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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.7
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +58 -68 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.6 2006-08-29 11:58:02 elmex Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <spells.h>
37 #include <sounds.h>
38
39 /* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this.
42 */
43 void cast_magic_storm(object *op, object *tmp, int lvl)
44 {
45 if (!tmp) return; /* error */
46 tmp->level=op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */
50 tmp->duration+=lvl/5;
51
52 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either.
56 */
57 if (tmp->duration>=40) tmp->duration=40;
58 tmp->stats.dam=lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61
62 }
63
64
65 int recharge(object *op, object *caster, object *spell_ob) {
66 object *wand, *tmp;
67 int ncharges;
68
69 wand = find_marked_object(op);
70 if(wand == NULL || wand->type != WAND) {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) {
75 new_draw_info_format(NDI_UNIQUE, 0, op,
76 "The %s vibrates violently, then explodes!",query_name(wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count);
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob));
93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level;
95 else {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 }
100 if (!ncharges) ncharges = 1;
101
102 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op,
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) {
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 }
110 return 1;
111 }
112
113 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows.
116 * Sets the plus based on the casters level. It is also settable with the
117 * invoke command. If the caster attempts to create missiles with too
118 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc...
122 */
123
124 int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg)
125 {
126 int missile_plus=0, bonus_plus=0;
127 const char *missile_name;
128 object *tmp, *missile;
129 tag_t tag;
130
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) {
135 missile_name=tmp->race;
136 }
137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell);
139
140 if (find_archetype(missile_name)==NULL) {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n",
142 missile_name);
143 return 0;
144 }
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) {
150 artifact *al = find_artifactlist(missile->type)->items;
151
152 for ( ; al != NULL; al=al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break;
154
155 if (!al) {
156 free_object(missile);
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name,
158 stringarg);
159 return 0;
160 }
161 if (al->item->slaying) {
162 free_object(missile);
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s",
164 missile_name, stringarg);
165 return 0;
166 }
167 give_artifact_abilities(missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type.
171 */
172 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0;
174 } else
175 if (atoi(stringarg) < missile_plus)
176 missile_plus = atoi(stringarg);
177 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus);
185 if (missile->nrof < 1)
186 missile->nrof=1;
187
188 missile->magic = missile_plus;
189 /* Can't get any money for these objects */
190 missile->value=0;
191
192 SET_FLAG(missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile);
199 }
200 return 1;
201 }
202
203
204 /* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/
206 int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg)
207 {
208 int food_value;
209 archetype *at=NULL;
210 object *new_op;
211
212 food_value=spell_ob->stats.food +
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214
215 if(stringarg) {
216 at = find_archetype_by_object_type_name(FOOD, stringarg);
217 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL;
221 }
222
223 if(!stringarg) {
224 archetype *at_tmp;
225
226 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor.
231 */
232
233 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) {
236 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead.
239 */
240 if (at_tmp->clone.stats.food<=food_value &&
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
242 at=at_tmp;
243 }
244 }
245 }
246 /* Pretty unlikely (there are some very low food items), but you never
247 * know
248 */
249 if (!at) {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0;
252 }
253
254 food_value/=at->clone.stats.food;
255 new_op = arch_to_object (at);
256 new_op->nrof = food_value;
257
258 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1;
260
261 cast_create_obj(op, caster,new_op, dir);
262 return 1;
263 }
264
265 int probe(object *op, object *caster, object *spell_ob, int dir) {
266 int r, mflags, maxrange;
267 object *tmp;
268 mapstruct *m;
269
270
271 if(!dir) {
272 examine_monster(op,op);
273 return 1;
274 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
276 for(r=1;r < maxrange; r++) {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir];
278
279 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y);
281
282 if (mflags & P_OUT_OF_MAP) break;
283
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic.");
286 return 0;
287 }
288 if (mflags & P_IS_ALIVE) {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something.");
292 if(tmp->head!=NULL)
293 tmp=tmp->head;
294 examine_monster(op,tmp);
295 return 1;
296 }
297 }
298 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing.");
300 return 1;
301 }
302
303
304 /* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that
309 * pl is invisible.
310 */
311 int makes_invisible_to(object *pl, object *mon)
312 {
313
314 if (!pl->invisible) return 0;
315 if (pl->type == PLAYER ) {
316 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0;
319 return 1;
320 }
321 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon))
323 return 1;
324 /* No race, can't be invisible to it */
325 if (!mon->race) return 0;
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0;
329 } else {
330 /* monsters are invisible to everything */
331 return 1;
332 }
333 }
334
335 /* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways.
337 * the duration for all is cumulative.
338 * In terms of invis undead/normal invis, it is the last one cast that
339 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/
342 * normal applies.
343 */
344 int cast_invisible(object *op, object *caster, object *spell_ob) {
345 object *tmp;
346
347 if(op->invisible>1000) {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
349 return 0;
350 }
351
352 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two.
354 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
356 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000;
358
359 if (op->type == PLAYER) {
360 op->contr->invis_race = spell_ob->race;
361
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0;
364 else
365 op->contr->tmp_invis=1;
366
367 op->contr->hidden = 0;
368 }
369 if (makes_invisible_to(op, op))
370 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!");
371 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!");
373
374 update_object(op,UP_OBJ_FACE);
375
376 /* Only search the active objects - only these should actually do
377 * harm to the player.
378 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
380 if (tmp->enemy == op)
381 tmp->enemy = NULL;
382 return 1;
383 }
384
385 /* earth to dust spell. Basically destroys earthwalls in the area.
386 */
387 int cast_earth_to_dust(object *op,object *caster, object *spell_ob) {
388 object *tmp, *next;
389 int range,i,j, mflags;
390 sint16 sx, sy;
391 mapstruct *m;
392
393 if(op->type!=PLAYER)
394 return 0;
395
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob);
397
398 for(i= -range;i<=range;i++)
399 for(j= -range;j<=range;j++) {
400 sx = op->x + i;
401 sy = op->y + j;
402 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
404
405 if (mflags & P_OUT_OF_MAP) continue;
406
407 // earth to dust tears down everything that can be teared down
408 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next)
409 {
410 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 }
415 return 1;
416 }
417
418
419 void execute_word_of_recall(object *op) {
420 object *wor=op;
421 while(op!=NULL && op->type!=PLAYER)
422 op=op->env;
423
424 if(op!=NULL && op->map) {
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you.");
427 else
428 enter_exit(op,wor);
429 }
430 remove_ob(wor);
431 free_object(wor);
432 }
433
434 /* Word of recall causes the player to return 'home'.
435 * we put a force into the player object, so that there is a
436 * time delay effect.
437 */
438 int cast_word_of_recall(object *op, object *caster, object *spell_ob) {
439 object *dummy;
440 int time;
441
442 if(op->type!=PLAYER)
443 return 0;
444
445 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL))
446 {
447 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." );
448 return 1;
449 }
450
451 dummy=get_archetype(FORCE_NAME);
452 if(dummy == NULL){
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0;
456 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob);
458 if (time <1 ) time=1;
459
460 /* value of speed really doesn't make much difference, as long as it is
461 * positive. Lower value may be useful so that the problem doesn't
462 * do anything really odd if it say a -1000 or something.
463 */
464 dummy->speed = 0.002;
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL;
469
470 /* If we could take advantage of enter_player_savebed() here, it would be
471 * nice, but until the map load fails, we can't.
472 */
473 EXIT_PATH(dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y;
476
477 (void) insert_ob_in_ob(dummy,op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you.");
479 return 1;
480 }
481
482 /* cast_wonder
483 * wonder is really just a spell that will likely cast another
484 * spell.
485 */
486 int cast_wonder(object *op, object *caster, int dir, object *spell_ob) {
487 object *newspell;
488
489 if(!rndm(0, 3))
490 return cast_cone(op,caster,dir, spell_ob);
491
492 if (spell_ob->randomitems) {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level);
494 if (!newspell) {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n");
496 return 0;
497 }
498 if (newspell->type != SPELL) {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n",
500 &newspell->type, &newspell->name);
501 return 0;
502 }
503 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n");
506 return 0;
507 }
508 return cast_spell(op,caster,dir,newspell, NULL);
509 }
510 return 1;
511 }
512
513
514 int perceive_self(object *op) {
515 char *cp=describe_item(op, op), buf[MAX_BUF];
516 archetype *at=find_archetype(ARCH_DEPLETION);
517 object *tmp;
518 int i;
519
520 tmp=find_god(determine_god(op));
521 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
525
526 tmp=present_arch_in_ob(at,op);
527
528 if(*cp=='\0' && tmp==NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
530 else {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp);
533 if (tmp!=NULL) {
534 for (i=0; i<NUM_STATS; i++) {
535 if (get_attr_value(&tmp->stats, i)<0) {
536 new_draw_info_format(NDI_UNIQUE, 0,op,
537 "Your %s is depleted by %d", statname[i],
538 -(get_attr_value(&tmp->stats,i)));
539 }
540 }
541 }
542 }
543
544 if (is_dragon_pl(op)) {
545 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) {
548 if(tmp->stats.exp == 0) {
549 sprintf(buf, "Your metabolism isn't focused on anything.");
550 } else {
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
552 }
553 new_draw_info(NDI_UNIQUE, 0,op, buf);
554 break;
555 }
556 }
557 }
558 return 1;
559 }
560
561 /* int cast_create_town_portal (object *op, object *caster, int dir)
562 *
563 * This function cast the spell of town portal for op
564 *
565 * The spell operates in two passes. During the first one a place
566 * is marked as a destination for the portal. During the second one,
567 * 2 portals are created, one in the position the player cast it and
568 * one in the destination place. The portal are synchronized and 2 forces
569 * are inserted in the player to destruct the portal next time player
570 * creates a new portal pair.
571 * This spell has a side effect that it allows people to meet each other
572 * in a permanent, private, appartements by making a town portal from it
573 * to the town or another public place. So, check if the map is unique and if
574 * so return an error
575 *
576 * Code by Tchize (david.delbecq@usa.net)
577 */
578 int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579 {
580 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap;
585 int op_level;
586
587
588 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the
590 * full pathname listed.
591 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
593 settings.create_home_portals != TRUE )
594 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
596 return 0;
597 }
598
599 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force
601 */
602 dummy=arch_to_object(spell->other_arch);
603 if(dummy == NULL){
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name);
606 return 0;
607 }
608 force=check_inv_recursive (op,dummy);
609
610 if (force==NULL) {
611 /* Here we know there is no destination marked up.
612 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked.
615 */
616 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x;
618 EXIT_Y(dummy)= op->y;
619 insert_ob_in_ob (dummy,op);
620 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.");
621 return 1;
622 }
623 free_object (dummy);
624
625 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals.
628 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory
632 * for easier destruction.
633 *
634 * The mark works has follow:
635 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal
637 * name : name of the portal
638 * race : map the portal is in
639 */
640
641 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race);
643 if(dummy == NULL){
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
646 return 0;
647 }
648 perm_portal = find_archetype (spell->slaying);
649
650 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal.
656 */
657 while ( (old_force=check_inv_recursive (op,dummy))) {
658 exitx=EXIT_X(old_force);
659 exity=EXIT_Y(old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity);
668 while (tmp) {
669 if (tmp->name == old_force->name) {
670 remove_ob (tmp);
671 free_object (tmp);
672 break;
673 } else {
674 tmp = tmp->above;
675 }
676 }
677 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683
684 /* Creating the portals.
685 * The very first thing to do is to ensure
686 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above.
692 */
693
694 /* Ensure exit map is loaded*/
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699
700 /* If we were unable to load (ex. random map deleted), warn player*/
701 if (exitmap==NULL) {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force);
704 free_object(force);
705 return 1;
706 }
707
708 op_level = caster_level(caster, spell);
709 if (op_level<15)
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name);
711 else if (op_level<30)
712 snprintf (portal_message,1024,"\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);
713 else if (op_level<60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name);
716
717 /* Create a portal in front of player
718 * dummy contain the portal and
719 * force contain the track to kill it later
720 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/
724 if(dummy == NULL) {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
727 return 0;
728 }
729 EXIT_PATH(dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force);
731 EXIT_Y(dummy)=EXIT_Y(force);
732 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/
735 cast_create_obj (op, caster, dummy, 0);
736
737 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active
739 * town portal.
740 */
741 tmp=get_archetype(spell->race);
742 if(tmp == NULL){
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
745 return 0;
746 }
747 tmp->race=op->map->path;
748 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x;
750 EXIT_Y(tmp)=dummy->y;
751 insert_ob_in_ob (tmp,op);
752
753 /* Create a portal in the destination map
754 * dummy contain the portal and
755 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to.
758 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/
761 if(dummy == NULL) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name);
764 return 0;
765 }
766 EXIT_PATH(dummy) = op->map->path;
767 EXIT_X(dummy)=op->x;
768 EXIT_Y(dummy)=op->y;
769 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/
774 insert_ob_in_map(dummy,exitmap,op,0);
775
776 /* Now we create another town portal marker that
777 * points back to the one we just made
778 */
779 tmp=get_archetype(spell->race);
780 if(tmp == NULL){
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name);
783 return 0;
784 }
785 tmp->race=force->name;
786 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x;
788 EXIT_Y(tmp)=dummy->y;
789 insert_ob_in_ob (tmp,op);
790
791 /* Describe the player what happened
792 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/
795 free_object(force);
796 return 1;
797 }
798
799
800 /* This creates magic walls. Really, it can create most any object,
801 * within some reason.
802 */
803
804 int magic_wall(object *op,object *caster,int dir,object *spell_ob) {
805 object *tmp, *tmp2;
806 int i,posblocked,negblocked, maxrange;
807 sint16 x, y;
808 mapstruct *m;
809 const char *name;
810 archetype *at;
811
812 if(!dir) {
813 dir=op->facing;
814 x = op->x;
815 y = op->y;
816 } else {
817 x = op->x+freearr_x[dir];
818 y = op->y+freearr_y[dir];
819 }
820 m = op->map;
821
822 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) {
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
826 return 0;
827 }
828 if (spell_ob->other_arch) {
829 tmp = arch_to_object(spell_ob->other_arch);
830 } else if (spell_ob->race) {
831 char buf1[MAX_BUF];
832
833 sprintf(buf1,spell_ob->race,dir);
834 at = find_archetype(buf1);
835 if (!at) {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken.");
838 return 0;
839 }
840 tmp = arch_to_object(at);
841 } else {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
843 &spell_ob->name);
844 return 0;
845 }
846
847 if (tmp->type == SPELL_EFFECT) {
848 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration +
850 SP_level_duration_adjust(caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0;
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
855 tmp->stats.hp = spell_ob->duration +
856 SP_level_duration_adjust(caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 }
861 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) {
862 tmp->stats.food = spell_ob->duration +
863 SP_level_duration_adjust(caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP);
865 }
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
867 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
868 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE);
871 }
872
873 /* This can't really hurt - if the object doesn't kill anything,
874 * these fields just won't be used.
875 */
876 set_owner(tmp,op);
877 set_spell_skill(op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2;
881
882 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name);
885 return 0;
886 }
887 /* If this is a spellcasting wall, need to insert the spell object */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp);
890
891 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through
895 * blocked spaces.
896 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
898 posblocked=0;
899 negblocked=0;
900
901 for(i=1; i<=maxrange; i++) {
902 int dir2;
903
904 dir2 = (dir<4)?(dir+2):dir-2;
905
906 x = tmp->x+i*freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2];
908 m = tmp->map;
909
910 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
912 !posblocked) {
913 tmp2 = get_object();
914 copy_object(tmp,tmp2);
915 tmp2->x = x;
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
921
922 } else posblocked=1;
923
924 x = tmp->x-i*freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2];
926 m = tmp->map;
927
928 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
929 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
930 !negblocked) {
931 tmp2 = get_object();
932 copy_object(tmp,tmp2);
933 tmp2->x = x;
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
938 } else negblocked=1;
939 }
940
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y);
943
944 return 1;
945 }
946
947 int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */
1049 return 1;
1050 }
1051
1052
1053 /* cast_heal: Heals something.
1054 * op is the caster.
1055 * dir is the direction he is casting it in.
1056 * spell is the spell object.
1057 */
1058 int cast_heal(object *op,object *caster, object *spell, int dir) {
1059 object *tmp;
1060 archetype *at;
1061 object *poison;
1062 int heal = 0, success = 0;
1063
1064 tmp = find_target_for_friendly_spell(op,dir);
1065
1066 if (tmp==NULL) return 0;
1067
1068 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage.
1070 */
1071 heal = spell->stats.dam;
1072 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) +
1074 spell->stats.hp;
1075
1076 if (heal) {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) {
1078 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed.");
1079 }
1080 else {
1081 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based
1083 * on amount of damage healed.
1084 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1086 heal = tmp->stats.maxhp - tmp->stats.hp;
1087 tmp->stats.hp += heal;
1088
1089 if (tmp->stats.hp >= tmp->stats.maxhp) {
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!");
1091 } else if (heal > 50) {
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1093 } else if (heal > 25) {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) {
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1097 } else {
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1099 }
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1;
1106
1107 if (spell->attacktype & AT_POISON) {
1108 at = find_archetype("poisoning");
1109 poison=present_arch_in_ob(at,tmp);
1110 if (poison) {
1111 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed");
1113 poison->stats.food = 1;
1114 }
1115 }
1116 if (spell->attacktype & AT_CONFUSION) {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp);
1118 if (poison) {
1119 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
1121 poison->duration = 1;
1122 }
1123 }
1124 if (spell->attacktype & AT_BLIND) {
1125 at=find_archetype("blindness");
1126 poison=present_arch_in_ob(at,tmp);
1127 if (poison) {
1128 success = 1;
1129 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return.");
1130 poison->stats.food = 1;
1131 }
1132 }
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) {
1134 tmp->stats.sp += spell->last_sp;
1135 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp;
1136 success = 1;
1137 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!");
1138 }
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) {
1140 tmp->stats.grace += spell->last_grace;
1141 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace;
1142 success = 1;
1143 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!");
1144 }
1145 if (spell->stats.food && tmp->stats.food < 999) {
1146 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999;
1148 success = 1;
1149 /* We could do something a bit better like the messages for healing above */
1150 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food");
1151 }
1152 return success;
1153 }
1154
1155
1156 /* This is used for the spells that gain stats. There are no spells
1157 * right now that icnrease wis/int/pow on a temp basis, so no
1158 * good comments for those.
1159 */
1160 static const char* const no_gain_msgs[NUM_STATS] = {
1161 "You grow no stronger.",
1162 "You grow no more agile.",
1163 "You don't feel any healthier.",
1164 "no wis",
1165 "You are no easier to look at.",
1166 "no int",
1167 "no pow"
1168 };
1169
1170 int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) {
1171 object *tmp, *tmp2=NULL;
1172 object *force=NULL;
1173 int i;
1174
1175 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1176 if(dir!=0) {
1177 tmp=find_target_for_friendly_spell(op,dir);
1178 } else {
1179 tmp = op;
1180 }
1181
1182 if(tmp==NULL) return 0;
1183
1184 /* If we've already got a force of this type, don't add a new one. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1187 if (tmp2->name == spell_ob->name) {
1188 force=tmp2; /* the old effect will be "refreshed" */
1189 break;
1190 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1192 if ( !silent )
1193 new_draw_info_format(NDI_UNIQUE, 0, op,
1194 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl);
1196 return 0;
1197 }
1198 }
1199 }
1200 if(force==NULL) {
1201 force=get_archetype(FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race)
1204 force->name = spell_ob->race;
1205 else
1206 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209
1210 } else {
1211 int duration;
1212
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1214 if (duration > force->duration) {
1215 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1217 } else {
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 }
1220 return 1;
1221 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1223 force->speed = 1.0;
1224 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED);
1226
1227 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) {
1229 if (spell_ob->resist[i]) {
1230 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob);
1231 if (force->resist[i] > 100) force->resist[i] = 100;
1232 }
1233 }
1234 if (spell_ob->stats.hp)
1235 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob);
1236
1237 if (tmp->type == PLAYER) {
1238 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) {
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm;
1241 if (stat) {
1242 sm=0;
1243 for (k=0; k<stat; k++)
1244 sm += rndm(1, 3);
1245
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) {
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i);
1248 if (sm<0) sm = 0;
1249 }
1250 set_attr_value(&force->stats, i, sm);
1251 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]);
1253 }
1254 }
1255 }
1256
1257 force->move_type = spell_ob->move_type;
1258
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK);
1261
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS);
1264
1265 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) {
1267 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1268 else
1269 force->stats.exp = spell_ob->stats.exp;
1270 }
1271
1272 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype;
1275
1276 insert_ob_in_ob(force,tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */
1278 fix_player(tmp);
1279 return 1;
1280 }
1281
1282 /* This used to be part of cast_change_ability, but it really didn't make
1283 * a lot of sense, since most of the values it derives are from the god
1284 * of the caster.
1285 */
1286
1287 int cast_bless(object *op,object *caster,object *spell_ob, int dir) {
1288 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp;
1290
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 if(dir!=0) {
1293 tmp=find_target_for_friendly_spell(op,dir);
1294 } else {
1295 tmp = op;
1296 }
1297
1298 /* If we've already got a force of this type, don't add a new one. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1301 if (tmp2->name == spell_ob->name) {
1302 force=tmp2; /* the old effect will be "refreshed" */
1303 break;
1304 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1306 new_draw_info_format(NDI_UNIQUE, 0, op,
1307 "You can not cast %s while %s is in effect",
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0;
1310 }
1311 }
1312 }
1313 if(force==NULL) {
1314 force=get_archetype(FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race)
1317 force->name = spell_ob->race;
1318 else
1319 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name;
1321 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1322 } else {
1323 int duration;
1324
1325 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1326 if (duration > force->duration) {
1327 force->duration = duration;
1328 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1329 } else {
1330 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1331 }
1332 return 0;
1333 }
1334 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1335 force->speed = 1.0;
1336 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED);
1338
1339 if(!god) {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty.");
1341 } else {
1342 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) {
1344 if (god->resist[i]>0) {
1345 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1346 }
1347 }
1348 force->path_attuned|=god->path_attuned;
1349
1350 if (spell_ob->attacktype)
1351 force->slaying = god->slaying;
1352
1353 if (tmp != op) {
1354 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1355 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1356 } else {
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 }
1360
1361 }
1362 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac;
1364
1365 change_abil(tmp,force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp);
1367 fix_player(tmp);
1368 return 1;
1369 }
1370
1371
1372
1373 /* Alchemy code by Mark Wedel
1374 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being
1377 * about 90% of that of the item itself. It uses the value of the
1378 * object before charisma adjustments, because the nuggets themselves
1379 * will be will be adjusted by charisma when sold.
1380 *
1381 * Large nuggets are worth 25 gp each (base). You will always get
1382 * the maximum number of large nuggets you could get.
1383 * Small nuggets are worth 1 gp each (base). You will get from 0
1384 * to the max amount of small nuggets as you could get.
1385 *
1386 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets.
1388 *
1389 * There is also a chance (1:30) that you will get nothing at all
1390 * for the object. There is also a maximum weight that will be
1391 * alchemied.
1392 */
1393
1394 /* I didn't feel like passing these as arguements to the
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399 static object *small, *large;
1400
1401 static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403 {
1404 uint64 value=query_cost(obj, NULL, F_TRUE);
1405
1406 /* Give third price when we alchemy money (This should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul
1411 * the stuff back to town.
1412 */
1413
1414 if (QUERY_FLAG(obj, FLAG_UNPAID))
1415 value=0;
1416 else if (obj->type==MONEY || obj->type==GEM)
1417 value /=3;
1418 else
1419 value = (value*9)/10;
1420
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) {
1424 int count;
1425
1426 count = value / large->value;
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432
1433 /* Turn 25 small nuggets into 1 large nugget. If the value
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446 }
1447
1448 static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets,
1449 int x, int y)
1450 {
1451 object *tmp;
1452 int flag=0;
1453
1454 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player
1456 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1458
1459 if (small_nuggets) {
1460 tmp = get_object();
1461 copy_object(small, tmp);
1462 tmp-> nrof = small_nuggets;
1463 tmp->x = x;
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 }
1467 if (large_nuggets) {
1468 tmp = get_object();
1469 copy_object(large, tmp);
1470 tmp-> nrof = large_nuggets;
1471 tmp->x = x;
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 }
1475 }
1476
1477 int alchemy(object *op, object *caster, object *spell_ob)
1478 {
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER)
1485 return 0;
1486
1487 /* Put a maximum weight of items that can be alchemied. Limits the power
1488 * some, and also prevents people from alcheming every table/chair/clock
1489 * in sight
1490 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob);
1492 weight_max *= 1000;
1493 small=get_archetype("smallnugget"),
1494 large=get_archetype("largenugget");
1495
1496 for(y= op->y-1;y<=op->y+1;y++) {
1497 for(x= op->x-1;x<=op->x+1;x++) {
1498 nx = x;
1499 ny = y;
1500
1501 mp = op->map;
1502
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny);
1504
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue;
1507
1508 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect.
1511 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK)
1513 continue;
1514
1515 small_nuggets=0;
1516 large_nuggets=0;
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above;
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1523
1524 if (tmp->inv) {
1525 object *next1, *tmp1;
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1527 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1532 &weight);
1533 }
1534 }
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1536
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545
1546 /* Insert all the nuggets at one time. This probably saves time, but
1547 * it also prevents us from alcheming nuggets that were just created
1548 * with this spell.
1549 */
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1551 }
1552 }
1553 free_object(large);
1554 free_object(small);
1555 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly.
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1;
1560 }
1561
1562
1563 /* This function removes the cursed/damned status on equipped
1564 * items.
1565 */
1566 int remove_curse(object *op, object *caster, object *spell) {
1567 object *tmp;
1568 int success = 0, was_one = 0;
1569
1570 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1574
1575 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) {
1577 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED);
1580
1581 CLEAR_FLAG(tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp);
1586 }
1587 }
1588
1589 if (op->type==PLAYER) {
1590 if (success) {
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1592 } else {
1593 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1595 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1597 }
1598 }
1599 return success;
1600 }
1601
1602 /* Identifies objects in the players inventory/on the ground */
1603
1604 int cast_identify(object *op, object *caster, object *spell) {
1605 object *tmp;
1606 int success = 0, num_ident;
1607
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1609
1610 if (num_ident < 1) num_ident=1;
1611
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) {
1615 identify(tmp);
1616 if (op->type==PLAYER) {
1617 new_draw_info_format(NDI_UNIQUE, 0, op,
1618 "You have %s.", long_desc(tmp, op));
1619 if (tmp->msg) {
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1622 }
1623 }
1624 num_ident--;
1625 success=1;
1626 if (!num_ident) break;
1627 }
1628 }
1629 /* If all the power of the spell has been used up, don't go and identify
1630 * stuff on the floor. Only identify stuff on the floor if the spell
1631 * was not fully used.
1632 */
1633 if (num_ident) {
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1636 need_identify(tmp)) {
1637
1638 identify(tmp);
1639 if (op->type==PLAYER) {
1640 new_draw_info_format(NDI_UNIQUE, 0,op,
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) {
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1645 }
1646 esrv_send_item(op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659 }
1660
1661
1662 int cast_detection(object *op, object *caster, object *spell, object *skill) {
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */
1689
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1691 /* Shouldn't happen, but if there are no objects on a space, this
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */
1808 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */
1810 return 1;
1811 }
1812
1813
1814 /**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge.
1817 */
1818 static void charge_mana_effect(object *victim, int caster_level)
1819 {
1820
1821 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too.
1823 */
1824 if (victim->stats.maxsp <= 0)
1825 return;
1826
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828
1829 if (victim->stats.sp >= victim->stats.maxsp*2) {
1830 object *tmp;
1831
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!");
1833
1834 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1838 tmp->x = victim->x;
1839 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp;
1842 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) {
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) {
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99);
1852 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) {
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856 }
1857
1858 /* cast_transfer
1859 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP.
1861 */
1862
1863 int cast_transfer(object *op,object *caster, object *spell, int dir) {
1864 object *plyr=NULL;
1865 sint16 x, y;
1866 mapstruct *m;
1867 int mflags;
1868
1869 m = op->map;
1870 x = op->x+freearr_x[dir];
1871 y = op->y+freearr_y[dir];
1872
1873 mflags = get_map_flags(m, &m, x, y, &x, &y);
1874
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
1878 break;
1879 }
1880
1881
1882 /* If we did not find a player in the specified direction, transfer
1883 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */
1885 if(plyr==NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
1888 break;
1889
1890 if (!plyr) {
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
1892 return 0;
1893 }
1894 /* give sp */
1895 if(spell->stats.dam > 0) {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell));
1898 return 1;
1899 }
1900 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked;
1905
1906 if (rate > 95) rate=95;
1907
1908 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) {
1911 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked;
1914 if (sucked > 0) {
1915 charge_mana_effect(op, caster_level(caster, spell));
1916 }
1917 }
1918 return 1;
1919 }
1920 return 0;
1921 }
1922
1923
1924 /* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction
1926 * it was cast in.
1927 * Basically, if the object has a magic attacktype,
1928 * this may nullify it.
1929 */
1930 void counterspell(object *op,int dir)
1931 {
1932 object *tmp, *head, *next;
1933 int mflags;
1934 mapstruct *m;
1935 sint16 sx,sy;
1936
1937 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir];
1939 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return;
1942
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above;
1945
1946 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary
1948 * info for it.
1949 */
1950 if (tmp->head) head = tmp->head;
1951 else head = tmp;
1952
1953 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue;
1955
1956 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell
1958 * monsters either.
1959 */
1960
1961 if (head->attacktype & AT_MAGIC &&
1962 !(head->attacktype & AT_COUNTERSPELL) &&
1963 !QUERY_FLAG(head,FLAG_MONSTER) &&
1964 (op->level > head->level)) {
1965 remove_ob(head);
1966 free_object(head);
1967 } else switch(head->type) {
1968 case SPELL_EFFECT:
1969 if(op->level > head->level) {
1970 remove_ob(head);
1971 free_object(head);
1972 }
1973 break;
1974
1975 /* I really don't get this rune code that much - that
1976 * random chance seems really low.
1977 */
1978 case RUNE:
1979 if(rndm(0, 149) == 0) {
1980 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) {
1982 remove_ob(head);
1983 free_object(head);
1984 }
1985 }
1986 break;
1987 }
1988 }
1989 }
1990
1991
1992
1993 /* cast_consecrate() - a spell to make an altar your god's */
1994 int cast_consecrate(object *op, object *caster, object *spell) {
1995 char buf[MAX_BUF];
1996
1997 object *tmp, *god=find_god(determine_god(op));
1998
1999 if(!god) {
2000 new_draw_info(NDI_UNIQUE, 0,op,
2001 "You can't consecrate anything if you don't worship a god!");
2002 return 0;
2003 }
2004
2005 for(tmp=op->below;tmp;tmp=tmp->below) {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2007 if(tmp->type==HOLY_ALTAR) {
2008
2009 if(tmp->level > caster_level(caster, spell)) {
2010 new_draw_info_format(NDI_UNIQUE, 0,op,
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 }
2024 }
2025 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!");
2027 return 0;
2028 }
2029
2030 /* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2032 * The golem is based on the archetype specified, modified by the caster's level
2033 * and the attributes of the weapon. The weapon is inserted in the golem's
2034 * inventory so that it falls to the ground when the golem dies.
2035 * This code was very odd - code early on would only let players use the spell,
2036 * yet the code wass full of player checks. I've presumed that the code
2037 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06
2039 */
2040
2041 int animate_weapon(object *op,object *caster,object *spell, int dir) {
2042 object *weapon, *tmp;
2043 char buf[MAX_BUF];
2044 int a, i;
2045 sint16 x, y;
2046 mapstruct *m;
2047 materialtype_t *mt;
2048
2049 if(!spell->other_arch){
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0;
2053 }
2054 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0;
2056
2057 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) {
2059 control_golem(op->contr->ranges[range_golem],dir);
2060 return 0;
2061 }
2062
2063 /* if no direction specified, pick one */
2064 if(!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9);
2066
2067 m = op->map;
2068 x = op->x+freearr_x[dir];
2069 y = op->y+freearr_y[dir];
2070
2071 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) {
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2075 return 0;
2076 }
2077
2078 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op);
2080
2081 if (!weapon) {
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2083 return 0;
2084 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) {
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2087 return 0;
2088 }
2089 if (weapon->type != WEAPON) {
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2091 return 0;
2092 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) {
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2095 query_name(weapon));
2096 return 0;
2097 }
2098
2099 if (weapon->nrof > 1) {
2100 tmp = get_split_ob(weapon, 1);
2101 esrv_send_item(op, weapon);
2102 weapon = tmp;
2103 }
2104
2105 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch);
2107
2108 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0;
2112 add_friendly_object(tmp);
2113 tmp->type=GOLEM;
2114 set_owner(tmp,op);
2115 set_spell_skill(op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp;
2117 op->contr->shoottype=range_golem;
2118 op->contr->golem_count = tmp->count;
2119
2120 /* Give the weapon to the golem now. A bit of a hack to check the
2121 * removed flag - it should only be set if get_split_object was
2122 * used above.
2123 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED))
2125 remove_ob (weapon);
2126 insert_ob_in_ob (weapon, tmp);
2127 esrv_send_item(op, weapon);
2128 /* To do everything necessary to let a golem use the weapon is a pain,
2129 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc)
2131 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED);
2134 fix_player(tmp);
2135
2136 /* There used to be 'odd' code that basically seemed to take the absolute
2137 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2138 * if you're using a crappy weapon, it shouldn't be as good.
2139 */
2140
2141 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell)
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127;
2145
2146 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) +
2149 + 8 * weapon->magic + 12 * weapon->stats.Con;
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10;
2151 tmp->stats.hp = tmp->stats.maxhp;
2152
2153 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell)
2155 + weapon->stats.dam
2156 + weapon->magic
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159
2160
2161 /* attacktype */
2162 if ( ! tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL;
2164
2165 mt = NULL;
2166 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname);
2168 if (mt != NULL) {
2169 for (i=0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0];
2172 } else {
2173 for (i=0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5;
2175 a = 10;
2176 }
2177 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100;
2187
2188 /* Improve weapon's armour value according to best save vs. physical of its material */
2189
2190 if (a > 14) a = 14;
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a));
2192
2193 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell);
2195
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) {
2199 sprintf(buf, "animated %s", &weapon->name);
2200 tmp->name = buf;
2201
2202 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) {
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 }
2214
2215 /* make experience increase in proportion to the strength of the summoned creature. */
2216 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell));
2217
2218 tmp->speed_left= -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir;
2222 insert_ob_in_map(tmp,m,op,0);
2223 return 1;
2224 }
2225
2226 /* cast_daylight() - changes the map darkness level *lower* */
2227
2228 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map.
2230 */
2231
2232 int cast_change_map_lightlevel( object *op, object *caster, object *spell ) {
2233 int success;
2234
2235 if(!op->map) return 0; /* shouldnt happen */
2236
2237 success=change_map_light(op->map,spell->stats.dam);
2238 if(!success) {
2239 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here.");
2241 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here.");
2243 }
2244 return success;
2245 }
2246
2247
2248
2249
2250
2251 /* create an aura spell object and put it in the player's inventory.
2252 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself.
2254 */
2255 int create_aura(object *op, object *caster, object *spell)
2256 {
2257 int refresh=0;
2258 object *new_aura;
2259
2260 new_aura = present_arch_in_ob(spell->other_arch, op);
2261 if (new_aura) refresh=1;
2262 else new_aura = arch_to_object(spell->other_arch);
2263
2264 new_aura->duration = spell->duration +
2265 10* SP_level_duration_adjust(caster,spell);
2266
2267 new_aura->stats.dam = spell->stats.dam
2268 +SP_level_dam_adjust(caster,spell);
2269
2270 set_owner(new_aura,op);
2271 set_spell_skill(op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype;
2273
2274 new_aura->level = caster_level(caster, spell);
2275 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2279 insert_ob_in_ob(new_aura, op);
2280 return 1;
2281 }
2282
2283
2284 /* move aura function. An aura is a part of someone's inventory,
2285 * which he carries with him, but which acts on the map immediately
2286 * around him.
2287 * Aura parameters:
2288 * duration: duration counter.
2289 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack
2291 */
2292
2293 void move_aura(object *aura) {
2294 int i, mflags;
2295 object *env;
2296 mapstruct *m;
2297
2298 /* auras belong in inventories */
2299 env = aura->env;
2300
2301 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up.
2303 */
2304 remove_ob(aura);
2305
2306 /* exit if we're out of gas */
2307 if(aura->duration--< 0) {
2308 free_object(aura);
2309 return;
2310 }
2311
2312 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) {
2314 free_object(aura);
2315 return;
2316 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319
2320 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently.
2322 */
2323 insert_ob_in_map(aura,env->map,aura,0);
2324
2325 for(i=1;i<9;i++) {
2326 sint16 nx, ny;
2327 nx = aura->x + freearr_x[i];
2328 ny = aura->y + freearr_y[i];
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2330
2331 /* Consider the movement tyep of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc.
2334 */
2335 if (!(mflags & P_OUT_OF_MAP)
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny))))
2337 {
2338 hit_map(aura,i,aura->attacktype,0);
2339
2340 if(aura->other_arch) {
2341 object *new_ob;
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 }
2348 }
2349 }
2350 /* put the aura back in the player's inventory */
2351 remove_ob(aura);
2352 insert_ob_in_ob(aura, env);
2353 }
2354
2355 /* moves the peacemaker spell.
2356 * op is the piece object.
2357 */
2358
2359 void move_peacemaker(object *op) {
2360 object *tmp;
2361
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
2363 int atk_lev, def_lev;
2364 object *victim=tmp;
2365
2366 if (tmp->head) victim=tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue;
2369 if (victim->stats.exp == 0) continue;
2370
2371 def_lev = MAX(1,victim->level);
2372 atk_lev = MAX(1,op->level);
2373
2374 if (rndm(0, atk_lev-1) > def_lev) {
2375 /* make this sucker peaceful. */
2376
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0;
2379 #if 0
2380 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage.
2382 */
2383 victim->stats.dam = 0;
2384 victim->stats.sp = 0;
2385 victim->stats.grace = 0;
2386 victim->stats.Pow = 0;
2387 #endif
2388 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER);
2393 if(victim->name) {
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name);
2395 }
2396 }
2397 }
2398 }
2399
2400
2401 /* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make.
2403 */
2404
2405 int write_mark(object *op, object *spell, const char *msg) {
2406 char rune[HUGE_BUF];
2407 object *tmp;
2408
2409 if (!msg || msg[0] == 0) {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2411 return 0;
2412 }
2413
2414 if (strcasestr_local(msg, "endmsg")) {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0;
2418 }
2419 if (!spell->other_arch) return 0;
2420 tmp = arch_to_object(spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2);
2422 rune[HUGE_BUF-2] = 0;
2423 strcat(rune, "\n");
2424 tmp->race = op->name; /*Save the owner of the rune*/
2425 tmp->msg = rune;
2426 tmp->x = op->x;
2427 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1;
2430 }