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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.21
Committed: Tue Dec 19 05:41:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +15 -10 lines
Log Message:
goofing around in vain, trying to find a generalisation for esrv*item

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
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 tmp->destroy ();
740 break;
741 }
742
743 tmp = tmp->above;
744 }
745 }
746
747 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 }
750
751 dummy->destroy ();
752
753 /* Creating the portals.
754 * The very first thing to do is to ensure
755 * access to the destination map.
756 * If we can't, don't fizzle. Simply warn player.
757 * This ensure player pays his mana for the spell
758 * because HE is responsible of forgotting.
759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above.
761 */
762
763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768
769 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL)
771 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy ();
774 return 1;
775 }
776
777 op_level = caster_level (caster, spell);
778 if (op_level < 15)
779 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
781 &op->name);
782 else if (op_level < 30)
783 snprintf (portal_message, 1024,
784 "\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);
785 else if (op_level < 60)
786 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
787 else
788 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
789 &op->name);
790
791 /* Create a portal in front of player
792 * dummy contain the portal and
793 * force contain the track to kill it later
794 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 EXIT_PATH (dummy) = force->name;
806 EXIT_X (dummy) = EXIT_X (force);
807 EXIT_Y (dummy) = EXIT_Y (force);
808 dummy->name = dummy->name_pl = portal_name;
809 dummy->msg = portal_message;
810 dummy->race = op->name; /*Save the owner of the portal */
811 cast_create_obj (op, caster, dummy, 0);
812
813 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active
815 * town portal.
816 */
817 tmp = get_archetype (spell->race);
818 if (tmp == NULL)
819 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0;
823 }
824
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866
867 tmp->race = force->name;
868 tmp->name = portal_name;
869 EXIT_X (tmp) = dummy->x;
870 EXIT_Y (tmp) = dummy->y;
871 insert_ob_in_ob (tmp, op);
872
873 /* Describe the player what happened
874 */
875 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
876 force->destroy ();
877
878 return 1;
879 }
880
881
882 /* This creates magic walls. Really, it can create most any object,
883 * within some reason.
884 */
885
886 int
887 magic_wall (object *op, object *caster, int dir, object *spell_ob)
888 {
889 object *tmp, *tmp2;
890 int i, posblocked, negblocked, maxrange;
891 sint16 x, y;
892 maptile *m;
893 const char *name;
894 archetype *at;
895
896 if (!dir)
897 {
898 dir = op->facing;
899 x = op->x;
900 y = op->y;
901 }
902 else
903 {
904 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir];
906 }
907 m = op->map;
908
909 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (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 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0;
915 }
916 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race)
921 {
922 char buf1[MAX_BUF];
923
924 sprintf (buf1, spell_ob->race, dir);
925 at = archetype::find (buf1);
926 if (!at)
927 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0;
931 }
932 tmp = arch_to_object (at);
933 }
934 else
935 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
937 return 0;
938 }
939
940 if (tmp->type == SPELL_EFFECT)
941 {
942 tmp->attacktype = spell_ob->attacktype;
943 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
945 tmp->range = 0;
946 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 }
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 }
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE);
965 }
966
967 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used.
969 */
970 tmp->set_owner (op);
971 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2;
975
976 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
978 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0;
981 }
982 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985
986 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through
990 * blocked spaces.
991 */
992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
993 posblocked = 0;
994 negblocked = 0;
995
996 for (i = 1; i <= maxrange; i++)
997 {
998 int dir2;
999
1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1001
1002 x = tmp->x + i * freearr_x[dir2];
1003 y = tmp->y + i * freearr_y[dir2];
1004 m = tmp->map;
1005
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 {
1009 tmp2 = tmp->clone ();
1010 tmp2->x = x;
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1016
1017 }
1018 else
1019 posblocked = 1;
1020
1021 x = tmp->x - i * freearr_x[dir2];
1022 y = tmp->y - i * freearr_y[dir2];
1023 m = tmp->map;
1024
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 {
1028 tmp2 = tmp->clone ();
1029 tmp2->x = x;
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1034 }
1035 else
1036 negblocked = 1;
1037 }
1038
1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1040 update_all_los (op->map, op->x, op->y);
1041
1042 return 1;
1043 }
1044
1045 int
1046 dimension_door (object *op, object *caster, object *spob, int dir)
1047 {
1048 uint32 dist, maxdist;
1049 int mflags;
1050 maptile *m;
1051 sint16 sx, sy;
1052
1053 if (op->type != PLAYER)
1054 return 0;
1055
1056 if (!dir)
1057 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1059 return 0;
1060 }
1061
1062 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in.
1064 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066
1067 if (op->contr->count)
1068 {
1069 if (op->contr->count > maxdist)
1070 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0;
1073 }
1074
1075 for (dist = 0; dist < op->contr->count; dist++)
1076 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break;
1081
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break;
1084 }
1085
1086 if (dist < op->contr->count)
1087 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0;
1091 }
1092 op->contr->count = 0;
1093
1094 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and
1098 * lots of other maps that protect areas with no magic, but the
1099 * areas themselves don't contain no magic spaces.
1100 */
1101 /* This call here is really just to normalize the coordinates */
1102 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1103 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1104 {
1105 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1106 return 1; /* Maybe the penalty should be more severe... */
1107 }
1108 }
1109 else
1110 {
1111 /* Player didn't specify a distance, so lets see how far
1112 * we can move the player. Don't know why this stopped on
1113 * spaces that blocked the players view.
1114 */
1115
1116 for (dist = 0; dist < maxdist; dist++)
1117 {
1118 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1119
1120 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1121 break;
1122
1123 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1124 break;
1125
1126 }
1127
1128 /* If the destination is blocked, keep backing up until we
1129 * find a place for the player.
1130 */
1131 for (; dist > 0; dist--)
1132 {
1133 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1134 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1135 continue;
1136
1137
1138 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1139 break;
1140
1141 }
1142 if (!dist)
1143 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1145 return 0;
1146 }
1147 }
1148
1149 /* Actually move the player now */
1150 op->remove ();
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1;
1155
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1;
1158 }
1159
1160
1161 /* cast_heal: Heals something.
1162 * op is the caster.
1163 * dir is the direction he is casting it in.
1164 * spell is the spell object.
1165 */
1166 int
1167 cast_heal (object *op, object *caster, object *spell, int dir)
1168 {
1169 object *tmp;
1170 archetype *at;
1171 object *poison;
1172 int heal = 0, success = 0;
1173
1174 tmp = find_target_for_friendly_spell (op, dir);
1175
1176 if (tmp == NULL)
1177 return 0;
1178
1179 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage.
1181 */
1182 heal = spell->stats.dam;
1183 if (spell->stats.hp)
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185
1186 if (heal)
1187 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else
1193 {
1194 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based
1196 * on amount of damage healed.
1197 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal;
1201
1202 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 }
1222 success = 1;
1223 }
1224 }
1225 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op))
1227 success = 1;
1228
1229 if (spell->attacktype & AT_POISON)
1230 {
1231 at = archetype::find ("poisoning");
1232 poison = present_arch_in_ob (at, tmp);
1233 if (poison)
1234 {
1235 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1;
1238 }
1239 }
1240 if (spell->attacktype & AT_CONFUSION)
1241 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison)
1244 {
1245 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1;
1248 }
1249 }
1250 if (spell->attacktype & AT_BLIND)
1251 {
1252 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp);
1254 if (poison)
1255 {
1256 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1;
1259 }
1260 }
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 {
1263 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 }
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 {
1271 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 }
1277 if (spell->stats.food && tmp->stats.food < 999)
1278 {
1279 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999;
1282 success = 1;
1283 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 }
1286 return success;
1287 }
1288
1289
1290 /* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those.
1293 */
1294 static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.",
1296 "You grow no more agile.",
1297 "You don't feel any healthier.",
1298 "no wis",
1299 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302 };
1303
1304 int
1305 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306 {
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL;
1309 int i;
1310
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0)
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir);
1315 }
1316 else
1317 {
1318 tmp = op;
1319 }
1320
1321 if (tmp == NULL)
1322 return 0;
1323
1324 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1326 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 {
1329 if (tmp2->name == spell_ob->name)
1330 {
1331 force = tmp2; /* the old effect will be "refreshed" */
1332 break;
1333 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 {
1336 if (!silent)
1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1338 return 0;
1339 }
1340 }
1341 }
1342 if (force == NULL)
1343 {
1344 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY;
1346 if (spell_ob->race)
1347 force->name = spell_ob->race;
1348 else
1349 force->name = spell_ob->name;
1350 force->name_pl = spell_ob->name;
1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1352
1353 }
1354 else
1355 {
1356 int duration;
1357
1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1359 if (duration > force->duration)
1360 {
1361 force->duration = duration;
1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 }
1364 else
1365 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 }
1368 return 1;
1369 }
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0;
1372 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED);
1374
1375 /* Now start processing the effects. First, protections */
1376 for (i = 0; i < NROFATTACKS; i++)
1377 {
1378 if (spell_ob->resist[i])
1379 {
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100)
1382 force->resist[i] = 100;
1383 }
1384 }
1385 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387
1388 if (tmp->type == PLAYER)
1389 {
1390 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++)
1392 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1394
1395 if (stat)
1396 {
1397 sm = 0;
1398 for (k = 0; k < stat; k++)
1399 sm += rndm (1, 3);
1400
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1402 {
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1404 if (sm < 0)
1405 sm = 0;
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 }
1411 }
1412 }
1413
1414 force->move_type = spell_ob->move_type;
1415
1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1417 SET_FLAG (force, FLAG_SEE_IN_DARK);
1418
1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1420 SET_FLAG (force, FLAG_XRAYS);
1421
1422 /* Haste/bonus speed */
1423 if (spell_ob->stats.exp)
1424 {
1425 if (op->speed > 0.5f)
1426 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1427 else
1428 force->stats.exp = spell_ob->stats.exp;
1429 }
1430
1431 force->stats.wc = spell_ob->stats.wc;
1432 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype;
1434
1435 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp);
1438 return 1;
1439 }
1440
1441 /* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster.
1444 */
1445
1446 int
1447 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448 {
1449 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1451
1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1453 if (dir != 0)
1454 {
1455 tmp = find_target_for_friendly_spell (op, dir);
1456 }
1457 else
1458 {
1459 tmp = op;
1460 }
1461
1462 /* If we've already got a force of this type, don't add a new one. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1464 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 {
1467 if (tmp2->name == spell_ob->name)
1468 {
1469 force = tmp2; /* the old effect will be "refreshed" */
1470 break;
1471 }
1472 else if (spell_ob->race && spell_ob->race == tmp2->name)
1473 {
1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1475 return 0;
1476 }
1477 }
1478 }
1479 if (force == NULL)
1480 {
1481 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race)
1484 force->name = spell_ob->race;
1485 else
1486 force->name = spell_ob->name;
1487 force->name_pl = spell_ob->name;
1488 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1489 }
1490 else
1491 {
1492 int duration;
1493
1494 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1495 if (duration > force->duration)
1496 {
1497 force->duration = duration;
1498 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1499 }
1500 else
1501 {
1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1503 }
1504 return 0;
1505 }
1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1507 force->speed = 1.0;
1508 force->speed_left = -1.0;
1509 SET_FLAG (force, FLAG_APPLIED);
1510
1511 if (!god)
1512 {
1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1514 }
1515 else
1516 {
1517 /* Only give out good benefits, and put a max on it */
1518 for (i = 0; i < NROFATTACKS; i++)
1519 {
1520 if (god->resist[i] > 0)
1521 {
1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1523 }
1524 }
1525 force->path_attuned |= god->path_attuned;
1526
1527 if (spell_ob->attacktype)
1528 force->slaying = god->slaying;
1529
1530 if (tmp != op)
1531 {
1532 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1533 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1534 }
1535 else
1536 {
1537 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1538 }
1539
1540 }
1541 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac;
1543
1544 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp);
1547 return 1;
1548 }
1549
1550
1551
1552 /* Alchemy code by Mark Wedel
1553 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 *
1560 * Large nuggets are worth 25 gp each (base). You will always get
1561 * the maximum number of large nuggets you could get.
1562 * Small nuggets are worth 1 gp each (base). You will get from 0
1563 * to the max amount of small nuggets as you could get.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 *
1568 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be
1570 * alchemied.
1571 */
1572
1573 /* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578 static object *small, *large;
1579
1580 static void
1581 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1582 {
1583 uint64 value = query_cost (obj, NULL, F_TRUE);
1584
1585 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul
1590 * the stuff back to town.
1591 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3;
1597 else
1598 value = (value * 9) / 10;
1599
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29))
1603 {
1604 int count;
1605
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight;
1626 obj->destroy ();
1627 }
1628
1629 static void
1630 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1631 {
1632 object *tmp;
1633 int flag = 0;
1634
1635 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player
1637 */
1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1640
1641 if (small_nuggets)
1642 {
1643 tmp = small->clone ();
1644 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag);
1648 }
1649
1650 if (large_nuggets)
1651 {
1652 tmp = large->clone ();
1653 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag);
1657 }
1658 }
1659
1660 int
1661 alchemy (object *op, object *caster, object *spell_ob)
1662 {
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER)
1669 return 0;
1670
1671 /* Put a maximum weight of items that can be alchemied. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock
1673 * in sight
1674 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1678
1679 for (y = op->y - 1; y <= op->y + 1; y++)
1680 {
1681 for (x = op->x - 1; x <= op->x + 1; x++)
1682 {
1683 nx = x;
1684 ny = y;
1685
1686 mp = op->map;
1687
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue;
1692
1693 /* Treat alchemy a little differently - most spell effects
1694 * use fly as the movement type - for alchemy, consider it
1695 * ground level effect.
1696 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue;
1699
1700 small_nuggets = 0;
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 {
1705 next = tmp->above;
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 {
1709
1710 if (tmp->inv)
1711 {
1712 object *next1, *tmp1;
1713
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1715 {
1716 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1720 }
1721 }
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1723
1724 if (weight > weight_max)
1725 {
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 }
1731 } /* is alchemable object */
1732 } /* process all objects on this space */
1733
1734 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell.
1737 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1739 }
1740 }
1741
1742 large->destroy ();
1743 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly.
1746 */
1747 op->contr->socket->look_position = 0;
1748 return 1;
1749 }
1750
1751
1752 /* This function removes the cursed/damned status on equipped
1753 * items.
1754 */
1755 int
1756 remove_curse (object *op, object *caster, object *spell)
1757 {
1758 object *tmp;
1759 int success = 0, was_one = 0;
1760
1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 {
1766 was_one++;
1767 if (tmp->level <= caster_level (caster, spell))
1768 {
1769 success++;
1770 if (QUERY_FLAG (spell, FLAG_DAMNED))
1771 CLEAR_FLAG (tmp, FLAG_DAMNED);
1772
1773 CLEAR_FLAG (tmp, FLAG_CURSED);
1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1775 tmp->value = 0; /* Still can't sell it */
1776 if (op->type == PLAYER)
1777 esrv_send_item (op, tmp);
1778 }
1779 }
1780
1781 if (op->type == PLAYER)
1782 {
1783 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else
1788 {
1789 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else
1792 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1793 }
1794 }
1795
1796 return success;
1797 }
1798
1799 /* Identifies objects in the players inventory/on the ground */
1800
1801 int
1802 cast_identify (object *op, object *caster, object *spell)
1803 {
1804 object *tmp;
1805 int success = 0, num_ident;
1806
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808
1809 if (num_ident < 1)
1810 num_ident = 1;
1811
1812 for (tmp = op->inv; tmp; tmp = tmp->below)
1813 {
1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1815 {
1816 identify (tmp);
1817
1818 if (op->type == PLAYER)
1819 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1821
1822 if (tmp->msg)
1823 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 }
1828
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident)
1832 break;
1833 }
1834 }
1835
1836 /* If all the power of the spell has been used up, don't go and identify
1837 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used.
1839 */
1840 if (num_ident)
1841 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 {
1845 identify (tmp);
1846
1847 if (op->type == PLAYER)
1848 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1850
1851 if (tmp->msg)
1852 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 }
1859
1860 num_ident--;
1861 success = 1;
1862 if (!num_ident)
1863 break;
1864 }
1865 }
1866
1867 if (!success)
1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1869 else
1870 spell_effect (spell, op->x, op->y, op->map, op);
1871
1872 return success;
1873 }
1874
1875 int
1876 cast_detection (object *op, object *caster, object *spell, object *skill)
1877 {
1878 object *tmp, *last, *god, *detect;
1879 int done_one, range, mflags, floor, level;
1880 sint16 x, y, nx, ny;
1881 maptile *m;
1882
1883 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again.
1885 */
1886 god = find_god (determine_god (op));
1887 level = caster_level (caster, spell);
1888 range = spell->range + SP_level_range_adjust (caster, spell);
1889
1890 if (!skill)
1891 skill = caster;
1892
1893 for (x = op->x - range; x <= op->x + range; x++)
1894 for (y = op->y - range; y <= op->y + range; y++)
1895 {
1896 m = op->map;
1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1898 if (mflags & P_OUT_OF_MAP)
1899 continue;
1900
1901 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up.
1905 */
1906
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp;
1909
1910 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen.
1912 */
1913 if (!last)
1914 continue;
1915
1916 done_one = 0;
1917 floor = 0;
1918 detect = NULL;
1919 for (tmp = last; tmp; tmp = tmp->below)
1920 {
1921 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1923 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1926 tmp->type == CF_HANDLE ||
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1928 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1933 {
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 {
1936 tmp->invisible = 0;
1937 done_one = 1;
1938 }
1939 }
1940
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1;
1943
1944 /* All detections below this point don't descend beneath the floor,
1945 * so just continue on. We could be clever and look at the type of
1946 * detection to completely break out if we don't care about objects beneath
1947 * the floor, but once we get to the floor, not likely a very big issue anyways.
1948 */
1949 if (floor)
1950 continue;
1951
1952 /* I had thought about making detect magic and detect curse
1953 * show the flash the magic item like it does for detect monster.
1954 * however, if the object is within sight, this would then make it
1955 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant.
1957 */
1958
1959 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4;
1967 done_one = 1;
1968 }
1969 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 {
1972 done_one = 2;
1973 if (!detect)
1974 detect = tmp;
1975 }
1976 /* Basically, if race is set in the spell, then the creatures race must
1977 * match that. if the spell race is set to GOD, then the gods opposing
1978 * race must match.
1979 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1982 (strstr (spell->race, tmp->race))))
1983 {
1984 done_one = 2;
1985 if (!detect)
1986 detect = tmp;
1987 }
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1;
1993 }
1994 } /* for stack of objects on this space */
1995
1996 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is.
1998 */
1999 if (done_one)
2000 {
2001 object *detect_ob = arch_to_object (spell->other_arch);
2002
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect)
2007 {
2008 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 }
2016 insert_ob_in_map (detect_ob, m, op, 0);
2017 }
2018 } /* for processing the surrounding spaces */
2019
2020
2021 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 {
2024 done_one = 0;
2025 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2032 if (op->type == PLAYER)
2033 esrv_send_item (op, tmp);
2034 }
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER)
2040 esrv_send_item (op, tmp);
2041 }
2042 } /* if item is not identified */
2043 } /* for the players inventory */
2044 } /* if detect magic/curse and object is a player */
2045 return 1;
2046 }
2047
2048
2049 /**
2050 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2051 * level whos spell did cause the overcharge.
2052 */
2053 static void
2054 charge_mana_effect (object *victim, int caster_level)
2055 {
2056
2057 /* Prevent explosions for objects without mana. Without this check, doors
2058 * will explode, too.
2059 */
2060 if (victim->stats.maxsp <= 0)
2061 return;
2062
2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2064
2065 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 {
2067 object *tmp;
2068
2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2070
2071 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x;
2076 tmp->y = victim->y;
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp;
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99);
2092 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097 }
2098
2099 /* cast_transfer
2100 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP.
2102 */
2103
2104 int
2105 cast_transfer (object *op, object *caster, object *spell, int dir)
2106 {
2107 object *plyr = NULL;
2108 sint16 x, y;
2109 maptile *m;
2110 int mflags;
2111
2112 m = op->map;
2113 x = op->x + freearr_x[dir];
2114 y = op->y + freearr_y[dir];
2115
2116 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break;
2123 }
2124
2125
2126 /* If we did not find a player in the specified direction, transfer
2127 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */
2129 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break;
2133
2134 if (!plyr)
2135 {
2136 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2137 return 0;
2138 }
2139 /* give sp */
2140 if (spell->stats.dam > 0)
2141 {
2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2143 charge_mana_effect (plyr, caster_level (caster, spell));
2144 return 1;
2145 }
2146 /* suck sp away. Can't suck sp from yourself */
2147 else if (op != plyr)
2148 {
2149 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2150
2151 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2152
2153 if (rate > 95)
2154 rate = 95;
2155
2156 sucked = (plyr->stats.sp * rate) / 100;
2157 plyr->stats.sp -= sucked;
2158 if (QUERY_FLAG (op, FLAG_ALIVE))
2159 {
2160 /* Player doesn't get full credit */
2161 sucked = (sucked * rate) / 100;
2162 op->stats.sp += sucked;
2163 if (sucked > 0)
2164 {
2165 charge_mana_effect (op, caster_level (caster, spell));
2166 }
2167 }
2168 return 1;
2169 }
2170 return 0;
2171 }
2172
2173
2174 /* counterspell: nullifies spell effects.
2175 * op is the counterspell object, dir is the direction
2176 * it was cast in.
2177 * Basically, if the object has a magic attacktype,
2178 * this may nullify it.
2179 */
2180 void
2181 counterspell (object *op, int dir)
2182 {
2183 object *tmp, *head, *next;
2184 int mflags;
2185 maptile *m;
2186 sint16 sx, sy;
2187
2188 sx = op->x + freearr_x[dir];
2189 sy = op->y + freearr_y[dir];
2190 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP)
2193 return;
2194
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
2196 {
2197 next = tmp->above;
2198
2199 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary
2201 * info for it.
2202 */
2203 if (tmp->head)
2204 head = tmp->head;
2205 else
2206 head = tmp;
2207
2208 /* don't attack our own spells */
2209 if (tmp->owner && tmp->owner == op->owner)
2210 continue;
2211
2212 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell
2214 * monsters either.
2215 */
2216
2217 if (head->attacktype & AT_MAGIC &&
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2219 head->destroy ();
2220 else
2221 switch (head->type)
2222 {
2223 case SPELL_EFFECT:
2224 if (op->level > head->level)
2225 head->destroy ();
2226
2227 break;
2228
2229 /* I really don't get this rune code that much - that
2230 * random chance seems really low.
2231 */
2232 case RUNE:
2233 if (rndm (0, 149) == 0)
2234 {
2235 head->stats.hp--; /* weaken the rune */
2236 if (!head->stats.hp)
2237 head->destroy ();
2238 }
2239 break;
2240 }
2241 }
2242 }
2243
2244
2245
2246 /* cast_consecrate() - a spell to make an altar your god's */
2247 int
2248 cast_consecrate (object *op, object *caster, object *spell)
2249 {
2250 char buf[MAX_BUF];
2251
2252 object *tmp, *god = find_god (determine_god (op));
2253
2254 if (!god)
2255 {
2256 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2257 return 0;
2258 }
2259
2260 for (tmp = op->below; tmp; tmp = tmp->below)
2261 {
2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2263 break;
2264 if (tmp->type == HOLY_ALTAR)
2265 {
2266
2267 if (tmp->level > caster_level (caster, spell))
2268 {
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2270 return 0;
2271 }
2272 else
2273 {
2274 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell);
2278 tmp->other_arch = god->arch;
2279 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp);
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1;
2283 }
2284 }
2285 }
2286 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2287 return 0;
2288 }
2289
2290 /* animate_weapon -
2291 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2292 * The golem is based on the archetype specified, modified by the caster's level
2293 * and the attributes of the weapon. The weapon is inserted in the golem's
2294 * inventory so that it falls to the ground when the golem dies.
2295 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06
2299 */
2300
2301 int
2302 animate_weapon (object *op, object *caster, object *spell, int dir)
2303 {
2304 object *weapon, *tmp;
2305 char buf[MAX_BUF];
2306 int a, i;
2307 sint16 x, y;
2308 maptile *m;
2309 materialtype_t *mt;
2310
2311 if (!spell->other_arch)
2312 {
2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2315 return 0;
2316 }
2317 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER)
2319 return 0;
2320
2321 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem])
2323 {
2324 control_golem (op->contr->ranges[range_golem], dir);
2325 return 0;
2326 }
2327
2328 /* if no direction specified, pick one */
2329 if (!dir)
2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2331
2332 m = op->map;
2333 x = op->x + freearr_x[dir];
2334 y = op->y + freearr_y[dir];
2335
2336 /* if there's no place to put the golem, abort */
2337 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2338 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2339 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2341 return 0;
2342 }
2343
2344 /* Use the weapon marked by the player. */
2345 weapon = find_marked_object (op);
2346
2347 if (!weapon)
2348 {
2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2350 return 0;
2351 }
2352 if (spell->race && strcmp (weapon->arch->name, spell->race))
2353 {
2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2355 return 0;
2356 }
2357 if (weapon->type != WEAPON)
2358 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2360 return 0;
2361 }
2362 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2363 {
2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2365 return 0;
2366 }
2367
2368 if (weapon->nrof > 1)
2369 {
2370 tmp = get_split_ob (weapon, 1);
2371 esrv_send_item (op, weapon);
2372 weapon = tmp;
2373 }
2374
2375 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch);
2377
2378 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0;
2382 add_friendly_object (tmp);
2383 tmp->type = GOLEM;
2384 tmp->set_owner (op);
2385 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388
2389 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was
2391 * used above.
2392 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove ();
2395 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon);
2397 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc)
2400 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp);
2404
2405 /* There used to be 'odd' code that basically seemed to take the absolute
2406 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2407 * if you're using a crappy weapon, it shouldn't be as good.
2408 */
2409
2410 /* modify weapon's animated wc */
2411 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2412 if (tmp->stats.wc < -127)
2413 tmp->stats.wc = -127;
2414
2415 /* Modify hit points for weapon */
2416 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2417 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2418 if (tmp->stats.maxhp < 0)
2419 tmp->stats.maxhp = 10;
2420 tmp->stats.hp = tmp->stats.maxhp;
2421
2422 /* Modify weapon's damage */
2423 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2424 if (tmp->stats.dam < 0)
2425 tmp->stats.dam = 127;
2426
2427
2428 /* attacktype */
2429 if (!tmp->attacktype)
2430 tmp->attacktype = AT_PHYSICAL;
2431
2432 mt = NULL;
2433 if (op->materialname != NULL)
2434 mt = name_to_material (op->materialname);
2435 if (mt != NULL)
2436 {
2437 for (i = 0; i < NROFATTACKS; i++)
2438 tmp->resist[i] = 50 - (mt->save[i] * 5);
2439 a = mt->save[0];
2440 }
2441 else
2442 {
2443 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 5;
2445 a = 10;
2446 }
2447 /* Set weapon's immunity */
2448 tmp->resist[ATNR_CONFUSION] = 100;
2449 tmp->resist[ATNR_POISON] = 100;
2450 tmp->resist[ATNR_SLOW] = 100;
2451 tmp->resist[ATNR_PARALYZE] = 100;
2452 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2453 tmp->resist[ATNR_FEAR] = 100;
2454 tmp->resist[ATNR_DEPLETE] = 100;
2455 tmp->resist[ATNR_DEATH] = 100;
2456 tmp->resist[ATNR_BLIND] = 100;
2457
2458 /* Improve weapon's armour value according to best save vs. physical of its material */
2459
2460 if (a > 14)
2461 a = 14;
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463
2464 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469
2470 if (!spell->race)
2471 {
2472 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf;
2474
2475 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 }
2490
2491 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493
2494 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0);
2499 return 1;
2500 }
2501
2502 /* cast_daylight() - changes the map darkness level *lower* */
2503
2504 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2505 * This changes the light level for the entire map.
2506 */
2507
2508 int
2509 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510 {
2511 int success;
2512
2513 if (!op->map)
2514 return 0; /* shouldnt happen */
2515
2516 success = change_map_light (op->map, spell->stats.dam);
2517 if (!success)
2518 {
2519 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else
2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2523 }
2524 return success;
2525 }
2526
2527
2528
2529
2530
2531 /* create an aura spell object and put it in the player's inventory.
2532 * as usual, op is player, caster is the object casting the spell,
2533 * spell is the spell object itself.
2534 */
2535 int
2536 create_aura (object *op, object *caster, object *spell)
2537 {
2538 int refresh = 0;
2539 object *new_aura;
2540
2541 new_aura = present_arch_in_ob (spell->other_arch, op);
2542 if (new_aura)
2543 refresh = 1;
2544 else
2545 new_aura = arch_to_object (spell->other_arch);
2546
2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2548
2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2550
2551 new_aura->set_owner (op);
2552 set_spell_skill (op, caster, spell, new_aura);
2553 new_aura->attacktype = spell->attacktype;
2554
2555 new_aura->level = caster_level (caster, spell);
2556 if (refresh)
2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2558 else
2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2560 insert_ob_in_ob (new_aura, op);
2561 return 1;
2562 }
2563
2564
2565 /* move aura function. An aura is a part of someone's inventory,
2566 * which he carries with him, but which acts on the map immediately
2567 * around him.
2568 * Aura parameters:
2569 * duration: duration counter.
2570 * attacktype: aura's attacktype
2571 * other_arch: archetype to drop where we attack
2572 */
2573
2574 void
2575 move_aura (object *aura)
2576 {
2577 int i, mflags;
2578 object *env;
2579 maptile *m;
2580
2581 /* auras belong in inventories */
2582 env = aura->env;
2583
2584 /* no matter what we've gotta remove the aura...
2585 * we'll put it back if its time isn't up.
2586 */
2587 aura->remove ();
2588
2589 /* exit if we're out of gas */
2590 if (aura->duration-- < 0)
2591 {
2592 aura->destroy ();
2593 return;
2594 }
2595
2596 /* auras only exist in inventories */
2597 if (env == NULL || env->map == NULL)
2598 {
2599 aura->destroy ();
2600 return;
2601 }
2602
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently.
2608 */
2609 insert_ob_in_map (aura, env->map, aura, 0);
2610
2611 for (i = 1; i < 9; i++)
2612 {
2613 sint16 nx, ny;
2614
2615 nx = aura->x + freearr_x[i];
2616 ny = aura->y + freearr_y[i];
2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2618
2619 /* Consider the movement tyep of the person with the aura as
2620 * movement type of the aura. Eg, if the player is flying, the aura
2621 * is flying also, if player is walking, it is on the ground, etc.
2622 */
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 {
2625 hit_map (aura, i, aura->attacktype, 0);
2626
2627 if (aura->other_arch)
2628 {
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 }
2636 }
2637 }
2638 /* put the aura back in the player's inventory */
2639 aura->remove ();
2640 insert_ob_in_ob (aura, env);
2641 }
2642
2643 /* moves the peacemaker spell.
2644 * op is the piece object.
2645 */
2646
2647 void
2648 move_peacemaker (object *op)
2649 {
2650 object *tmp;
2651
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 {
2654 int atk_lev, def_lev;
2655 object *victim = tmp;
2656
2657 if (tmp->head)
2658 victim = tmp->head;
2659 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue;
2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue;
2663 if (victim->stats.exp == 0)
2664 continue;
2665
2666 def_lev = MAX (1, victim->level);
2667 atk_lev = MAX (1, op->level);
2668
2669 if (rndm (0, atk_lev - 1) > def_lev)
2670 {
2671 /* make this sucker peaceful. */
2672
2673 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2674 victim->stats.exp = 0;
2675 #if 0
2676 /* No idea why these were all set to zero - if something
2677 * makes this creature agressive, he should still do damage.
2678 */
2679 victim->stats.dam = 0;
2680 victim->stats.sp = 0;
2681 victim->stats.grace = 0;
2682 victim->stats.Pow = 0;
2683 #endif
2684 victim->attack_movement = RANDO2;
2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2686 SET_FLAG (victim, FLAG_RUN_AWAY);
2687 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2688 CLEAR_FLAG (victim, FLAG_MONSTER);
2689 if (victim->name)
2690 {
2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2692 }
2693 }
2694 }
2695 }
2696
2697
2698 /* This writes a rune that contains the appropriate message.
2699 * There really isn't any adjustments we make.
2700 */
2701
2702 int
2703 write_mark (object *op, object *spell, const char *msg)
2704 {
2705 char rune[HUGE_BUF];
2706 object *tmp;
2707
2708 if (!msg || msg[0] == 0)
2709 {
2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2711 return 0;
2712 }
2713
2714 if (strcasestr_local (msg, "endmsg"))
2715 {
2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2718 return 0;
2719 }
2720 if (!spell->other_arch)
2721 return 0;
2722 tmp = arch_to_object (spell->other_arch);
2723
2724 snprintf (rune, sizeof (rune), "%s\n", msg);
2725
2726 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune;
2728 tmp->x = op->x;
2729 tmp->y = op->y;
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1;
2732 }