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Revision: 1.39
Committed: Wed Feb 7 23:43:01 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +7 -10 lines
Log Message:
- more fixes to spell alchemy: nuke /4 fix by GHJ, don't understand it, makes no sense

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