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Revision: 1.17
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +43 -54 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <living.h>
27 #ifndef __CEXTRACT__
28 # include <sproto.h>
29 #endif
30 #include <spells.h>
31 #include <sounds.h>
32
33 /* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate.
35 * op is what is casting this.
36 */
37 void
38 cast_magic_storm (object *op, object *tmp, int lvl)
39 {
40 if (!tmp)
41 return; /* error */
42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5;
47
48 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either.
52 */
53 if (tmp->duration >= 40)
54 tmp->duration = 40;
55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58
59 }
60
61
62 int
63 recharge (object *op, object *caster, object *spell_ob)
64 {
65 object *wand, *tmp;
66 int ncharges;
67
68 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND)
70 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count);
79 wand->destroy ();
80 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87 tmp->x = op->x;
88 tmp->y = op->y;
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1;
91 }
92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level;
96 else
97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0;
100 }
101 if (!ncharges)
102 ncharges = 1;
103
104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 {
108 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed;
110 update_ob_speed (wand);
111 }
112 return 1;
113 }
114
115 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to
117 * arrows.
118 * Sets the plus based on the casters level. It is also settable with the
119 * invoke command. If the caster attempts to create missiles with too
120 * great a plus, the default is used.
121 * The # of arrows created also goes up with level, so if a 30th level mage
122 * wants LOTS of arrows, and doesn't care what the plus is he could
123 * create nonnmagic arrows, or even -1, etc...
124 */
125
126 int
127 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128 {
129 int missile_plus = 0, bonus_plus = 0;
130 const char *missile_name;
131 object *tmp, *missile;
132
133 missile_name = "arrow";
134
135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
137 missile_name = tmp->race;
138
139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140
141 if (archetype::find (missile_name) == NULL)
142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0;
145 }
146
147 missile = get_archetype (missile_name);
148
149 if (stringarg)
150 {
151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg))
153 {
154 artifact *al = find_artifactlist (missile->type)->items;
155
156 for (; al != NULL; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg))
158 break;
159
160 if (!al)
161 {
162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
164 return 0;
165 }
166
167 if (al->item->slaying)
168 {
169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
171 return 0;
172 }
173
174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type.
178 */
179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0;
181 }
182 else if (atoi (stringarg) < missile_plus)
183 missile_plus = atoi (stringarg);
184 }
185
186 if (missile_plus > 4)
187 missile_plus = 4;
188 else if (missile_plus < -4)
189 missile_plus = -4;
190
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus);
193
194 if (missile->nrof < 1)
195 missile->nrof = 1;
196
197 missile->magic = missile_plus;
198 /* Can't get any money for these objects */
199 missile->value = 0;
200
201 SET_FLAG (missile, FLAG_IDENTIFIED);
202
203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
204 pick_up (op, missile);
205
206 return 1;
207 }
208
209
210 /* allows the choice of what sort of food object to make.
211 * If stringarg is NULL, it will create food dependent on level --PeterM*/
212 int
213 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
214 {
215 int food_value;
216 archetype *at = NULL;
217 object *new_op;
218
219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
220
221 if (stringarg)
222 {
223 at = find_archetype_by_object_type_name (FOOD, stringarg);
224 if (at == NULL)
225 at = find_archetype_by_object_type_name (DRINK, stringarg);
226 if (at == NULL || at->clone.stats.food > food_value)
227 stringarg = NULL;
228 }
229
230 if (!stringarg)
231 {
232 archetype *at_tmp;
233
234 /* We try to find the archetype with the maximum food value.
235 * This removes the dependancy of hard coded food values in this
236 * function, and addition of new food types is automatically added.
237 * We don't use flesh types because the weight values of those need
238 * to be altered from the donor.
239 */
240
241 /* We assume the food items don't have multiple parts */
242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
243 {
244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
245 {
246 /* Basically, if the food value is something that is creatable
247 * under the limits of the spell and it is higher than
248 * the item we have now, take it instead.
249 */
250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
251 at = at_tmp;
252 }
253 }
254 }
255 /* Pretty unlikely (there are some very low food items), but you never
256 * know
257 */
258 if (!at)
259 {
260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
261 return 0;
262 }
263
264 food_value /= at->clone.stats.food;
265 new_op = arch_to_object (at);
266 new_op->nrof = food_value;
267
268 new_op->value = 0;
269 if (new_op->nrof < 1)
270 new_op->nrof = 1;
271
272 cast_create_obj (op, caster, new_op, dir);
273 return 1;
274 }
275
276 int
277 probe (object *op, object *caster, object *spell_ob, int dir)
278 {
279 int r, mflags, maxrange;
280 object *tmp;
281 maptile *m;
282
283
284 if (!dir)
285 {
286 examine_monster (op, op);
287 return 1;
288 }
289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
290 for (r = 1; r < maxrange; r++)
291 {
292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
293
294 m = op->map;
295 mflags = get_map_flags (m, &m, x, y, &x, &y);
296
297 if (mflags & P_OUT_OF_MAP)
298 break;
299
300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0;
304 }
305 if (mflags & P_IS_ALIVE)
306 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL)
312 tmp = tmp->head;
313 examine_monster (op, tmp);
314 return 1;
315 }
316 }
317 }
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
319 return 1;
320 }
321
322
323 /* This checks to see if 'pl' is invisible to 'mon'.
324 * does race check, undead check, etc
325 * Returns TRUE if mon can't see pl, false
326 * otherwise. This doesn't check range, walls, etc. It
327 * only checks the racial adjustments, and in fact that
328 * pl is invisible.
329 */
330 int
331 makes_invisible_to (object *pl, object *mon)
332 {
333
334 if (!pl->invisible)
335 return 0;
336 if (pl->type == PLAYER)
337 {
338 /* If race isn't set, then invisible unless it is undead */
339 if (!pl->contr->invis_race)
340 {
341 if (QUERY_FLAG (mon, FLAG_UNDEAD))
342 return 0;
343 return 1;
344 }
345 /* invis_race is set if we get here */
346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
347 return 1;
348 /* No race, can't be invisible to it */
349 if (!mon->race)
350 return 0;
351 if (strstr (mon->race, pl->contr->invis_race))
352 return 1;
353 /* Nothing matched above, return 0 */
354 return 0;
355 }
356 else
357 {
358 /* monsters are invisible to everything */
359 return 1;
360 }
361 }
362
363 /* Makes the player or character invisible.
364 * Note the spells to 'stack', but perhaps in odd ways.
365 * the duration for all is cumulative.
366 * In terms of invis undead/normal invis, it is the last one cast that
367 * will determine if you are invisible to undead or normal monsters.
368 * For improved invis, if you cast it with a one of the others, you
369 * lose the improved part of it, and the above statement about undead/
370 * normal applies.
371 */
372 int
373 cast_invisible (object *op, object *caster, object *spell_ob)
374 {
375 object *tmp;
376
377 if (op->invisible > 1000)
378 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0;
381 }
382
383 /* Remove the switch with 90% duplicate code - just handle the differences with
384 * and if statement or two.
385 */
386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
387 /* max duration */
388 if (op->invisible > 1000)
389 op->invisible = 1000;
390
391 if (op->type == PLAYER)
392 {
393 op->contr->invis_race = spell_ob->race;
394
395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
396 op->contr->tmp_invis = 0;
397 else
398 op->contr->tmp_invis = 1;
399
400 op->contr->hidden = 0;
401 }
402 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406
407 update_object (op, UP_OBJ_FACE);
408
409 /* Only search the active objects - only these should actually do
410 * harm to the player.
411 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
413 if (tmp->enemy == op)
414 tmp->enemy = NULL;
415 return 1;
416 }
417
418 /* earth to dust spell. Basically destroys earthwalls in the area.
419 */
420 int
421 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422 {
423 object *tmp, *next;
424 int range, i, j, mflags;
425 sint16 sx, sy;
426 maptile *m;
427
428 if (op->type != PLAYER)
429 return 0;
430
431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
432
433 for (i = -range; i <= range; i++)
434 for (j = -range; j <= range; j++)
435 {
436 sx = op->x + i;
437 sy = op->y + j;
438 m = op->map;
439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
440
441 if (mflags & P_OUT_OF_MAP)
442 continue;
443
444 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
446 {
447 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 }
451 }
452 return 1;
453 }
454
455
456 void
457 execute_word_of_recall (object *op)
458 {
459 object *wor = op;
460
461 while (op != NULL && op->type != PLAYER)
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
467 else
468 enter_exit (op, wor);
469
470 wor->destroy ();
471 }
472
473 /* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a
475 * time delay effect.
476 */
477 int
478 cast_word_of_recall (object *op, object *caster, object *spell_ob)
479 {
480 object *dummy;
481 int time;
482
483 if (op->type != PLAYER)
484 return 0;
485
486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
487 {
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1;
490 }
491
492 dummy = get_archetype (FORCE_NAME);
493 if (dummy == NULL)
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0;
498 }
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1)
501 time = 1;
502
503 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something.
506 */
507 dummy->speed = 0.002;
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL;
512
513 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't.
515 */
516 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y;
519
520 (void) insert_ob_in_ob (dummy, op);
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
522 return 1;
523 }
524
525 /* cast_wonder
526 * wonder is really just a spell that will likely cast another
527 * spell.
528 */
529 int
530 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
531 {
532 object *newspell;
533
534 if (!rndm (0, 3))
535 return cast_cone (op, caster, dir, spell_ob);
536
537 if (spell_ob->randomitems)
538 {
539 newspell = generate_treasure (spell_ob->randomitems, caster->level);
540 if (!newspell)
541 {
542 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
543 return 0;
544 }
545 if (newspell->type != SPELL)
546 {
547 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
548 return 0;
549 }
550 /* Prevent inifinit recursion */
551 if (newspell->subtype == SP_WONDER)
552 {
553 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
554 return 0;
555 }
556 return cast_spell (op, caster, dir, newspell, NULL);
557 }
558 return 1;
559 }
560
561
562 int
563 perceive_self (object *op)
564 {
565 char *cp = describe_item (op, op), buf[MAX_BUF];
566 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp;
568 int i;
569
570 tmp = find_god (determine_god (op));
571 if (tmp)
572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
573 else
574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
575
576 tmp = present_arch_in_ob (at, op);
577
578 if (*cp == '\0' && tmp == NULL)
579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
580 else
581 {
582 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
583 new_draw_info (NDI_UNIQUE, 0, op, cp);
584 if (tmp != NULL)
585 {
586 for (i = 0; i < NUM_STATS; i++)
587 {
588 if (get_attr_value (&tmp->stats, i) < 0)
589 {
590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
591 }
592 }
593 }
594 }
595
596 if (is_dragon_pl (op))
597 {
598 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 {
603 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 }
611 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break;
613 }
614 }
615 }
616 return 1;
617 }
618
619 /* int cast_create_town_portal (object *op, object *caster, int dir)
620 *
621 * This function cast the spell of town portal for op
622 *
623 * The spell operates in two passes. During the first one a place
624 * is marked as a destination for the portal. During the second one,
625 * 2 portals are created, one in the position the player cast it and
626 * one in the destination place. The portal are synchronized and 2 forces
627 * are inserted in the player to destruct the portal next time player
628 * creates a new portal pair.
629 * This spell has a side effect that it allows people to meet each other
630 * in a permanent, private, appartements by making a town portal from it
631 * to the town or another public place. So, check if the map is unique and if
632 * so return an error
633 *
634 * Code by Tchize (david.delbecq@usa.net)
635 */
636 int
637 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638 {
639 object *dummy, *force, *old_force, *tmp;
640 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap;
644 int op_level;
645
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667 force = check_inv_recursive (op, dummy);
668
669 if (force == NULL)
670 {
671 /* Here we know there is no destination marked up.
672 * We have 2 things to do:
673 * 1. Mark the destination in the player inventory.
674 * 2. Let the player know it worked.
675 */
676 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op);
680 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.");
681 return 1;
682 }
683
684 dummy->destroy ();
685
686 /* Here we know where the town portal should go to
687 * We should kill any existing portal associated with the player.
688 * Than we should create the 2 portals.
689 * For each of them, we need:
690 * - To create the portal with the name of the player+destination map
691 * - set the owner of the town portal
692 * - To mark the position of the portal in the player's inventory
693 * for easier destruction.
694 *
695 * The mark works has follow:
696 * slaying: Existing town portal
697 * hp, sp : x & y of the associated portal
698 * name : name of the portal
699 * race : map the portal is in
700 */
701
702 /* First step: killing existing town portals */
703 dummy = get_archetype (spell->race);
704 if (dummy == NULL)
705 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0;
709 }
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 tmp = get_archetype (spell->race);
815 if (tmp == NULL)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821 tmp->race = op->map->path;
822 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op);
826
827 /* Create a portal in the destination map
828 * dummy contain the portal and
829 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to.
832 */
833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
834 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL)
836 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
839 return 0;
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->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861 tmp->race = force->name;
862 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op);
866
867 /* Describe the player what happened
868 */
869 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
870 force->destroy ();
871
872 return 1;
873 }
874
875
876 /* This creates magic walls. Really, it can create most any object,
877 * within some reason.
878 */
879
880 int
881 magic_wall (object *op, object *caster, int dir, object *spell_ob)
882 {
883 object *tmp, *tmp2;
884 int i, posblocked, negblocked, maxrange;
885 sint16 x, y;
886 maptile *m;
887 const char *name;
888 archetype *at;
889
890 if (!dir)
891 {
892 dir = op->facing;
893 x = op->x;
894 y = op->y;
895 }
896 else
897 {
898 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir];
900 }
901 m = op->map;
902
903 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
908 return 0;
909 }
910 if (spell_ob->other_arch)
911 {
912 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race)
915 {
916 char buf1[MAX_BUF];
917
918 sprintf (buf1, spell_ob->race, dir);
919 at = archetype::find (buf1);
920 if (!at)
921 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0;
925 }
926 tmp = arch_to_object (at);
927 }
928 else
929 {
930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
931 return 0;
932 }
933
934 if (tmp->type == SPELL_EFFECT)
935 {
936 tmp->attacktype = spell_ob->attacktype;
937 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->range = 0;
940 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 }
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
949 {
950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
951 SET_FLAG (tmp, FLAG_IS_USED_UP);
952 }
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE);
959 }
960
961 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used.
963 */
964 set_owner (tmp, op);
965 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2;
969
970 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
972 {
973 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
974 return 0;
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 tmp2 = object::create ();
1004 tmp->copy_to (tmp2);
1005 tmp2->x = x;
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* If this is a spellcasting wall, need to insert the spell object */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1011
1012 }
1013 else
1014 posblocked = 1;
1015
1016 x = tmp->x - i * freearr_x[dir2];
1017 y = tmp->y - i * freearr_y[dir2];
1018 m = tmp->map;
1019
1020 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1022 {
1023 tmp2 = object::create ();
1024 tmp->copy_to (tmp2);
1025 tmp2->x = x;
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1030 }
1031 else
1032 negblocked = 1;
1033 }
1034
1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1036 update_all_los (op->map, op->x, op->y);
1037
1038 return 1;
1039 }
1040
1041 int
1042 dimension_door (object *op, object *caster, object *spob, int dir)
1043 {
1044 uint32 dist, maxdist;
1045 int mflags;
1046 maptile *m;
1047 sint16 sx, sy;
1048
1049 if (op->type != PLAYER)
1050 return 0;
1051
1052 if (!dir)
1053 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1055 return 0;
1056 }
1057
1058 /* Given the new outdoor maps, can't let players dimension door for
1059 * ever, so put limits in.
1060 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062
1063 if (op->contr->count)
1064 {
1065 if (op->contr->count > maxdist)
1066 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1068 return 0;
1069 }
1070
1071 for (dist = 0; dist < op->contr->count; dist++)
1072 {
1073 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1074
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break;
1077
1078 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1079 break;
1080 }
1081
1082 if (dist < op->contr->count)
1083 {
1084 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1085 op->contr->count = 0;
1086 return 0;
1087 }
1088 op->contr->count = 0;
1089
1090 /* Remove code that puts player on random space on maps. IMO,
1091 * a lot of maps probably have areas the player should not get to,
1092 * but may not be marked as NO_MAGIC (as they may be bounded
1093 * by such squares). Also, there are probably treasure rooms and
1094 * lots of other maps that protect areas with no magic, but the
1095 * areas themselves don't contain no magic spaces.
1096 */
1097 /* This call here is really just to normalize the coordinates */
1098 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1099 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1100 {
1101 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1102 return 1; /* Maybe the penalty should be more severe... */
1103 }
1104 }
1105 else
1106 {
1107 /* Player didn't specify a distance, so lets see how far
1108 * we can move the player. Don't know why this stopped on
1109 * spaces that blocked the players view.
1110 */
1111
1112 for (dist = 0; dist < maxdist; dist++)
1113 {
1114 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1115
1116 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1117 break;
1118
1119 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1120 break;
1121
1122 }
1123
1124 /* If the destination is blocked, keep backing up until we
1125 * find a place for the player.
1126 */
1127 for (; dist > 0; dist--)
1128 {
1129 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1130 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1131 continue;
1132
1133
1134 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1135 break;
1136
1137 }
1138 if (!dist)
1139 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1141 return 0;
1142 }
1143 }
1144
1145 /* Actually move the player now */
1146 op->remove ();
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1;
1151
1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1153 return 1;
1154 }
1155
1156
1157 /* cast_heal: Heals something.
1158 * op is the caster.
1159 * dir is the direction he is casting it in.
1160 * spell is the spell object.
1161 */
1162 int
1163 cast_heal (object *op, object *caster, object *spell, int dir)
1164 {
1165 object *tmp;
1166 archetype *at;
1167 object *poison;
1168 int heal = 0, success = 0;
1169
1170 tmp = find_target_for_friendly_spell (op, dir);
1171
1172 if (tmp == NULL)
1173 return 0;
1174
1175 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage.
1177 */
1178 heal = spell->stats.dam;
1179 if (spell->stats.hp)
1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1181
1182 if (heal)
1183 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else
1189 {
1190 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based
1192 * on amount of damage healed.
1193 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal;
1197
1198 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 }
1218 success = 1;
1219 }
1220 }
1221 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op))
1223 success = 1;
1224
1225 if (spell->attacktype & AT_POISON)
1226 {
1227 at = archetype::find ("poisoning");
1228 poison = present_arch_in_ob (at, tmp);
1229 if (poison)
1230 {
1231 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1;
1234 }
1235 }
1236 if (spell->attacktype & AT_CONFUSION)
1237 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison)
1240 {
1241 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1;
1244 }
1245 }
1246 if (spell->attacktype & AT_BLIND)
1247 {
1248 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp);
1250 if (poison)
1251 {
1252 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1254 poison->stats.food = 1;
1255 }
1256 }
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 {
1259 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1;
1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1264 }
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 {
1267 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1;
1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1272 }
1273 if (spell->stats.food && tmp->stats.food < 999)
1274 {
1275 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999;
1278 success = 1;
1279 /* We could do something a bit better like the messages for healing above */
1280 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1281 }
1282 return success;
1283 }
1284
1285
1286 /* This is used for the spells that gain stats. There are no spells
1287 * right now that icnrease wis/int/pow on a temp basis, so no
1288 * good comments for those.
1289 */
1290 static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.",
1292 "You grow no more agile.",
1293 "You don't feel any healthier.",
1294 "no wis",
1295 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298 };
1299
1300 int
1301 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302 {
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL;
1305 int i;
1306
1307 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1308 if (dir != 0)
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir);
1311 }
1312 else
1313 {
1314 tmp = op;
1315 }
1316
1317 if (tmp == NULL)
1318 return 0;
1319
1320 /* If we've already got a force of this type, don't add a new one. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1322 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 {
1325 if (tmp2->name == spell_ob->name)
1326 {
1327 force = tmp2; /* the old effect will be "refreshed" */
1328 break;
1329 }
1330 else if (spell_ob->race && spell_ob->race == tmp2->name)
1331 {
1332 if (!silent)
1333 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1334 return 0;
1335 }
1336 }
1337 }
1338 if (force == NULL)
1339 {
1340 force = get_archetype (FORCE_NAME);
1341 force->subtype = FORCE_CHANGE_ABILITY;
1342 if (spell_ob->race)
1343 force->name = spell_ob->race;
1344 else
1345 force->name = spell_ob->name;
1346 force->name_pl = spell_ob->name;
1347 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1348
1349 }
1350 else
1351 {
1352 int duration;
1353
1354 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355 if (duration > force->duration)
1356 {
1357 force->duration = duration;
1358 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1359 }
1360 else
1361 {
1362 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1363 }
1364 return 1;
1365 }
1366 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 force->speed = 1.0;
1368 force->speed_left = -1.0;
1369 SET_FLAG (force, FLAG_APPLIED);
1370
1371 /* Now start processing the effects. First, protections */
1372 for (i = 0; i < NROFATTACKS; i++)
1373 {
1374 if (spell_ob->resist[i])
1375 {
1376 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1377 if (force->resist[i] > 100)
1378 force->resist[i] = 100;
1379 }
1380 }
1381 if (spell_ob->stats.hp)
1382 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1383
1384 if (tmp->type == PLAYER)
1385 {
1386 /* Stat adjustment spells */
1387 for (i = 0; i < NUM_STATS; i++)
1388 {
1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1390
1391 if (stat)
1392 {
1393 sm = 0;
1394 for (k = 0; k < stat; k++)
1395 sm += rndm (1, 3);
1396
1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1398 {
1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1400 if (sm < 0)
1401 sm = 0;
1402 }
1403 set_attr_value (&force->stats, i, sm);
1404 if (!sm)
1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1406 }
1407 }
1408 }
1409
1410 force->move_type = spell_ob->move_type;
1411
1412 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1413 SET_FLAG (force, FLAG_SEE_IN_DARK);
1414
1415 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1416 SET_FLAG (force, FLAG_XRAYS);
1417
1418 /* Haste/bonus speed */
1419 if (spell_ob->stats.exp)
1420 {
1421 if (op->speed > 0.5f)
1422 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1423 else
1424 force->stats.exp = spell_ob->stats.exp;
1425 }
1426
1427 force->stats.wc = spell_ob->stats.wc;
1428 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype;
1430
1431 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp);
1434 return 1;
1435 }
1436
1437 /* This used to be part of cast_change_ability, but it really didn't make
1438 * a lot of sense, since most of the values it derives are from the god
1439 * of the caster.
1440 */
1441
1442 int
1443 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444 {
1445 int i;
1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1447
1448 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1449 if (dir != 0)
1450 {
1451 tmp = find_target_for_friendly_spell (op, dir);
1452 }
1453 else
1454 {
1455 tmp = op;
1456 }
1457
1458 /* If we've already got a force of this type, don't add a new one. */
1459 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1460 {
1461 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1462 {
1463 if (tmp2->name == spell_ob->name)
1464 {
1465 force = tmp2; /* the old effect will be "refreshed" */
1466 break;
1467 }
1468 else if (spell_ob->race && spell_ob->race == tmp2->name)
1469 {
1470 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1471 return 0;
1472 }
1473 }
1474 }
1475 if (force == NULL)
1476 {
1477 force = get_archetype (FORCE_NAME);
1478 force->subtype = FORCE_CHANGE_ABILITY;
1479 if (spell_ob->race)
1480 force->name = spell_ob->race;
1481 else
1482 force->name = spell_ob->name;
1483 force->name_pl = spell_ob->name;
1484 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1485 }
1486 else
1487 {
1488 int duration;
1489
1490 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1491 if (duration > force->duration)
1492 {
1493 force->duration = duration;
1494 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1495 }
1496 else
1497 {
1498 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1499 }
1500 return 0;
1501 }
1502 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1503 force->speed = 1.0;
1504 force->speed_left = -1.0;
1505 SET_FLAG (force, FLAG_APPLIED);
1506
1507 if (!god)
1508 {
1509 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1510 }
1511 else
1512 {
1513 /* Only give out good benefits, and put a max on it */
1514 for (i = 0; i < NROFATTACKS; i++)
1515 {
1516 if (god->resist[i] > 0)
1517 {
1518 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1519 }
1520 }
1521 force->path_attuned |= god->path_attuned;
1522
1523 if (spell_ob->attacktype)
1524 force->slaying = god->slaying;
1525
1526 if (tmp != op)
1527 {
1528 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1529 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1530 }
1531 else
1532 {
1533 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1534 }
1535
1536 }
1537 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac;
1539
1540 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp);
1543 return 1;
1544 }
1545
1546
1547
1548 /* Alchemy code by Mark Wedel
1549 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being
1552 * about 90% of that of the item itself. It uses the value of the
1553 * object before charisma adjustments, because the nuggets themselves
1554 * will be will be adjusted by charisma when sold.
1555 *
1556 * Large nuggets are worth 25 gp each (base). You will always get
1557 * the maximum number of large nuggets you could get.
1558 * Small nuggets are worth 1 gp each (base). You will get from 0
1559 * to the max amount of small nuggets as you could get.
1560 *
1561 * For example, if an item is worth 110 gold, you will get
1562 * 4 large nuggets, and from 0-10 small nuggets.
1563 *
1564 * There is also a chance (1:30) that you will get nothing at all
1565 * for the object. There is also a maximum weight that will be
1566 * alchemied.
1567 */
1568
1569 /* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574 static object *small, *large;
1575
1576 static void
1577 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1578 {
1579 uint64 value = query_cost (obj, NULL, F_TRUE);
1580
1581 /* Give third price when we alchemy money (This should hopefully
1582 * make it so that it isn't worth it to alchemy money, sell
1583 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul
1586 * the stuff back to town.
1587 */
1588
1589 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3;
1593 else
1594 value = (value * 9) / 10;
1595
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29))
1599 {
1600 int count;
1601
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight;
1622 obj->destroy ();
1623 }
1624
1625 static void
1626 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1627 {
1628 object *tmp;
1629 int flag = 0;
1630
1631 /* Put any nuggets below the player, but we can only pass this
1632 * flag if we are on the same space as the player
1633 */
1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1636
1637 if (small_nuggets)
1638 {
1639 tmp = object::create ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag);
1645 }
1646 if (large_nuggets)
1647 {
1648 tmp = object::create ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag);
1654 }
1655 }
1656
1657 int
1658 alchemy (object *op, object *caster, object *spell_ob)
1659 {
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER)
1666 return 0;
1667
1668 /* Put a maximum weight of items that can be alchemied. Limits the power
1669 * some, and also prevents people from alcheming every table/chair/clock
1670 * in sight
1671 */
1672 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1673 weight_max *= 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1675
1676 for (y = op->y - 1; y <= op->y + 1; y++)
1677 {
1678 for (x = op->x - 1; x <= op->x + 1; x++)
1679 {
1680 nx = x;
1681 ny = y;
1682
1683 mp = op->map;
1684
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue;
1689
1690 /* Treat alchemy a little differently - most spell effects
1691 * use fly as the movement type - for alchemy, consider it
1692 * ground level effect.
1693 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue;
1696
1697 small_nuggets = 0;
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 {
1702 next = tmp->above;
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1705 {
1706
1707 if (tmp->inv)
1708 {
1709 object *next1, *tmp1;
1710
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1712 {
1713 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1717 }
1718 }
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1720
1721 if (weight > weight_max)
1722 {
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 }
1728 } /* is alchemable object */
1729 } /* process all objects on this space */
1730
1731 /* Insert all the nuggets at one time. This probably saves time, but
1732 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell.
1734 */
1735 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1736 }
1737 }
1738
1739 large->destroy ();
1740 small->destroy ();
1741 /* reset this so that if player standing on a big pile of stuff,
1742 * it is redrawn properly.
1743 */
1744 op->contr->socket.look_position = 0;
1745 return 1;
1746 }
1747
1748
1749 /* This function removes the cursed/damned status on equipped
1750 * items.
1751 */
1752 int
1753 remove_curse (object *op, object *caster, object *spell)
1754 {
1755 object *tmp;
1756 int success = 0, was_one = 0;
1757
1758 for (tmp = op->inv; tmp; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 {
1763
1764 was_one++;
1765 if (tmp->level <= caster_level (caster, spell))
1766 {
1767 success++;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED))
1769 CLEAR_FLAG (tmp, FLAG_DAMNED);
1770
1771 CLEAR_FLAG (tmp, FLAG_CURSED);
1772 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1773 tmp->value = 0; /* Still can't sell it */
1774 if (op->type == PLAYER)
1775 esrv_send_item (op, tmp);
1776 }
1777 }
1778
1779 if (op->type == PLAYER)
1780 {
1781 if (success)
1782 {
1783 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1784 }
1785 else
1786 {
1787 if (was_one)
1788 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1789 else
1790 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1791 }
1792 }
1793 return success;
1794 }
1795
1796 /* Identifies objects in the players inventory/on the ground */
1797
1798 int
1799 cast_identify (object *op, object *caster, object *spell)
1800 {
1801 object *tmp;
1802 int success = 0, num_ident;
1803
1804 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805
1806 if (num_ident < 1)
1807 num_ident = 1;
1808
1809
1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 {
1814 identify (tmp);
1815 if (op->type == PLAYER)
1816 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1818 if (tmp->msg)
1819 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 }
1823 }
1824 num_ident--;
1825 success = 1;
1826 if (!num_ident)
1827 break;
1828 }
1829 }
1830 /* If all the power of the spell has been used up, don't go and identify
1831 * stuff on the floor. Only identify stuff on the floor if the spell
1832 * was not fully used.
1833 */
1834 if (num_ident)
1835 {
1836 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 {
1839
1840 identify (tmp);
1841 if (op->type == PLAYER)
1842 {
1843 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1844 if (tmp->msg)
1845 {
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 }
1849 esrv_send_item (op, tmp);
1850 }
1851 num_ident--;
1852 success = 1;
1853 if (!num_ident)
1854 break;
1855 }
1856 }
1857 if (!success)
1858 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1859 else
1860 {
1861 spell_effect (spell, op->x, op->y, op->map, op);
1862 }
1863 return success;
1864 }
1865
1866
1867 int
1868 cast_detection (object *op, object *caster, object *spell, object *skill)
1869 {
1870 object *tmp, *last, *god, *detect;
1871 int done_one, range, mflags, floor, level;
1872 sint16 x, y, nx, ny;
1873 maptile *m;
1874
1875 /* We precompute some values here so that we don't have to keep
1876 * doing it over and over again.
1877 */
1878 god = find_god (determine_god (op));
1879 level = caster_level (caster, spell);
1880 range = spell->range + SP_level_range_adjust (caster, spell);
1881
1882 if (!skill)
1883 skill = caster;
1884
1885 for (x = op->x - range; x <= op->x + range; x++)
1886 for (y = op->y - range; y <= op->y + range; y++)
1887 {
1888
1889 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP)
1892 continue;
1893
1894 /* For most of the detections, we only detect objects above the
1895 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up.
1898 */
1899
1900 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1901 last = tmp;
1902 /* Shouldn't happen, but if there are no objects on a space, this
1903 * would happen.
1904 */
1905 if (!last)
1906 continue;
1907
1908 done_one = 0;
1909 floor = 0;
1910 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below)
1912 {
1913
1914 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1919 tmp->type == CF_HANDLE ||
1920 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1921 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1922 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1923 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1924 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1925 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1926 {
1927 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1928 {
1929 tmp->invisible = 0;
1930 done_one = 1;
1931 }
1932 }
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1;
1935
1936 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of
1938 * detection to completely break out if we don't care about objects beneath
1939 * the floor, but once we get to the floor, not likely a very big issue anyways.
1940 */
1941 if (floor)
1942 continue;
1943
1944 /* I had thought about making detect magic and detect curse
1945 * show the flash the magic item like it does for detect monster.
1946 * however, if the object is within sight, this would then make it
1947 * difficult to see what object is magical/cursed, so the
1948 * effect wouldn't be as apparant.
1949 */
1950
1951 /* detect magic */
1952 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1953 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1954 {
1955 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1956 /* make runes more visibile */
1957 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1958 tmp->stats.Cha /= 4;
1959 done_one = 1;
1960 }
1961 /* detect monster */
1962 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1963 {
1964 done_one = 2;
1965 if (!detect)
1966 detect = tmp;
1967 }
1968 /* Basically, if race is set in the spell, then the creatures race must
1969 * match that. if the spell race is set to GOD, then the gods opposing
1970 * race must match.
1971 */
1972 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1973 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1974 (strstr (spell->race, tmp->race))))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1981 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1982 {
1983 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1984 done_one = 1;
1985 }
1986 } /* for stack of objects on this space */
1987
1988 /* Code here puts an effect of the spell on the space, so you can see
1989 * where the magic is.
1990 */
1991 if (done_one)
1992 {
1993 object *detect_ob = arch_to_object (spell->other_arch);
1994
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect)
1999 {
2000 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id;
2002 detect_ob->anim_speed = detect->anim_speed;
2003 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 }
2008 insert_ob_in_map (detect_ob, m, op, 0);
2009 }
2010 } /* for processing the surrounding spaces */
2011
2012
2013 /* Now process objects in the players inventory if detect curse or magic */
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2015 {
2016 done_one = 0;
2017 for (tmp = op->inv; tmp; tmp = tmp->below)
2018 {
2019 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2020 {
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2022 {
2023 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2024 if (op->type == PLAYER)
2025 esrv_send_item (op, tmp);
2026 }
2027 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2028 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2029 {
2030 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2031 if (op->type == PLAYER)
2032 esrv_send_item (op, tmp);
2033 }
2034 } /* if item is not identified */
2035 } /* for the players inventory */
2036 } /* if detect magic/curse and object is a player */
2037 return 1;
2038 }
2039
2040
2041 /**
2042 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2043 * level whos spell did cause the overcharge.
2044 */
2045 static void
2046 charge_mana_effect (object *victim, int caster_level)
2047 {
2048
2049 /* Prevent explosions for objects without mana. Without this check, doors
2050 * will explode, too.
2051 */
2052 if (victim->stats.maxsp <= 0)
2053 return;
2054
2055 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2056
2057 if (victim->stats.sp >= victim->stats.maxsp * 2)
2058 {
2059 object *tmp;
2060
2061 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2062
2063 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL);
2065 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2067 tmp->x = victim->x;
2068 tmp->y = victim->y;
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp;
2071 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99);
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089 }
2090
2091 /* cast_transfer
2092 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP.
2094 */
2095
2096 int
2097 cast_transfer (object *op, object *caster, object *spell, int dir)
2098 {
2099 object *plyr = NULL;
2100 sint16 x, y;
2101 maptile *m;
2102 int mflags;
2103
2104 m = op->map;
2105 x = op->x + freearr_x[dir];
2106 y = op->y + freearr_y[dir];
2107
2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 {
2112 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2114 break;
2115 }
2116
2117
2118 /* If we did not find a player in the specified direction, transfer
2119 * to anyone on top of us. This is used for the rune of transference mostly.
2120 */
2121 if (plyr == NULL)
2122 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2124 break;
2125
2126 if (!plyr)
2127 {
2128 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2129 return 0;
2130 }
2131 /* give sp */
2132 if (spell->stats.dam > 0)
2133 {
2134 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2135 charge_mana_effect (plyr, caster_level (caster, spell));
2136 return 1;
2137 }
2138 /* suck sp away. Can't suck sp from yourself */
2139 else if (op != plyr)
2140 {
2141 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2142
2143 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2144
2145 if (rate > 95)
2146 rate = 95;
2147
2148 sucked = (plyr->stats.sp * rate) / 100;
2149 plyr->stats.sp -= sucked;
2150 if (QUERY_FLAG (op, FLAG_ALIVE))
2151 {
2152 /* Player doesn't get full credit */
2153 sucked = (sucked * rate) / 100;
2154 op->stats.sp += sucked;
2155 if (sucked > 0)
2156 {
2157 charge_mana_effect (op, caster_level (caster, spell));
2158 }
2159 }
2160 return 1;
2161 }
2162 return 0;
2163 }
2164
2165
2166 /* counterspell: nullifies spell effects.
2167 * op is the counterspell object, dir is the direction
2168 * it was cast in.
2169 * Basically, if the object has a magic attacktype,
2170 * this may nullify it.
2171 */
2172 void
2173 counterspell (object *op, int dir)
2174 {
2175 object *tmp, *head, *next;
2176 int mflags;
2177 maptile *m;
2178 sint16 sx, sy;
2179
2180 sx = op->x + freearr_x[dir];
2181 sy = op->y + freearr_y[dir];
2182 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP)
2185 return;
2186
2187 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
2188 {
2189 next = tmp->above;
2190
2191 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary
2193 * info for it.
2194 */
2195 if (tmp->head)
2196 head = tmp->head;
2197 else
2198 head = tmp;
2199
2200 /* don't attack our own spells */
2201 if (tmp->owner && tmp->owner == op->owner)
2202 continue;
2203
2204 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell
2206 * monsters either.
2207 */
2208
2209 if (head->attacktype & AT_MAGIC &&
2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2211 head->destroy ();
2212 else
2213 switch (head->type)
2214 {
2215 case SPELL_EFFECT:
2216 if (op->level > head->level)
2217 head->destroy ();
2218
2219 break;
2220
2221 /* I really don't get this rune code that much - that
2222 * random chance seems really low.
2223 */
2224 case RUNE:
2225 if (rndm (0, 149) == 0)
2226 {
2227 head->stats.hp--; /* weaken the rune */
2228 if (!head->stats.hp)
2229 head->destroy ();
2230 }
2231 break;
2232 }
2233 }
2234 }
2235
2236
2237
2238 /* cast_consecrate() - a spell to make an altar your god's */
2239 int
2240 cast_consecrate (object *op, object *caster, object *spell)
2241 {
2242 char buf[MAX_BUF];
2243
2244 object *tmp, *god = find_god (determine_god (op));
2245
2246 if (!god)
2247 {
2248 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2249 return 0;
2250 }
2251
2252 for (tmp = op->below; tmp; tmp = tmp->below)
2253 {
2254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2255 break;
2256 if (tmp->type == HOLY_ALTAR)
2257 {
2258
2259 if (tmp->level > caster_level (caster, spell))
2260 {
2261 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2262 return 0;
2263 }
2264 else
2265 {
2266 /* If we got here, we are consecrating an altar */
2267 sprintf (buf, "Altar of %s", &god->name);
2268 tmp->name = buf;
2269 tmp->level = caster_level (caster, spell);
2270 tmp->other_arch = god->arch;
2271 if (op->type == PLAYER)
2272 esrv_update_item (UPD_NAME, op, tmp);
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2274 return 1;
2275 }
2276 }
2277 }
2278 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2279 return 0;
2280 }
2281
2282 /* animate_weapon -
2283 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2284 * The golem is based on the archetype specified, modified by the caster's level
2285 * and the attributes of the weapon. The weapon is inserted in the golem's
2286 * inventory so that it falls to the ground when the golem dies.
2287 * This code was very odd - code early on would only let players use the spell,
2288 * yet the code wass full of player checks. I've presumed that the code
2289 * that only let players use it was correct, and removed all the other
2290 * player checks. MSW 2003-01-06
2291 */
2292
2293 int
2294 animate_weapon (object *op, object *caster, object *spell, int dir)
2295 {
2296 object *weapon, *tmp;
2297 char buf[MAX_BUF];
2298 int a, i;
2299 sint16 x, y;
2300 maptile *m;
2301 materialtype_t *mt;
2302
2303 if (!spell->other_arch)
2304 {
2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2306 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2307 return 0;
2308 }
2309 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER)
2311 return 0;
2312
2313 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem])
2315 {
2316 control_golem (op->contr->ranges[range_golem], dir);
2317 return 0;
2318 }
2319
2320 /* if no direction specified, pick one */
2321 if (!dir)
2322 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2323
2324 m = op->map;
2325 x = op->x + freearr_x[dir];
2326 y = op->y + freearr_y[dir];
2327
2328 /* if there's no place to put the golem, abort */
2329 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2330 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2331 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2333 return 0;
2334 }
2335
2336 /* Use the weapon marked by the player. */
2337 weapon = find_marked_object (op);
2338
2339 if (!weapon)
2340 {
2341 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2342 return 0;
2343 }
2344 if (spell->race && strcmp (weapon->arch->name, spell->race))
2345 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2347 return 0;
2348 }
2349 if (weapon->type != WEAPON)
2350 {
2351 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2352 return 0;
2353 }
2354 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2355 {
2356 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2357 return 0;
2358 }
2359
2360 if (weapon->nrof > 1)
2361 {
2362 tmp = get_split_ob (weapon, 1);
2363 esrv_send_item (op, weapon);
2364 weapon = tmp;
2365 }
2366
2367 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch);
2369
2370 /* if animated by a player, give the player control of the golem */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0;
2374 add_friendly_object (tmp);
2375 tmp->type = GOLEM;
2376 set_owner (tmp, op);
2377 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380
2381 /* Give the weapon to the golem now. A bit of a hack to check the
2382 * removed flag - it should only be set if get_split_object was
2383 * used above.
2384 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2386 weapon->remove ();
2387 insert_ob_in_ob (weapon, tmp);
2388 esrv_send_item (op, weapon);
2389 /* To do everything necessary to let a golem use the weapon is a pain,
2390 * so instead, just set it as equipped (otherwise, we need to update
2391 * body_info, skills, etc)
2392 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED);
2395 fix_player (tmp);
2396
2397 /* There used to be 'odd' code that basically seemed to take the absolute
2398 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2399 * if you're using a crappy weapon, it shouldn't be as good.
2400 */
2401
2402 /* modify weapon's animated wc */
2403 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2404 if (tmp->stats.wc < -127)
2405 tmp->stats.wc = -127;
2406
2407 /* Modify hit points for weapon */
2408 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2409 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2410 if (tmp->stats.maxhp < 0)
2411 tmp->stats.maxhp = 10;
2412 tmp->stats.hp = tmp->stats.maxhp;
2413
2414 /* Modify weapon's damage */
2415 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2416 if (tmp->stats.dam < 0)
2417 tmp->stats.dam = 127;
2418
2419
2420 /* attacktype */
2421 if (!tmp->attacktype)
2422 tmp->attacktype = AT_PHYSICAL;
2423
2424 mt = NULL;
2425 if (op->materialname != NULL)
2426 mt = name_to_material (op->materialname);
2427 if (mt != NULL)
2428 {
2429 for (i = 0; i < NROFATTACKS; i++)
2430 tmp->resist[i] = 50 - (mt->save[i] * 5);
2431 a = mt->save[0];
2432 }
2433 else
2434 {
2435 for (i = 0; i < NROFATTACKS; i++)
2436 tmp->resist[i] = 5;
2437 a = 10;
2438 }
2439 /* Set weapon's immunity */
2440 tmp->resist[ATNR_CONFUSION] = 100;
2441 tmp->resist[ATNR_POISON] = 100;
2442 tmp->resist[ATNR_SLOW] = 100;
2443 tmp->resist[ATNR_PARALYZE] = 100;
2444 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2445 tmp->resist[ATNR_FEAR] = 100;
2446 tmp->resist[ATNR_DEPLETE] = 100;
2447 tmp->resist[ATNR_DEATH] = 100;
2448 tmp->resist[ATNR_BLIND] = 100;
2449
2450 /* Improve weapon's armour value according to best save vs. physical of its material */
2451
2452 if (a > 14)
2453 a = 14;
2454 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2455
2456 /* Determine golem's speed */
2457 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461
2462 if (!spell->race)
2463 {
2464 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf;
2466
2467 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 }
2482
2483 /* make experience increase in proportion to the strength of the summoned creature. */
2484 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2485
2486 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0);
2491 return 1;
2492 }
2493
2494 /* cast_daylight() - changes the map darkness level *lower* */
2495
2496 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2497 * This changes the light level for the entire map.
2498 */
2499
2500 int
2501 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2502 {
2503 int success;
2504
2505 if (!op->map)
2506 return 0; /* shouldnt happen */
2507
2508 success = change_map_light (op->map, spell->stats.dam);
2509 if (!success)
2510 {
2511 if (spell->stats.dam < 0)
2512 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2513 else
2514 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2515 }
2516 return success;
2517 }
2518
2519
2520
2521
2522
2523 /* create an aura spell object and put it in the player's inventory.
2524 * as usual, op is player, caster is the object casting the spell,
2525 * spell is the spell object itself.
2526 */
2527 int
2528 create_aura (object *op, object *caster, object *spell)
2529 {
2530 int refresh = 0;
2531 object *new_aura;
2532
2533 new_aura = present_arch_in_ob (spell->other_arch, op);
2534 if (new_aura)
2535 refresh = 1;
2536 else
2537 new_aura = arch_to_object (spell->other_arch);
2538
2539 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2540
2541 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2542
2543 set_owner (new_aura, op);
2544 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype;
2546
2547 new_aura->level = caster_level (caster, spell);
2548 if (refresh)
2549 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2550 else
2551 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2552 insert_ob_in_ob (new_aura, op);
2553 return 1;
2554 }
2555
2556
2557 /* move aura function. An aura is a part of someone's inventory,
2558 * which he carries with him, but which acts on the map immediately
2559 * around him.
2560 * Aura parameters:
2561 * duration: duration counter.
2562 * attacktype: aura's attacktype
2563 * other_arch: archetype to drop where we attack
2564 */
2565
2566 void
2567 move_aura (object *aura)
2568 {
2569 int i, mflags;
2570 object *env;
2571 maptile *m;
2572
2573 /* auras belong in inventories */
2574 env = aura->env;
2575
2576 /* no matter what we've gotta remove the aura...
2577 * we'll put it back if its time isn't up.
2578 */
2579 aura->remove ();
2580
2581 /* exit if we're out of gas */
2582 if (aura->duration-- < 0)
2583 {
2584 aura->destroy ();
2585 return;
2586 }
2587
2588 /* auras only exist in inventories */
2589 if (env == NULL || env->map == NULL)
2590 {
2591 aura->destroy ();
2592 return;
2593 }
2594
2595 aura->x = env->x;
2596 aura->y = env->y;
2597
2598 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently.
2600 */
2601 insert_ob_in_map (aura, env->map, aura, 0);
2602
2603 for (i = 1; i < 9; i++)
2604 {
2605 sint16 nx, ny;
2606
2607 nx = aura->x + freearr_x[i];
2608 ny = aura->y + freearr_y[i];
2609 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2610
2611 /* Consider the movement tyep of the person with the aura as
2612 * movement type of the aura. Eg, if the player is flying, the aura
2613 * is flying also, if player is walking, it is on the ground, etc.
2614 */
2615 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2616 {
2617 hit_map (aura, i, aura->attacktype, 0);
2618
2619 if (aura->other_arch)
2620 {
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 }
2628 }
2629 }
2630 /* put the aura back in the player's inventory */
2631 aura->remove ();
2632 insert_ob_in_ob (aura, env);
2633 }
2634
2635 /* moves the peacemaker spell.
2636 * op is the piece object.
2637 */
2638
2639 void
2640 move_peacemaker (object *op)
2641 {
2642 object *tmp;
2643
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 {
2646 int atk_lev, def_lev;
2647 object *victim = tmp;
2648
2649 if (tmp->head)
2650 victim = tmp->head;
2651 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2652 continue;
2653 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2654 continue;
2655 if (victim->stats.exp == 0)
2656 continue;
2657
2658 def_lev = MAX (1, victim->level);
2659 atk_lev = MAX (1, op->level);
2660
2661 if (rndm (0, atk_lev - 1) > def_lev)
2662 {
2663 /* make this sucker peaceful. */
2664
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0;
2667 #if 0
2668 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage.
2670 */
2671 victim->stats.dam = 0;
2672 victim->stats.sp = 0;
2673 victim->stats.grace = 0;
2674 victim->stats.Pow = 0;
2675 #endif
2676 victim->attack_movement = RANDO2;
2677 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2678 SET_FLAG (victim, FLAG_RUN_AWAY);
2679 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2680 CLEAR_FLAG (victim, FLAG_MONSTER);
2681 if (victim->name)
2682 {
2683 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2684 }
2685 }
2686 }
2687 }
2688
2689
2690 /* This writes a rune that contains the appropriate message.
2691 * There really isn't any adjustments we make.
2692 */
2693
2694 int
2695 write_mark (object *op, object *spell, const char *msg)
2696 {
2697 char rune[HUGE_BUF];
2698 object *tmp;
2699
2700 if (!msg || msg[0] == 0)
2701 {
2702 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2703 return 0;
2704 }
2705
2706 if (strcasestr_local (msg, "endmsg"))
2707 {
2708 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2709 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2710 return 0;
2711 }
2712 if (!spell->other_arch)
2713 return 0;
2714 tmp = arch_to_object (spell->other_arch);
2715
2716 snprintf (rune, sizeof (rune), "%s\n", msg);
2717
2718 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune;
2720 tmp->x = op->x;
2721 tmp->y = op->y;
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2723 return 1;
2724 }