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Revision: 1.29
Committed: Sat Dec 30 22:01:39 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +3 -2 lines
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File Contents

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