp;
285 maptile *m;
286
287
288 if (!dir)
289 {
290 examine_monster (op, op);
291 return 1;
292 }
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++)
295 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297
298 m = op->map;
299 mflags = get_map_flags (m, &m, x, y, &x, &y);
300
301 if (mflags & P_OUT_OF_MAP)
302 break;
303
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0;
308 }
309 if (mflags & P_IS_ALIVE)
310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL)
316 tmp = tmp->head;
317 examine_monster (op, tmp);
318 return 1;
319 }
320 }
321 }
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1;
324 }
325
326
327 /* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It
331 * only checks the racial adjustments, and in fact that
332 * pl is invisible.
333 */
334 int
335 makes_invisible_to (object *pl, object *mon)
336 {
337
338 if (!pl->invisible)
339 return 0;
340 if (pl->type == PLAYER)
341 {
342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race)
344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0;
347 return 1;
348 }
349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1;
352 /* No race, can't be invisible to it */
353 if (!mon->race)
354 return 0;
355 if (strstr (mon->race, pl->contr->invis_race))
356 return 1;
357 /* Nothing matched above, return 0 */
358 return 0;
359 }
360 else
361 {
362 /* monsters are invisible to everything */
363 return 1;
364 }
365 }
366
367 /* Makes the player or character invisible.
368 * Note the spells to 'stack', but perhaps in odd ways.
369 * the duration for all is cumulative.
370 * In terms of invis undead/normal invis, it is the last one cast that
371 * will determine if you are invisible to undead or normal monsters.
372 * For improved invis, if you cast it with a one of the others, you
373 * lose the improved part of it, and the above statement about undead/
374 * normal applies.
375 */
376 int
377 cast_invisible (object *op, object *caster, object *spell_ob)
378 {
379 object *tmp;
380
381 if (op->invisible > 1000)
382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0;
385 }
386
387 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two.
389 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
391 /* max duration */
392 if (op->invisible > 1000)
393 op->invisible = 1000;
394
395 if (op->type == PLAYER)
396 {
397 op->contr->invis_race = spell_ob->race;
398
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
400 op->contr->tmp_invis = 0;
401 else
402 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 }
406 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410
411 update_object (op, UP_OBJ_FACE);
412
413 /* Only search the active objects - only these should actually do
414 * harm to the player.
415 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
417 if (tmp->enemy == op)
418 tmp->enemy = NULL;
419 return 1;
420 }
421
422 /* earth to dust spell. Basically destroys earthwalls in the area.
423 */
424 int
425 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426 {
427 object *tmp, *next;
428 int range, i, j, mflags;
429 sint16 sx, sy;
430 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436
437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++)
439 {
440 sx = op->x + i;
441 sy = op->y + j;
442 m = op->map;
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444
445 if (mflags & P_OUT_OF_MAP)
446 continue;
447
448 // earth to dust tears down everything that can be teared down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
450 {
451 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 }
455 }
456
457 return 1;
458 }
459
460 void
461 execute_word_of_recall (object *op)
462 {
463 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474
475 op->destroy ();
476 }
477
478 /* Word of recall causes the player to return 'home'.
479 * we put a force into the player object, so that there is a
480 * time delay effect.
481 */
482 int
483 cast_word_of_recall (object *op, object *caster, object *spell_ob)
484 {
485 object *dummy;
486 int time;
487
488 if (op->type != PLAYER)
489 return 0;
490
491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 {
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1;
495 }
496
497 dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
506 if (time < 1)
507 time = 1;
508
509 /* value of speed really doesn't make much difference, as long as it is
510 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something.
512 */
513 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL;
517
518 /* If we could take advantage of enter_player_savebed() here, it would be
519 * nice, but until the map load fails, we can't.
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524
525 op->insert (dummy);
526
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
529 return 1;
530 }
531
532 /* cast_wonder
533 * wonder is really just a spell that will likely cast another
534 * spell.
535 */
536 int
537 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538 {
539 object *newspell;
540
541 if (!rndm (0, 3))
542 return cast_cone (op, caster, dir, spell_ob);
543
544 if (spell_ob->randomitems)
545 {
546 newspell = generate_treasure (spell_ob->randomitems, caster->level);
547 if (!newspell)
548 {
549 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
550 return 0;
551 }
552 if (newspell->type != SPELL)
553 {
554 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
555 return 0;
556 }
557 /* Prevent inifinit recursion */
558 if (newspell->subtype == SP_WONDER)
559 {
560 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
561 return 0;
562 }
563 return cast_spell (op, caster, dir, newspell, NULL);
564 }
565 return 1;
566 }
567
568 int
569 perceive_self (object *op)
570 {
571 char *cp = describe_item (op, op), buf[MAX_BUF];
572 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575
576 tmp = find_god (determine_god (op));
577 if (tmp)
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
581
582 tmp = present_arch_in_ob (at, op);
583
584 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
586 else
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 if (tmp != NULL)
591 {
592 for (i = 0; i < NUM_STATS; i++)
593 {
594 if (get_attr_value (&tmp->stats, i) < 0)
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 }
601
602 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
608 {
609 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything.");
612 }
613 else
614 {
615 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
616 }
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break;
619 }
620 }
621 }
622 return 1;
623 }
624
625 /* int cast_create_town_portal (object *op, object *caster, int dir)
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642 int
643 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644 {
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 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.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872
873 return 1;
874 }
875
876 /* This creates magic walls. Really, it can create most any object,
877 * within some reason.
878 */
879 int
880 magic_wall (object *op, object *caster, int dir, object *spell_ob)
881 {
882 object *tmp;
883 int i, posblocked, negblocked, maxrange;
884 sint16 x, y;
885 maptile *m;
886 const char *name;
887 archetype *at;
888
889 if (!dir)
890 {
891 dir = op->facing;
892 x = op->x;
893 y = op->y;
894 }
895 else
896 {
897 x = op->x + freearr_x[dir];
898 y = op->y + freearr_y[dir];
899 }
900
901 m = op->map;
902
903 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
908 return 0;
909 }
910
911 if (spell_ob->other_arch)
912 tmp = arch_to_object (spell_ob->other_arch);
913 else if (spell_ob->race)
914 {
915 char buf1[MAX_BUF];
916
917 sprintf (buf1, spell_ob->race, dir);
918 at = archetype::find (buf1);
919 if (!at)
920 {
921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
923 return 0;
924 }
925
926 tmp = arch_to_object (at);
927 }
928 else
929 {
930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
931 return 0;
932 }
933
934 if (tmp->type == SPELL_EFFECT)
935 {
936 tmp->attacktype = spell_ob->attacktype;
937 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->range = 0;
940 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp;
945 }
946
947 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
948 {
949 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 SET_FLAG (tmp, FLAG_IS_USED_UP);
951 }
952
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE);
959 }
960
961 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used. Do not set the owner for
963 * earthwalls, though, so they survive restarts.
964 */
965 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op);
967
968 set_spell_skill (op, caster, spell_ob, tmp);
969 tmp->level = caster_level (caster, spell_ob) / 2;
970
971 name = tmp->name;
972 if (!(tmp = m->insert (tmp, x, y, op)))
973 {
974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
975 return 0;
976 }
977
978 /* If this is a spellcasting wall, need to insert the spell object */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981
982 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the
985 * created wall can extend, it won't go extend through
986 * blocked spaces.
987 */
988 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
989 posblocked = 0;
990 negblocked = 0;
991
992 for (i = 1; i <= maxrange; i++)
993 {
994 int dir2;
995
996 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
997
998 x = tmp->x + i * freearr_x[dir2];
999 y = tmp->y + i * freearr_y[dir2];
1000 m = tmp->map;
1001
1002 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1003 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1004 {
1005 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op);
1007
1008 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch));
1011
1012 }
1013 else
1014 posblocked = 1;
1015
1016 x = tmp->x - i * freearr_x[dir2];
1017 y = tmp->y - i * freearr_y[dir2];
1018 m = tmp->map;
1019
1020 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1022 {
1023 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op);
1025
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 }
1029 else
1030 negblocked = 1;
1031 }
1032
1033 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1034 update_all_los (op->map, op->x, op->y);
1035
1036 return 1;
1037 }
1038
1039 int
1040 dimension_door (object *op, object *caster, object *spob, int dir)
1041 {
1042 uint32 dist, maxdist;
1043 int mflags;
1044 maptile *m;
1045 sint16 sx, sy;
1046
1047 if (op->type != PLAYER)
1048 return 0;
1049
1050 if (!dir)
1051 {
1052 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1053 return 0;
1054 }
1055
1056 /* Given the new outdoor maps, can't let players dimension door for
1057 * ever, so put limits in.
1058 */
1059 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1060
1061 if (op->contr->count)
1062 {
1063 if (op->contr->count > maxdist)
1064 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1066 return 0;
1067 }
1068
1069 for (dist = 0; dist < op->contr->count; dist++)
1070 {
1071 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1072
1073 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1074 break;
1075
1076 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1077 break;
1078 }
1079
1080 if (dist < op->contr->count)
1081 {
1082 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1083 op->contr->count = 0;
1084 return 0;
1085 }
1086
1087 op->contr->count = 0;
1088
1089 /* Remove code that puts player on random space on maps. IMO,
1090 * a lot of maps probably have areas the player should not get to,
1091 * but may not be marked as NO_MAGIC (as they may be bounded
1092 * by such squares). Also, there are probably treasure rooms and
1093 * lots of other maps that protect areas with no magic, but the
1094 * areas themselves don't contain no magic spaces.
1095 */
1096 /* This call here is really just to normalize the coordinates */
1097 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1098 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1099 {
1100 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1101 return 1; /* Maybe the penalty should be more severe... */
1102 }
1103 }
1104 else
1105 {
1106 /* Player didn't specify a distance, so lets see how far
1107 * we can move the player. Don't know why this stopped on
1108 * spaces that blocked the players view.
1109 */
1110
1111 for (dist = 0; dist < maxdist; dist++)
1112 {
1113 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1114
1115 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1116 break;
1117
1118 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1119 break;
1120
1121 }
1122
1123 /* If the destination is blocked, keep backing up until we
1124 * find a place for the player.
1125 */
1126 for (; dist > 0; dist--)
1127 {
1128 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1129 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1130 continue;
1131
1132
1133 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1134 break;
1135
1136 }
1137 if (!dist)
1138 {
1139 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1140 return 0;
1141 }
1142 }
1143
1144 /* Actually move the player now */
1145 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1146 return 1;
1147
1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1149 return 1;
1150 }
1151
1152
1153 /* cast_heal: Heals something.
1154 * op is the caster.
1155 * dir is the direction he is casting it in.
1156 * spell is the spell object.
1157 */
1158 int
1159 cast_heal (object *op, object *caster, object *spell, int dir)
1160 {
1161 object *tmp;
1162 archetype *at;
1163 object *poison;
1164 int heal = 0, success = 0;
1165
1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (tmp == NULL)
1169 return 0;
1170
1171 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage.
1173 */
1174 heal = spell->stats.dam;
1175 if (spell->stats.hp)
1176 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1177
1178 if (heal)
1179 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1183 }
1184 else
1185 {
1186 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based
1188 * on amount of damage healed.
1189 */
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1191 heal = tmp->stats.maxhp - tmp->stats.hp;
1192 tmp->stats.hp += heal;
1193
1194 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1209 }
1210 else
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1213 }
1214 success = 1;
1215 }
1216 }
1217 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op))
1219 success = 1;
1220
1221 if (spell->attacktype & AT_POISON)
1222 {
1223 at = archetype::find ("poisoning");
1224 poison = present_arch_in_ob (at, tmp);
1225 if (poison)
1226 {
1227 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1;
1230 }
1231 }
1232 if (spell->attacktype & AT_CONFUSION)
1233 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1235 if (poison)
1236 {
1237 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1;
1240 }
1241 }
1242 if (spell->attacktype & AT_BLIND)
1243 {
1244 at = archetype::find ("blindness");
1245 poison = present_arch_in_ob (at, tmp);
1246 if (poison)
1247 {
1248 success = 1;
1249 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1250 poison->stats.food = 1;
1251 }
1252 }
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 {
1255 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1260 }
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 {
1263 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1268 }
1269 if (spell->stats.food && tmp->stats.food < 999)
1270 {
1271 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999;
1274 success = 1;
1275 /* We could do something a bit better like the messages for healing above */
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1277 }
1278 return success;
1279 }
1280
1281
1282 /* This is used for the spells that gain stats. There are no spells
1283 * right now that icnrease wis/int/pow on a temp basis, so no
1284 * good comments for those.
1285 */
1286 static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.",
1288 "You grow no more agile.",
1289 "You don't feel any healthier.",
1290 "no wis",
1291 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294 };
1295
1296 int
1297 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1298 {
1299 object *force = NULL;
1300 int i;
1301
1302 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1303 object *tmp = dir
1304 ? find_target_for_friendly_spell (op, dir)
1305 : op;
1306
1307 if (!tmp)
1308 return 0;
1309
1310 /* If we've already got a force of this type, don't add a new one. */
1311 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1312 {
1313 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1314 {
1315 if (tmp2->name == spell_ob->name)
1316 {
1317 force = tmp2; /* the old effect will be "refreshed" */
1318 break;
1319 }
1320 else if (spell_ob->race && spell_ob->race == tmp2->name)
1321 {
1322 if (!silent)
1323 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1324 return 0;
1325 }
1326 }
1327 }
1328 if (force == NULL)
1329 {
1330 force = get_archetype (FORCE_NAME);
1331 force->subtype = FORCE_CHANGE_ABILITY;
1332 if (spell_ob->race)
1333 force->name = spell_ob->race;
1334 else
1335 force->name = spell_ob->name;
1336 force->name_pl = spell_ob->name;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1338
1339 }
1340 else
1341 {
1342 int duration;
1343
1344 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1345 if (duration > force->duration)
1346 {
1347 force->duration = duration;
1348 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1349 }
1350 else
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1353 }
1354 return 1;
1355 }
1356 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1357 force->speed = 1.0;
1358 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED);
1360
1361 /* Now start processing the effects. First, protections */
1362 for (i = 0; i < NROFATTACKS; i++)
1363 {
1364 if (spell_ob->resist[i])
1365 {
1366 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1367 if (force->resist[i] > 100)
1368 force->resist[i] = 100;
1369 }
1370 }
1371 if (spell_ob->stats.hp)
1372 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1373
1374 if (tmp->type == PLAYER)
1375 {
1376 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++)
1378 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1380
1381 if (stat)
1382 {
1383 sm = 0;
1384 for (k = 0; k < stat; k++)
1385 sm += rndm (1, 3);
1386
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1388 {
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1390 if (sm < 0)
1391 sm = 0;
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 }
1397 }
1398 }
1399
1400 force->move_type = spell_ob->move_type;
1401
1402 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1403 SET_FLAG (force, FLAG_SEE_IN_DARK);
1404
1405 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1406 SET_FLAG (force, FLAG_XRAYS);
1407
1408 /* Haste/bonus speed */
1409 if (spell_ob->stats.exp)
1410 {
1411 if (op->speed > 0.5f)
1412 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1413 else
1414 force->stats.exp = spell_ob->stats.exp;
1415 }
1416
1417 force->stats.wc = spell_ob->stats.wc;
1418 force->stats.ac = spell_ob->stats.ac;
1419 force->attacktype = spell_ob->attacktype;
1420
1421 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats ();
1424 return 1;
1425 }
1426
1427 /* This used to be part of cast_change_ability, but it really didn't make
1428 * a lot of sense, since most of the values it derives are from the god
1429 * of the caster.
1430 */
1431
1432 int
1433 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434 {
1435 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1437
1438 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1439 if (dir != 0)
1440 {
1441 tmp = find_target_for_friendly_spell (op, dir);
1442 }
1443 else
1444 {
1445 tmp = op;
1446 }
1447
1448 /* If we've already got a force of this type, don't add a new one. */
1449 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1450 {
1451 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1452 {
1453 if (tmp2->name == spell_ob->name)
1454 {
1455 force = tmp2; /* the old effect will be "refreshed" */
1456 break;
1457 }
1458 else if (spell_ob->race && spell_ob->race == tmp2->name)
1459 {
1460 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1461 return 0;
1462 }
1463 }
1464 }
1465 if (force == NULL)
1466 {
1467 force = get_archetype (FORCE_NAME);
1468 force->subtype = FORCE_CHANGE_ABILITY;
1469 if (spell_ob->race)
1470 force->name = spell_ob->race;
1471 else
1472 force->name = spell_ob->name;
1473 force->name_pl = spell_ob->name;
1474 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1475 }
1476 else
1477 {
1478 int duration;
1479
1480 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1481 if (duration > force->duration)
1482 {
1483 force->duration = duration;
1484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1485 }
1486 else
1487 {
1488 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1489 }
1490 return 0;
1491 }
1492 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1493 force->speed = 1.0;
1494 force->speed_left = -1.0;
1495 SET_FLAG (force, FLAG_APPLIED);
1496
1497 if (!god)
1498 {
1499 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1500 }
1501 else
1502 {
1503 /* Only give out good benefits, and put a max on it */
1504 for (i = 0; i < NROFATTACKS; i++)
1505 {
1506 if (god->resist[i] > 0)
1507 {
1508 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1509 }
1510 }
1511 force->path_attuned |= god->path_attuned;
1512
1513 if (spell_ob->attacktype)
1514 force->slaying = god->slaying;
1515
1516 if (tmp != op)
1517 {
1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1519 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1520 }
1521 else
1522 {
1523 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1524 }
1525
1526 }
1527 force->stats.wc = spell_ob->stats.wc;
1528 force->stats.ac = spell_ob->stats.ac;
1529
1530 change_abil (tmp, force); /* Mostly to display any messages */
1531 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats ();
1533 return 1;
1534 }
1535
1536
1537
1538 /* Alchemy code by Mark Wedel
1539 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being
1542 * about 90% of that of the item itself. It uses the value of the
1543 * object before charisma adjustments, because the nuggets themselves
1544 * will be will be adjusted by charisma when sold.
1545 *
1546 * Large nuggets are worth 25 gp each (base). You will always get
1547 * the maximum number of large nuggets you could get.
1548 * Small nuggets are worth 1 gp each (base). You will get from 0
1549 * to the max amount of small nuggets as you could get.
1550 *
1551 * For example, if an item is worth 110 gold, you will get
1552 * 4 large nuggets, and from 0-10 small nuggets.
1553 *
1554 * There is also a chance (1:30) that you will get nothing at all
1555 * for the object. There is also a maximum weight that will be
1556 * alchemied.
1557 */
1558
1559 /* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564 static object *small, *large;
1565
1566 static void
1567 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1568 {
1569 uint64 value = query_cost (obj, NULL, F_TRUE);
1570
1571 /* Give third price when we alchemy money (This should hopefully
1572 * make it so that it isn't worth it to alchemy money, sell
1573 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul
1576 * the stuff back to town.
1577 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3;
1583 else
1584 value = (value * 9) / 10;
1585
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29))
1589 {
1590 int count;
1591
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight;
1612 obj->destroy ();
1613 }
1614
1615 static void
1616 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1617 {
1618 object *tmp;
1619 int flag = 0;
1620
1621 /* Put any nuggets below the player, but we can only pass this
1622 * flag if we are on the same space as the player
1623 */
1624 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR;
1626
1627 if (small_nuggets)
1628 {
1629 tmp = small->clone ();
1630 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag);
1632 }
1633
1634 if (large_nuggets)
1635 {
1636 tmp = large->clone ();
1637 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag);
1639 }
1640 }
1641
1642 int
1643 alchemy (object *op, object *caster, object *spell_ob)
1644 {
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER)
1651 return 0;
1652
1653 /* Put a maximum weight of items that can be alchemied. Limits the power
1654 * some, and also prevents people from alcheming every table/chair/clock
1655 * in sight
1656 */
1657 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1658 weight_max *= 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1660
1661 for (y = op->y - 1; y <= op->y + 1; y++)
1662 {
1663 for (x = op->x - 1; x <= op->x + 1; x++)
1664 {
1665 nx = x;
1666 ny = y;
1667
1668 mp = op->map;
1669
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue;
1674
1675 /* Treat alchemy a little differently - most spell effects
1676 * use fly as the movement type - for alchemy, consider it
1677 * ground level effect.
1678 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue;
1681
1682 small_nuggets = 0;
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 {
1687 next = tmp->above;
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 {
1691
1692 if (tmp->inv)
1693 {
1694 object *next1, *tmp1;
1695
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1697 {
1698 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1702 }
1703 }
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1705
1706 if (weight > weight_max)
1707 {
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 }
1713 } /* is alchemable object */
1714 } /* process all objects on this space */
1715
1716 /* Insert all the nuggets at one time. This probably saves time, but
1717 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell.
1719 */
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1721 }
1722 }
1723
1724 large->destroy ();
1725 small->destroy ();
1726 /* reset this so that if player standing on a big pile of stuff,
1727 * it is redrawn properly.
1728 */
1729 op->contr->ns->look_position = 0;
1730 return 1;
1731 }
1732
1733
1734 /* This function removes the cursed/damned status on equipped
1735 * items.
1736 */
1737 int
1738 remove_curse (object *op, object *caster, object *spell)
1739 {
1740 object *tmp;
1741 int success = 0, was_one = 0;
1742
1743 for (tmp = op->inv; tmp; tmp = tmp->below)
1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1747 {
1748 was_one++;
1749 if (tmp->level <= caster_level (caster, spell))
1750 {
1751 success++;
1752 if (QUERY_FLAG (spell, FLAG_DAMNED))
1753 CLEAR_FLAG (tmp, FLAG_DAMNED);
1754
1755 CLEAR_FLAG (tmp, FLAG_CURSED);
1756 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1757 tmp->value = 0; /* Still can't sell it */
1758 if (op->type == PLAYER)
1759 esrv_send_item (op, tmp);
1760 }
1761 }
1762
1763 if (op->type == PLAYER)
1764 {
1765 if (success)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1768 }
1769 else
1770 {
1771 if (was_one)
1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1773 else
1774 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1775 }
1776 }
1777
1778 return success;
1779 }
1780
1781 /* Identifies objects in the players inventory/on the ground */
1782
1783 int
1784 cast_identify (object *op, object *caster, object *spell)
1785 {
1786 object *tmp;
1787 int success = 0, num_ident;
1788
1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1790
1791 if (num_ident < 1)
1792 num_ident = 1;
1793
1794 for (tmp = op->inv; tmp; tmp = tmp->below)
1795 {
1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797 {
1798 identify (tmp);
1799
1800 if (op->type == PLAYER)
1801 {
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1803
1804 if (tmp->msg)
1805 {
1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808 }
1809 }
1810
1811 num_ident--;
1812 success = 1;
1813 if (!num_ident)
1814 break;
1815 }
1816 }
1817
1818 /* If all the power of the spell has been used up, don't go and identify
1819 * stuff on the floor. Only identify stuff on the floor if the spell
1820 * was not fully used.
1821 */
1822 if (num_ident)
1823 {
1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 {
1827 identify (tmp);
1828
1829 if (op->type == PLAYER)
1830 {
1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1832
1833 if (tmp->msg)
1834 {
1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 }
1838
1839 esrv_send_item (op, tmp);
1840 }
1841
1842 num_ident--;
1843 success = 1;
1844 if (!num_ident)
1845 break;
1846 }
1847 }
1848
1849 if (!success)
1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1851 else
1852 spell_effect (spell, op->x, op->y, op->map, op);
1853
1854 return success;
1855 }
1856
1857 int
1858 cast_detection (object *op, object *caster, object *spell, object *skill)
1859 {
1860 object *tmp, *last, *god, *detect;
1861 int done_one, range, mflags, floor, level;
1862 sint16 x, y, nx, ny;
1863 maptile *m;
1864
1865 /* We precompute some values here so that we don't have to keep
1866 * doing it over and over again.
1867 */
1868 god = find_god (determine_god (op));
1869 level = caster_level (caster, spell);
1870 range = spell->range + SP_level_range_adjust (caster, spell);
1871
1872 if (!skill)
1873 skill = caster;
1874
1875 for (x = op->x - range; x <= op->x + range; x++)
1876 for (y = op->y - range; y <= op->y + range; y++)
1877 {
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1880 if (mflags & P_OUT_OF_MAP)
1881 continue;
1882
1883 /* For most of the detections, we only detect objects above the
1884 * floor. But this is not true for show invisible.
1885 * Basically, we just go and find the top object and work
1886 * down - that is easier than working up.
1887 */
1888
1889 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1890 last = tmp;
1891
1892 /* Shouldn't happen, but if there are no objects on a space, this
1893 * would happen.
1894 */
1895 if (!last)
1896 continue;
1897
1898 done_one = 0;
1899 floor = 0;
1900 detect = NULL;
1901 for (tmp = last; tmp; tmp = tmp->below)
1902 {
1903 /* show invisible */
1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1905 /* Might there be other objects that we can make visible? */
1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1908 tmp->type == CF_HANDLE ||
1909 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1910 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1911 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1912 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1913 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1914 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1915 {
1916 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1917 {
1918 tmp->invisible = 0;
1919 done_one = 1;
1920 }
1921 }
1922
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 floor = 1;
1925
1926 /* All detections below this point don't descend beneath the floor,
1927 * so just continue on. We could be clever and look at the type of
1928 * detection to completely break out if we don't care about objects beneath
1929 * the floor, but once we get to the floor, not likely a very big issue anyways.
1930 */
1931 if (floor)
1932 continue;
1933
1934 /* I had thought about making detect magic and detect curse
1935 * show the flash the magic item like it does for detect monster.
1936 * however, if the object is within sight, this would then make it
1937 * difficult to see what object is magical/cursed, so the
1938 * effect wouldn't be as apparant.
1939 */
1940
1941 /* detect magic */
1942 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1943 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1944 {
1945 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1946 /* make runes more visibile */
1947 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1948 tmp->stats.Cha /= 4;
1949 done_one = 1;
1950 }
1951 /* detect monster */
1952 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1953 {
1954 done_one = 2;
1955 if (!detect)
1956 detect = tmp;
1957 }
1958 /* Basically, if race is set in the spell, then the creatures race must
1959 * match that. if the spell race is set to GOD, then the gods opposing
1960 * race must match.
1961 */
1962 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1963 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1964 (strstr (spell->race, tmp->race))))
1965 {
1966 done_one = 2;
1967 if (!detect)
1968 detect = tmp;
1969 }
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1971 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1972 {
1973 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1974 done_one = 1;
1975 }
1976 } /* for stack of objects on this space */
1977
1978 /* Code here puts an effect of the spell on the space, so you can see
1979 * where the magic is.
1980 */
1981 if (done_one)
1982 {
1983 object *detect_ob = arch_to_object (spell->other_arch);
1984
1985 /* if this is set, we want to copy the face */
1986 if (done_one == 2 && detect)
1987 {
1988 detect_ob->face = detect->face;
1989 detect_ob->animation_id = detect->animation_id;
1990 detect_ob->anim_speed = detect->anim_speed;
1991 detect_ob->last_anim = 0;
1992 /* by default, the detect_ob is already animated */
1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1995 }
1996
1997 m->insert (detect_ob, nx, ny, op);
1998 }
1999 } /* for processing the surrounding spaces */
2000
2001
2002 /* Now process objects in the players inventory if detect curse or magic */
2003 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2004 {
2005 done_one = 0;
2006 for (tmp = op->inv; tmp; tmp = tmp->below)
2007 {
2008 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2009 {
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2011 {
2012 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2013 if (op->type == PLAYER)
2014 esrv_send_item (op, tmp);
2015 }
2016 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2017 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2018 {
2019 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2020 if (op->type == PLAYER)
2021 esrv_send_item (op, tmp);
2022 }
2023 } /* if item is not identified */
2024 } /* for the players inventory */
2025 } /* if detect magic/curse and object is a player */
2026 return 1;
2027 }
2028
2029
2030 /**
2031 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2032 * level whos spell did cause the overcharge.
2033 */
2034 static void
2035 charge_mana_effect (object *victim, int caster_level)
2036 {
2037
2038 /* Prevent explosions for objects without mana. Without this check, doors
2039 * will explode, too.
2040 */
2041 if (victim->stats.maxsp <= 0)
2042 return;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2045
2046 if (victim->stats.sp >= victim->stats.maxsp * 2)
2047 {
2048 object *tmp;
2049
2050 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2051
2052 /* Explodes a fireball centered at player */
2053 tmp = get_archetype (EXPLODING_FIREBALL);
2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2056
2057 tmp->insert_at (victim);
2058 victim->stats.sp = 2 * victim->stats.maxsp;
2059 }
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2061 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2065 {
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2067 confuse_player (victim, victim, 99);
2068 }
2069 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2070 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2071 }
2072
2073 /* cast_transfer
2074 * This spell transfers sp from the player to another person.
2075 * We let the target go above their normal maximum SP.
2076 */
2077
2078 int
2079 cast_transfer (object *op, object *caster, object *spell, int dir)
2080 {
2081 object *plyr = NULL;
2082 sint16 x, y;
2083 maptile *m;
2084 int mflags;
2085
2086 m = op->map;
2087 x = op->x + freearr_x[dir];
2088 y = op->y + freearr_y[dir];
2089
2090 mflags = get_map_flags (m, &m, x, y, &x, &y);
2091
2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2093 {
2094 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2096 break;
2097 }
2098
2099
2100 /* If we did not find a player in the specified direction, transfer
2101 * to anyone on top of us. This is used for the rune of transference mostly.
2102 */
2103 if (plyr == NULL)
2104 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2106 break;
2107
2108 if (!plyr)
2109 {
2110 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2111 return 0;
2112 }
2113 /* give sp */
2114 if (spell->stats.dam > 0)
2115 {
2116 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2117 charge_mana_effect (plyr, caster_level (caster, spell));
2118 return 1;
2119 }
2120 /* suck sp away. Can't suck sp from yourself */
2121 else if (op != plyr)
2122 {
2123 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2124
2125 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2126
2127 if (rate > 95)
2128 rate = 95;
2129
2130 sucked = (plyr->stats.sp * rate) / 100;
2131 plyr->stats.sp -= sucked;
2132 if (QUERY_FLAG (op, FLAG_ALIVE))
2133 {
2134 /* Player doesn't get full credit */
2135 sucked = (sucked * rate) / 100;
2136 op->stats.sp += sucked;
2137 if (sucked > 0)
2138 {
2139 charge_mana_effect (op, caster_level (caster, spell));
2140 }
2141 }
2142 return 1;
2143 }
2144 return 0;
2145 }
2146
2147
2148 /* counterspell: nullifies spell effects.
2149 * op is the counterspell object, dir is the direction
2150 * it was cast in.
2151 * Basically, if the object has a magic attacktype,
2152 * this may nullify it.
2153 */
2154 void
2155 counterspell (object *op, int dir)
2156 {
2157 object *tmp, *head, *next;
2158 int mflags;
2159 maptile *m;
2160 sint16 sx, sy;
2161
2162 sx = op->x + freearr_x[dir];
2163 sy = op->y + freearr_y[dir];
2164 m = op->map;
2165 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2166 if (mflags & P_OUT_OF_MAP)
2167 return;
2168
2169 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2170 {
2171 next = tmp->above;
2172
2173 /* Need to look at the head object - otherwise, if tmp
2174 * points to a monster, we don't have all the necessary
2175 * info for it.
2176 */
2177 if (tmp->head)
2178 head = tmp->head;
2179 else
2180 head = tmp;
2181
2182 /* don't attack our own spells */
2183 if (tmp->owner && tmp->owner == op->owner)
2184 continue;
2185
2186 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell
2188 * monsters either.
2189 */
2190
2191 if (head->attacktype & AT_MAGIC &&
2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2193 head->destroy ();
2194 else
2195 switch (head->type)
2196 {
2197 case SPELL_EFFECT:
2198 if (op->level > head->level)
2199 head->destroy ();
2200
2201 break;
2202
2203 /* I really don't get this rune code that much - that
2204 * random chance seems really low.
2205 */
2206 case RUNE:
2207 if (rndm (0, 149) == 0)
2208 {
2209 head->stats.hp--; /* weaken the rune */
2210 if (!head->stats.hp)
2211 head->destroy ();
2212 }
2213 break;
2214 }
2215 }
2216 }
2217
2218
2219
2220 /* cast_consecrate() - a spell to make an altar your god's */
2221 int
2222 cast_consecrate (object *op, object *caster, object *spell)
2223 {
2224 char buf[MAX_BUF];
2225
2226 object *tmp, *god = find_god (determine_god (op));
2227
2228 if (!god)
2229 {
2230 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2231 return 0;
2232 }
2233
2234 for (tmp = op->below; tmp; tmp = tmp->below)
2235 {
2236 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2237 break;
2238 if (tmp->type == HOLY_ALTAR)
2239 {
2240
2241 if (tmp->level > caster_level (caster, spell))
2242 {
2243 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2244 return 0;
2245 }
2246 else
2247 {
2248 /* If we got here, we are consecrating an altar */
2249 sprintf (buf, "Altar of %s", &god->name);
2250 tmp->name = buf;
2251 tmp->level = caster_level (caster, spell);
2252 tmp->other_arch = god->arch;
2253 if (op->type == PLAYER)
2254 esrv_update_item (UPD_NAME, op, tmp);
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2256 return 1;
2257 }
2258 }
2259 }
2260 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2261 return 0;
2262 }
2263
2264 /* animate_weapon -
2265 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2266 * The golem is based on the archetype specified, modified by the caster's level
2267 * and the attributes of the weapon. The weapon is inserted in the golem's
2268 * inventory so that it falls to the ground when the golem dies.
2269 * This code was very odd - code early on would only let players use the spell,
2270 * yet the code wass full of player checks. I've presumed that the code
2271 * that only let players use it was correct, and removed all the other
2272 * player checks. MSW 2003-01-06
2273 */
2274
2275 int
2276 animate_weapon (object *op, object *caster, object *spell, int dir)
2277 {
2278 object *weapon, *tmp;
2279 char buf[MAX_BUF];
2280 int a, i;
2281 sint16 x, y;
2282 maptile *m;
2283 materialtype_t *mt;
2284
2285 if (!spell->other_arch)
2286 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2288 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2289 return 0;
2290 }
2291 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER)
2293 return 0;
2294
2295 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem])
2297 {
2298 control_golem (op->contr->ranges[range_golem], dir);
2299 return 0;
2300 }
2301
2302 /* if no direction specified, pick one */
2303 if (!dir)
2304 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2305
2306 m = op->map;
2307 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir];
2309
2310 /* if there's no place to put the golem, abort */
2311 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2312 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2313 {
2314 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2315 return 0;
2316 }
2317
2318 /* Use the weapon marked by the player. */
2319 weapon = find_marked_object (op);
2320
2321 if (!weapon)
2322 {
2323 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2324 return 0;
2325 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race))
2327 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2329 return 0;
2330 }
2331 if (weapon->type != WEAPON)
2332 {
2333 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2334 return 0;
2335 }
2336 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2337 {
2338 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2339 return 0;
2340 }
2341
2342 if (weapon->nrof > 1)
2343 {
2344 tmp = get_split_ob (weapon, 1);
2345 esrv_send_item (op, weapon);
2346 weapon = tmp;
2347 }
2348
2349 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch);
2351
2352 /* if animated by a player, give the player control of the golem */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0;
2356 add_friendly_object (tmp);
2357 tmp->type = GOLEM;
2358 tmp->set_owner (op);
2359 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362
2363 /* Give the weapon to the golem now. A bit of a hack to check the
2364 * removed flag - it should only be set if get_split_object was
2365 * used above.
2366 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove ();
2369 insert_ob_in_ob (weapon, tmp);
2370 esrv_send_item (op, weapon);
2371 /* To do everything necessary to let a golem use the weapon is a pain,
2372 * so instead, just set it as equipped (otherwise, we need to update
2373 * body_info, skills, etc)
2374 */
2375 SET_FLAG (tmp, FLAG_USE_WEAPON);
2376 SET_FLAG (weapon, FLAG_APPLIED);
2377 tmp->update_stats ();
2378
2379 /* There used to be 'odd' code that basically seemed to take the absolute
2380 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2381 * if you're using a crappy weapon, it shouldn't be as good.
2382 */
2383
2384 /* modify weapon's animated wc */
2385 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2386 if (tmp->stats.wc < -127)
2387 tmp->stats.wc = -127;
2388
2389 /* Modify hit points for weapon */
2390 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2391 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2392 if (tmp->stats.maxhp < 0)
2393 tmp->stats.maxhp = 10;
2394 tmp->stats.hp = tmp->stats.maxhp;
2395
2396 /* Modify weapon's damage */
2397 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2398 if (tmp->stats.dam < 0)
2399 tmp->stats.dam = 127;
2400
2401
2402 /* attacktype */
2403 if (!tmp->attacktype)
2404 tmp->attacktype = AT_PHYSICAL;
2405
2406 mt = NULL;
2407 if (op->materialname != NULL)
2408 mt = name_to_material (op->materialname);
2409 if (mt != NULL)
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 50 - (mt->save[i] * 5);
2413 a = mt->save[0];
2414 }
2415 else
2416 {
2417 for (i = 0; i < NROFATTACKS; i++)
2418 tmp->resist[i] = 5;
2419 a = 10;
2420 }
2421 /* Set weapon's immunity */
2422 tmp->resist[ATNR_CONFUSION] = 100;
2423 tmp->resist[ATNR_POISON] = 100;
2424 tmp->resist[ATNR_SLOW] = 100;
2425 tmp->resist[ATNR_PARALYZE] = 100;
2426 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2427 tmp->resist[ATNR_FEAR] = 100;
2428 tmp->resist[ATNR_DEPLETE] = 100;
2429 tmp->resist[ATNR_DEATH] = 100;
2430 tmp->resist[ATNR_BLIND] = 100;
2431
2432 /* Improve weapon's armour value according to best save vs. physical of its material */
2433
2434 if (a > 14)
2435 a = 14;
2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2437
2438 /* Determine golem's speed */
2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2440
2441 if (!spell->race)
2442 {
2443 sprintf (buf, "animated %s", &weapon->name);
2444 tmp->name = buf;
2445
2446 tmp->face = weapon->face;
2447 tmp->animation_id = weapon->animation_id;
2448 tmp->anim_speed = weapon->anim_speed;
2449 tmp->last_anim = weapon->last_anim;
2450 tmp->state = weapon->state;
2451 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2452 }
2453
2454 /* make experience increase in proportion to the strength of the summoned creature. */
2455 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2456
2457 tmp->speed_left = -1;
2458 tmp->direction = dir;
2459
2460 m->insert (tmp, x, y, op);
2461 return 1;
2462 }
2463
2464 /* cast_daylight() - changes the map darkness level *lower* */
2465
2466 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2467 * This changes the light level for the entire map.
2468 */
2469
2470 int
2471 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2472 {
2473 int success;
2474
2475 if (!op->map)
2476 return 0; /* shouldnt happen */
2477
2478 success = op->map->change_map_light (spell->stats.dam);
2479
2480 if (!success)
2481 {
2482 if (spell->stats.dam < 0)
2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2484 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2486 }
2487 return success;
2488 }
2489
2490
2491
2492
2493
2494 /* create an aura spell object and put it in the player's inventory.
2495 * as usual, op is player, caster is the object casting the spell,
2496 * spell is the spell object itself.
2497 */
2498 int
2499 create_aura (object *op, object *caster, object *spell)
2500 {
2501 int refresh = 0;
2502 object *new_aura;
2503
2504 new_aura = present_arch_in_ob (spell->other_arch, op);
2505 if (new_aura)
2506 refresh = 1;
2507 else
2508 new_aura = arch_to_object (spell->other_arch);
2509
2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2511
2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2513
2514 new_aura->set_owner (op);
2515 set_spell_skill (op, caster, spell, new_aura);
2516 new_aura->attacktype = spell->attacktype;
2517
2518 new_aura->level = caster_level (caster, spell);
2519 if (refresh)
2520 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2521 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2523 insert_ob_in_ob (new_aura, op);
2524 return 1;
2525 }
2526
2527
2528 /* move aura function. An aura is a part of someone's inventory,
2529 * which he carries with him, but which acts on the map immediately
2530 * around him.
2531 * Aura parameters:
2532 * duration: duration counter.
2533 * attacktype: aura's attacktype
2534 * other_arch: archetype to drop where we attack
2535 */
2536
2537 void
2538 move_aura (object *aura)
2539 {
2540 int i, mflags;
2541 object *env;
2542 maptile *m;
2543
2544 /* auras belong in inventories */
2545 env = aura->env;
2546
2547 /* no matter what we've gotta remove the aura...
2548 * we'll put it back if its time isn't up.
2549 */
2550 aura->remove ();
2551
2552 /* exit if we're out of gas */
2553 if (aura->duration-- < 0)
2554 {
2555 aura->destroy ();
2556 return;
2557 }
2558
2559 /* auras only exist in inventories */
2560 if (env == NULL || env->map == NULL)
2561 {
2562 aura->destroy ();
2563 return;
2564 }
2565
2566 /* we need to jump out of the inventory for a bit
2567 * in order to hit the map conveniently.
2568 */
2569 aura->insert_at (env, aura);
2570
2571 for (i = 1; i < 9; i++)
2572 {
2573 sint16 nx, ny;
2574
2575 nx = aura->x + freearr_x[i];
2576 ny = aura->y + freearr_y[i];
2577 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2578
2579 /* Consider the movement tyep of the person with the aura as
2580 * movement type of the aura. Eg, if the player is flying, the aura
2581 * is flying also, if player is walking, it is on the ground, etc.
2582 */
2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2584 {
2585 hit_map (aura, i, aura->attacktype, 0);
2586
2587 if (aura->other_arch)
2588 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2589 }
2590 }
2591
2592 /* put the aura back in the player's inventory */
2593 aura->remove ();
2594 insert_ob_in_ob (aura, env);
2595 }
2596
2597 /* moves the peacemaker spell.
2598 * op is the piece object.
2599 */
2600
2601 void
2602 move_peacemaker (object *op)
2603 {
2604 object *tmp;
2605
2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2607 {
2608 int atk_lev, def_lev;
2609 object *victim = tmp;
2610
2611 if (tmp->head)
2612 victim = tmp->head;
2613 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2614 continue;
2615 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2616 continue;
2617 if (victim->stats.exp == 0)
2618 continue;
2619
2620 def_lev = MAX (1, victim->level);
2621 atk_lev = MAX (1, op->level);
2622
2623 if (rndm (0, atk_lev - 1) > def_lev)
2624 {
2625 /* make this sucker peaceful. */
2626
2627 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2628 victim->stats.exp = 0;
2629 #if 0
2630 /* No idea why these were all set to zero - if something
2631 * makes this creature agressive, he should still do damage.
2632 */
2633 victim->stats.dam = 0;
2634 victim->stats.sp = 0;
2635 victim->stats.grace = 0;
2636 victim->stats.Pow = 0;
2637 #endif
2638 victim->attack_movement = RANDO2;
2639 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2640 SET_FLAG (victim, FLAG_RUN_AWAY);
2641 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2642 CLEAR_FLAG (victim, FLAG_MONSTER);
2643 if (victim->name)
2644 {
2645 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2646 }
2647 }
2648 }
2649 }
2650
2651
2652 /* This writes a rune that contains the appropriate message.
2653 * There really isn't any adjustments we make.
2654 */
2655
2656 int
2657 write_mark (object *op, object *spell, const char *msg)
2658 {
2659 char rune[HUGE_BUF];
2660 object *tmp;
2661
2662 if (!msg || msg[0] == 0)
2663 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2665 return 0;
2666 }
2667
2668 if (strcasestr_local (msg, "endmsg"))
2669 {
2670 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2671 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2672 return 0;
2673 }
2674 if (!spell->other_arch)
2675 return 0;
2676 tmp = arch_to_object (spell->other_arch);
2677
2678 snprintf (rune, sizeof (rune), "%s\n", msg);
2679
2680 tmp->race = op->name; /*Save the owner of the rune */
2681 tmp->msg = rune;
2682
2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2684 return 1;
2685 }