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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.3
Committed: Sat Aug 26 23:36:34 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +2 -297 lines
Log Message:
intermediate check-in, per-object events work

File Contents

# Content
1 /*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.2 2006-08-17 20:23:32 root Exp $";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <spells.h>
37 #include <sounds.h>
38
39 /* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this.
42 */
43 void cast_magic_storm(object *op, object *tmp, int lvl)
44 {
45 if (!tmp) return; /* error */
46 tmp->level=op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */
50 tmp->duration+=lvl/5;
51
52 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either.
56 */
57 if (tmp->duration>=40) tmp->duration=40;
58 tmp->stats.dam=lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61
62 }
63
64
65 int recharge(object *op, object *caster, object *spell_ob) {
66 object *wand, *tmp;
67 int ncharges;
68
69 wand = find_marked_object(op);
70 if(wand == NULL || wand->type != WAND) {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) {
75 new_draw_info_format(NDI_UNIQUE, 0, op,
76 "The %s vibrates violently, then explodes!",query_name(wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count);
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob));
93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level;
95 else {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 }
100 if (!ncharges) ncharges = 1;
101
102 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op,
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) {
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 }
110 return 1;
111 }
112
113 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows.
116 * Sets the plus based on the casters level. It is also settable with the
117 * invoke command. If the caster attempts to create missiles with too
118 * great a plus, the default is used.
119 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc...
122 */
123
124 int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg)
125 {
126 int missile_plus=0, bonus_plus=0;
127 const char *missile_name;
128 object *tmp, *missile;
129 tag_t tag;
130
131 missile_name = "arrow";
132
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) {
135 missile_name=tmp->race;
136 }
137
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell);
139
140 if (find_archetype(missile_name)==NULL) {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n",
142 missile_name);
143 return 0;
144 }
145 missile = get_archetype(missile_name);
146
147 if (stringarg) {
148 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) {
150 artifact *al = find_artifactlist(missile->type)->items;
151
152 for ( ; al != NULL; al=al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break;
154
155 if (!al) {
156 free_object(missile);
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name,
158 stringarg);
159 return 0;
160 }
161 if (al->item->slaying) {
162 free_object(missile);
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s",
164 missile_name, stringarg);
165 return 0;
166 }
167 give_artifact_abilities(missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type.
171 */
172 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0;
174 } else
175 if (atoi(stringarg) < missile_plus)
176 missile_plus = atoi(stringarg);
177 }
178 if (missile_plus > 4)
179 missile_plus = 4;
180 else if (missile_plus < -4)
181 missile_plus = -4;
182
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus);
185 if (missile->nrof < 1)
186 missile->nrof=1;
187
188 missile->magic = missile_plus;
189 /* Can't get any money for these objects */
190 missile->value=0;
191
192 SET_FLAG(missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile);
199 }
200 return 1;
201 }
202
203
204 /* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/
206 int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg)
207 {
208 int food_value;
209 archetype *at=NULL;
210 object *new_op;
211
212 food_value=spell_ob->stats.food +
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214
215 if(stringarg) {
216 at = find_archetype_by_object_type_name(FOOD, stringarg);
217 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL;
221 }
222
223 if(!stringarg) {
224 archetype *at_tmp;
225
226 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor.
231 */
232
233 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) {
236 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead.
239 */
240 if (at_tmp->clone.stats.food<=food_value &&
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
242 at=at_tmp;
243 }
244 }
245 }
246 /* Pretty unlikely (there are some very low food items), but you never
247 * know
248 */
249 if (!at) {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0;
252 }
253
254 food_value/=at->clone.stats.food;
255 new_op = arch_to_object (at);
256 new_op->nrof = food_value;
257
258 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1;
260
261 cast_create_obj(op, caster,new_op, dir);
262 return 1;
263 }
264
265 int probe(object *op, object *caster, object *spell_ob, int dir) {
266 int r, mflags, maxrange;
267 object *tmp;
268 mapstruct *m;
269
270
271 if(!dir) {
272 examine_monster(op,op);
273 return 1;
274 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
276 for(r=1;r < maxrange; r++) {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir];
278
279 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y);
281
282 if (mflags & P_OUT_OF_MAP) break;
283
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic.");
286 return 0;
287 }
288 if (mflags & P_IS_ALIVE) {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something.");
292 if(tmp->head!=NULL)
293 tmp=tmp->head;
294 examine_monster(op,tmp);
295 return 1;
296 }
297 }
298 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing.");
300 return 1;
301 }
302
303
304 /* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that
309 * pl is invisible.
310 */
311 int makes_invisible_to(object *pl, object *mon)
312 {
313
314 if (!pl->invisible) return 0;
315 if (pl->type == PLAYER ) {
316 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0;
319 return 1;
320 }
321 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon))
323 return 1;
324 /* No race, can't be invisible to it */
325 if (!mon->race) return 0;
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0;
329 } else {
330 /* monsters are invisible to everything */
331 return 1;
332 }
333 }
334
335 /* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways.
337 * the duration for all is cumulative.
338 * In terms of invis undead/normal invis, it is the last one cast that
339 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/
342 * normal applies.
343 */
344 int cast_invisible(object *op, object *caster, object *spell_ob) {
345 object *tmp;
346
347 if(op->invisible>1000) {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
349 return 0;
350 }
351
352 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two.
354 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
356 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000;
358
359 if (op->type == PLAYER) {
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race);
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0;
365 else
366 op->contr->tmp_invis=1;
367
368 op->contr->hidden = 0;
369 }
370 if (makes_invisible_to(op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!");
372 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!");
374
375 update_object(op,UP_OBJ_FACE);
376
377 /* Only search the active objects - only these should actually do
378 * harm to the player.
379 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op)
382 tmp->enemy = NULL;
383 return 1;
384 }
385
386 /* earth to dust spell. Basically destroys earthwalls in the area.
387 */
388 int cast_earth_to_dust(object *op,object *caster, object *spell_ob) {
389 object *tmp, *next;
390 int range,i,j, mflags;
391 sint16 sx, sy;
392 mapstruct *m;
393
394 if(op->type!=PLAYER)
395 return 0;
396
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob);
398
399 for(i= -range;i<=range;i++)
400 for(j= -range;j<=range;j++) {
401 sx = op->x + i;
402 sy = op->y + j;
403 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
405
406 if (mflags & P_OUT_OF_MAP) continue;
407
408 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next)
410 {
411 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 }
416 return 1;
417 }
418
419
420 void execute_word_of_recall(object *op) {
421 object *wor=op;
422 while(op!=NULL && op->type!=PLAYER)
423 op=op->env;
424
425 if(op!=NULL && op->map) {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you.");
428 else
429 enter_exit(op,wor);
430 }
431 remove_ob(wor);
432 free_object(wor);
433 }
434
435 /* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a
437 * time delay effect.
438 */
439 int cast_word_of_recall(object *op, object *caster, object *spell_ob) {
440 object *dummy;
441 int time;
442
443 if(op->type!=PLAYER)
444 return 0;
445
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL))
447 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." );
449 return 1;
450 }
451
452 dummy=get_archetype(FORCE_NAME);
453 if(dummy == NULL){
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0;
457 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob);
459 if (time <1 ) time=1;
460
461 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something.
464 */
465 dummy->speed = 0.002;
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL;
470
471 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't.
473 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
475 EXIT_X(dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y;
477
478 (void) insert_ob_in_ob(dummy,op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you.");
480 return 1;
481 }
482
483 /* cast_wonder
484 * wonder is really just a spell that will likely cast another
485 * spell.
486 */
487 int cast_wonder(object *op, object *caster, int dir, object *spell_ob) {
488 object *newspell;
489
490 if(!rndm(0, 3))
491 return cast_cone(op,caster,dir, spell_ob);
492
493 if (spell_ob->randomitems) {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level);
495 if (!newspell) {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n");
497 return 0;
498 }
499 if (newspell->type != SPELL) {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n",
501 newspell->type, newspell->name);
502 return 0;
503 }
504 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n");
507 return 0;
508 }
509 return cast_spell(op,caster,dir,newspell, NULL);
510 }
511 return 1;
512 }
513
514
515 int perceive_self(object *op) {
516 char *cp=describe_item(op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION);
518 object *tmp;
519 int i;
520
521 tmp=find_god(determine_god(op));
522 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
524 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
526
527 tmp=present_arch_in_ob(at,op);
528
529 if(*cp=='\0' && tmp==NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
531 else {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp);
534 if (tmp!=NULL) {
535 for (i=0; i<NUM_STATS; i++) {
536 if (get_attr_value(&tmp->stats, i)<0) {
537 new_draw_info_format(NDI_UNIQUE, 0,op,
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 }
541 }
542 }
543 }
544
545 if (is_dragon_pl(op)) {
546 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) {
549 if(tmp->stats.exp == 0) {
550 sprintf(buf, "Your metabolism isn't focused on anything.");
551 } else {
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break;
556 }
557 }
558 }
559 return 1;
560 }
561
562 /* int cast_create_town_portal (object *op, object *caster, int dir)
563 *
564 * This function cast the spell of town portal for op
565 *
566 * The spell operates in two passes. During the first one a place
567 * is marked as a destination for the portal. During the second one,
568 * 2 portals are created, one in the position the player cast it and
569 * one in the destination place. The portal are synchronized and 2 forces
570 * are inserted in the player to destruct the portal next time player
571 * creates a new portal pair.
572 * This spell has a side effect that it allows people to meet each other
573 * in a permanent, private, appartements by making a town portal from it
574 * to the town or another public place. So, check if the map is unique and if
575 * so return an error
576 *
577 * Code by Tchize (david.delbecq@usa.net)
578 */
579 int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580 {
581 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap;
586 int op_level;
587
588
589 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* Check to see if the player is on a transport */
601 if (op->contr && op->contr->transport) {
602 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
603 return 0;
604 }
605
606 /* The first thing to do is to check if we have a marked destination
607 * dummy is used to make a check inventory for the force
608 */
609 dummy=arch_to_object(spell->other_arch);
610 if(dummy == NULL){
611 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
612 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
613 return 0;
614 }
615 force=check_inv_recursive (op,dummy);
616
617 if (force==NULL) {
618 /* Here we know there is no destination marked up.
619 * We have 2 things to do:
620 * 1. Mark the destination in the player inventory.
621 * 2. Let the player know it worked.
622 */
623 free_string (dummy->name);
624 dummy->name = add_string (op->map->path);
625 EXIT_X(dummy)= op->x;
626 EXIT_Y(dummy)= op->y;
627 insert_ob_in_ob (dummy,op);
628 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.");
629 return 1;
630 }
631 free_object (dummy);
632
633 /* Here we know where the town portal should go to
634 * We should kill any existing portal associated with the player.
635 * Than we should create the 2 portals.
636 * For each of them, we need:
637 * - To create the portal with the name of the player+destination map
638 * - set the owner of the town portal
639 * - To mark the position of the portal in the player's inventory
640 * for easier destruction.
641 *
642 * The mark works has follow:
643 * slaying: Existing town portal
644 * hp, sp : x & y of the associated portal
645 * name : name of the portal
646 * race : map the portal is in
647 */
648
649 /* First step: killing existing town portals */
650 dummy=get_archetype(spell->race);
651 if(dummy == NULL){
652 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
653 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
654 return 0;
655 }
656 perm_portal = find_archetype (spell->slaying);
657
658 /* To kill a town portal, we go trough the player's inventory,
659 * for each marked portal in player's inventory,
660 * -We try load the associated map (if impossible, consider the portal destructed)
661 * -We find any portal in the specified location.
662 * If it has the good name, we destruct it.
663 * -We destruct the force indicating that portal.
664 */
665 while ( (old_force=check_inv_recursive (op,dummy))) {
666 exitx=EXIT_X(old_force);
667 exity=EXIT_Y(old_force);
668 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
669
670 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
671 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
672 else exitmap = ready_map_name(old_force->race, 0);
673
674 if (exitmap) {
675 tmp=present_arch (perm_portal,exitmap,exitx,exity);
676 while (tmp) {
677 if (tmp->name == old_force->name) {
678 remove_ob (tmp);
679 free_object (tmp);
680 break;
681 } else {
682 tmp = tmp->above;
683 }
684 }
685 }
686 remove_ob (old_force);
687 free_object (old_force);
688 LOG (llevDebug,"\n");
689 }
690 free_object (dummy);
691
692 /* Creating the portals.
693 * The very first thing to do is to ensure
694 * access to the destination map.
695 * If we can't, don't fizzle. Simply warn player.
696 * This ensure player pays his mana for the spell
697 * because HE is responsible of forgotting.
698 * 'force' is the destination of the town portal, which we got
699 * from the players inventory above.
700 */
701
702 /* Ensure exit map is loaded*/
703 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
704 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
705 else
706 exitmap = ready_map_name(force->name, 0);
707
708 /* If we were unable to load (ex. random map deleted), warn player*/
709 if (exitmap==NULL) {
710 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
711 remove_ob(force);
712 free_object(force);
713 return 1;
714 }
715
716 op_level = caster_level(caster, spell);
717 if (op_level<15)
718 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name);
719 else if (op_level<30)
720 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name);
721 else if (op_level<60)
722 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
723 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name);
724
725 /* Create a portal in front of player
726 * dummy contain the portal and
727 * force contain the track to kill it later
728 */
729
730 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
731 dummy=get_archetype(spell->slaying); /*The portal*/
732 if(dummy == NULL) {
733 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
734 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
735 return 0;
736 }
737 EXIT_PATH(dummy) = add_string (force->name);
738 EXIT_X(dummy)=EXIT_X(force);
739 EXIT_Y(dummy)=EXIT_Y(force);
740 FREE_AND_COPY(dummy->name, portal_name);
741 FREE_AND_COPY(dummy->name_pl, portal_name);
742 dummy->msg=add_string (portal_message);
743 dummy->race=add_string (op->name); /*Save the owner of the portal*/
744 cast_create_obj (op, caster, dummy, 0);
745
746 /* Now we need to to create a town portal marker inside the player
747 * object, so on future castings, we can know that he has an active
748 * town portal.
749 */
750 tmp=get_archetype(spell->race);
751 if(tmp == NULL){
752 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
753 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
754 return 0;
755 }
756 tmp->race=add_string (op->map->path);
757 FREE_AND_COPY(tmp->name, portal_name);
758 EXIT_X(tmp)=dummy->x;
759 EXIT_Y(tmp)=dummy->y;
760 insert_ob_in_ob (tmp,op);
761
762 /* Create a portal in the destination map
763 * dummy contain the portal and
764 * force the track to kill it later
765 * the 'force' variable still contains the 'reminder' of
766 * where this portal goes to.
767 */
768 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
769 dummy=get_archetype (spell->slaying); /*The portal*/
770 if(dummy == NULL) {
771 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
772 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
773 return 0;
774 }
775 EXIT_PATH(dummy) = add_string (op->map->path);
776 EXIT_X(dummy)=op->x;
777 EXIT_Y(dummy)=op->y;
778 FREE_AND_COPY(dummy->name, portal_name);
779 FREE_AND_COPY(dummy->name_pl, portal_name);
780 dummy->msg=add_string (portal_message);
781 dummy->x=EXIT_X(force);
782 dummy->y=EXIT_Y(force);
783 dummy->race=add_string (op->name); /*Save the owner of the portal*/
784 insert_ob_in_map(dummy,exitmap,op,0);
785
786 /* Now we create another town portal marker that
787 * points back to the one we just made
788 */
789 tmp=get_archetype(spell->race);
790 if(tmp == NULL){
791 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
792 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
793 return 0;
794 }
795 tmp->race=add_string(force->name);
796 FREE_AND_COPY(tmp->name, portal_name);
797 EXIT_X(tmp)=dummy->x;
798 EXIT_Y(tmp)=dummy->y;
799 insert_ob_in_ob (tmp,op);
800
801 /* Describe the player what happened
802 */
803 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
804 remove_ob(force); /* Delete the force inside the player*/
805 free_object(force);
806 return 1;
807 }
808
809
810 /* This creates magic walls. Really, it can create most any object,
811 * within some reason.
812 */
813
814 int magic_wall(object *op,object *caster,int dir,object *spell_ob) {
815 object *tmp, *tmp2;
816 int i,posblocked,negblocked, maxrange;
817 sint16 x, y;
818 mapstruct *m;
819 const char *name;
820 archetype *at;
821
822 if(!dir) {
823 dir=op->facing;
824 x = op->x;
825 y = op->y;
826 } else {
827 x = op->x+freearr_x[dir];
828 y = op->y+freearr_y[dir];
829 }
830 m = op->map;
831
832 if ((spell_ob->move_block || x != op->x || y != op->y) &&
833 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) ||
834 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) {
835 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
836 return 0;
837 }
838 if (spell_ob->other_arch) {
839 tmp = arch_to_object(spell_ob->other_arch);
840 } else if (spell_ob->race) {
841 char buf1[MAX_BUF];
842
843 sprintf(buf1,spell_ob->race,dir);
844 at = find_archetype(buf1);
845 if (!at) {
846 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1);
847 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken.");
848 return 0;
849 }
850 tmp = arch_to_object(at);
851 } else {
852 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
853 spell_ob->name);
854 return 0;
855 }
856
857 if (tmp->type == SPELL_EFFECT) {
858 tmp->attacktype = spell_ob->attacktype;
859 tmp->duration = spell_ob->duration +
860 SP_level_duration_adjust(caster, spell_ob);
861 tmp->stats.dam = spell_ob->stats.dam +
862 SP_level_dam_adjust(caster, spell_ob);
863 tmp->range = 0;
864 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
865 tmp->stats.hp = spell_ob->duration +
866 SP_level_duration_adjust(caster, spell_ob);
867 tmp->stats.maxhp = tmp->stats.hp;
868 set_owner(tmp,op);
869 set_spell_skill(op, caster, spell_ob, tmp);
870 }
871 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) {
872 tmp->stats.food = spell_ob->duration +
873 SP_level_duration_adjust(caster, spell_ob);
874 SET_FLAG(tmp, FLAG_IS_USED_UP);
875 }
876 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
877 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
878 tmp->stats.maxhp = tmp->stats.hp;
879 SET_FLAG(tmp, FLAG_TEAR_DOWN);
880 SET_FLAG(tmp, FLAG_ALIVE);
881 }
882
883 /* This can't really hurt - if the object doesn't kill anything,
884 * these fields just won't be used.
885 */
886 set_owner(tmp,op);
887 set_spell_skill(op, caster, spell_ob, tmp);
888 tmp->x = x;
889 tmp->y = y;
890 tmp->level = caster_level(caster, spell_ob) / 2;
891
892 name = tmp->name;
893 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) {
894 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name);
895 return 0;
896 }
897 /* If this is a spellcasting wall, need to insert the spell object */
898 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
899 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp);
900
901 /* This code causes the wall to extend some distance in
902 * each direction, or until an obstruction is encountered.
903 * posblocked and negblocked help determine how far the
904 * created wall can extend, it won't go extend through
905 * blocked spaces.
906 */
907 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
908 posblocked=0;
909 negblocked=0;
910
911 for(i=1; i<=maxrange; i++) {
912 int dir2;
913
914 dir2 = (dir<4)?(dir+2):dir-2;
915
916 x = tmp->x+i*freearr_x[dir2];
917 y = tmp->y+i*freearr_y[dir2];
918 m = tmp->map;
919
920 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
921 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
922 !posblocked) {
923 tmp2 = get_object();
924 copy_object(tmp,tmp2);
925 tmp2->x = x;
926 tmp2->y = y;
927 insert_ob_in_map(tmp2,m,op,0);
928 /* If this is a spellcasting wall, need to insert the spell object */
929 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
930 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
931
932 } else posblocked=1;
933
934 x = tmp->x-i*freearr_x[dir2];
935 y = tmp->y-i*freearr_y[dir2];
936 m = tmp->map;
937
938 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
939 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
940 !negblocked) {
941 tmp2 = get_object();
942 copy_object(tmp,tmp2);
943 tmp2->x = x;
944 tmp2->y = y;
945 insert_ob_in_map(tmp2,m,op,0);
946 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
947 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
948 } else negblocked=1;
949 }
950
951 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
952 update_all_los(op->map, op->x, op->y);
953
954 return 1;
955 }
956
957 int dimension_door(object *op,object *caster, object *spob, int dir) {
958 uint32 dist, maxdist;
959 int mflags;
960 mapstruct *m;
961 sint16 sx, sy;
962
963 if(op->type!=PLAYER)
964 return 0;
965
966 if(!dir) {
967 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
968 return 0;
969 }
970
971 /* Given the new outdoor maps, can't let players dimension door for
972 * ever, so put limits in.
973 */
974 maxdist = spob->range +
975 SP_level_range_adjust(caster, spob);
976
977 if(op->contr->count) {
978 if (op->contr->count > maxdist) {
979 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
980 return 0;
981 }
982
983 for(dist=0;dist<op->contr->count; dist++) {
984 mflags = get_map_flags(op->map, &m,
985 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
986 &sx, &sy);
987
988 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
989
990 if ((mflags & P_BLOCKSVIEW) &&
991 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
992 }
993
994 if(dist<op->contr->count) {
995 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
996 op->contr->count=0;
997 return 0;
998 }
999 op->contr->count=0;
1000
1001 /* Remove code that puts player on random space on maps. IMO,
1002 * a lot of maps probably have areas the player should not get to,
1003 * but may not be marked as NO_MAGIC (as they may be bounded
1004 * by such squares). Also, there are probably treasure rooms and
1005 * lots of other maps that protect areas with no magic, but the
1006 * areas themselves don't contain no magic spaces.
1007 */
1008 /* This call here is really just to normalize the coordinates */
1009 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1010 &sx, &sy);
1011 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1012 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1013 return 1; /* Maybe the penalty should be more severe... */
1014 }
1015 } else {
1016 /* Player didn't specify a distance, so lets see how far
1017 * we can move the player. Don't know why this stopped on
1018 * spaces that blocked the players view.
1019 */
1020
1021 for(dist=0; dist < maxdist; dist++) {
1022 mflags = get_map_flags(op->map, &m,
1023 op->x+freearr_x[dir] * (dist+1),
1024 op->y+freearr_y[dir] * (dist+1),
1025 &sx, &sy);
1026
1027 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1028
1029 if ((mflags & P_BLOCKSVIEW) &&
1030 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1031
1032 }
1033
1034 /* If the destination is blocked, keep backing up until we
1035 * find a place for the player.
1036 */
1037 for(;dist>0; dist--) {
1038 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1039 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1040
1041
1042 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1043
1044 }
1045 if(!dist) {
1046 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1047 return 0;
1048 }
1049 }
1050
1051 /* Actually move the player now */
1052 remove_ob(op);
1053 op->x+=freearr_x[dir]*dist;
1054 op->y+=freearr_y[dir]*dist;
1055 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1056 return 1;
1057
1058 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */
1059 return 1;
1060 }
1061
1062
1063 /* cast_heal: Heals something.
1064 * op is the caster.
1065 * dir is the direction he is casting it in.
1066 * spell is the spell object.
1067 */
1068 int cast_heal(object *op,object *caster, object *spell, int dir) {
1069 object *tmp;
1070 archetype *at;
1071 object *poison;
1072 int heal = 0, success = 0;
1073
1074 tmp = find_target_for_friendly_spell(op,dir);
1075
1076 if (tmp==NULL) return 0;
1077
1078 /* Figure out how many hp this spell might cure.
1079 * could be zero if this spell heals effects, not damage.
1080 */
1081 heal = spell->stats.dam;
1082 if (spell->stats.hp)
1083 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) +
1084 spell->stats.hp;
1085
1086 if (heal) {
1087 if (tmp->stats.hp >= tmp->stats.maxhp) {
1088 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed.");
1089 }
1090 else {
1091 /* See how many points we actually heal. Instead of messages
1092 * based on type of spell, we instead do messages based
1093 * on amount of damage healed.
1094 */
1095 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1096 heal = tmp->stats.maxhp - tmp->stats.hp;
1097 tmp->stats.hp += heal;
1098
1099 if (tmp->stats.hp >= tmp->stats.maxhp) {
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!");
1101 } else if (heal > 50) {
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1103 } else if (heal > 25) {
1104 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1105 } else if (heal > 10) {
1106 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1107 } else {
1108 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1109 }
1110 success=1;
1111 }
1112 }
1113 if (spell->attacktype & AT_DISEASE)
1114 if (cure_disease (tmp, op))
1115 success = 1;
1116
1117 if (spell->attacktype & AT_POISON) {
1118 at = find_archetype("poisoning");
1119 poison=present_arch_in_ob(at,tmp);
1120 if (poison) {
1121 success = 1;
1122 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed");
1123 poison->stats.food = 1;
1124 }
1125 }
1126 if (spell->attacktype & AT_CONFUSION) {
1127 poison=present_in_ob_by_name(FORCE,"confusion", tmp);
1128 if (poison) {
1129 success = 1;
1130 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
1131 poison->duration = 1;
1132 }
1133 }
1134 if (spell->attacktype & AT_BLIND) {
1135 at=find_archetype("blindness");
1136 poison=present_arch_in_ob(at,tmp);
1137 if (poison) {
1138 success = 1;
1139 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return.");
1140 poison->stats.food = 1;
1141 }
1142 }
1143 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) {
1144 tmp->stats.sp += spell->last_sp;
1145 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp;
1146 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!");
1148 }
1149 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) {
1150 tmp->stats.grace += spell->last_grace;
1151 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace;
1152 success = 1;
1153 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!");
1154 }
1155 if (spell->stats.food && tmp->stats.food < 999) {
1156 tmp->stats.food += spell->stats.food;
1157 if (tmp->stats.food > 999) tmp->stats.food=999;
1158 success = 1;
1159 /* We could do something a bit better like the messages for healing above */
1160 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food");
1161 }
1162 return success;
1163 }
1164
1165
1166 /* This is used for the spells that gain stats. There are no spells
1167 * right now that icnrease wis/int/pow on a temp basis, so no
1168 * good comments for those.
1169 */
1170 static const char* const no_gain_msgs[NUM_STATS] = {
1171 "You grow no stronger.",
1172 "You grow no more agile.",
1173 "You don't feel any healthier.",
1174 "no wis",
1175 "You are no easier to look at.",
1176 "no int",
1177 "no pow"
1178 };
1179
1180 int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) {
1181 object *tmp, *tmp2=NULL;
1182 object *force=NULL;
1183 int i;
1184
1185 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1186 if(dir!=0) {
1187 tmp=find_target_for_friendly_spell(op,dir);
1188 } else {
1189 tmp = op;
1190 }
1191
1192 if(tmp==NULL) return 0;
1193
1194 /* If we've already got a force of this type, don't add a new one. */
1195 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1196 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1197 if (tmp2->name == spell_ob->name) {
1198 force=tmp2; /* the old effect will be "refreshed" */
1199 break;
1200 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1202 if ( !silent )
1203 new_draw_info_format(NDI_UNIQUE, 0, op,
1204 "You can not cast %s while %s is in effect",
1205 spell_ob->name, tmp2->name_pl);
1206 return 0;
1207 }
1208 }
1209 }
1210 if(force==NULL) {
1211 force=get_archetype(FORCE_NAME);
1212 force->subtype = FORCE_CHANGE_ABILITY;
1213 free_string(force->name);
1214 if (spell_ob->race)
1215 force->name = add_refcount(spell_ob->race);
1216 else
1217 force->name = add_refcount(spell_ob->name);
1218 free_string(force->name_pl);
1219 force->name_pl = add_refcount(spell_ob->name);
1220 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221
1222 } else {
1223 int duration;
1224
1225 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1226 if (duration > force->duration) {
1227 force->duration = duration;
1228 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1229 } else {
1230 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 }
1232 return 1;
1233 }
1234 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1235 force->speed = 1.0;
1236 force->speed_left = -1.0;
1237 SET_FLAG(force, FLAG_APPLIED);
1238
1239 /* Now start processing the effects. First, protections */
1240 for (i=0; i < NROFATTACKS; i++) {
1241 if (spell_ob->resist[i]) {
1242 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob);
1243 if (force->resist[i] > 100) force->resist[i] = 100;
1244 }
1245 }
1246 if (spell_ob->stats.hp)
1247 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob);
1248
1249 if (tmp->type == PLAYER) {
1250 /* Stat adjustment spells */
1251 for (i=0; i < NUM_STATS; i++) {
1252 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm;
1253 if (stat) {
1254 sm=0;
1255 for (k=0; k<stat; k++)
1256 sm += rndm(1, 3);
1257
1258 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) {
1259 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i);
1260 if (sm<0) sm = 0;
1261 }
1262 set_attr_value(&force->stats, i, sm);
1263 if (!sm)
1264 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]);
1265 }
1266 }
1267 }
1268
1269 force->move_type = spell_ob->move_type;
1270
1271 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK))
1272 SET_FLAG(force, FLAG_SEE_IN_DARK);
1273
1274 if (QUERY_FLAG(spell_ob, FLAG_XRAYS))
1275 SET_FLAG(force, FLAG_XRAYS);
1276
1277 /* Haste/bonus speed */
1278 if (spell_ob->stats.exp) {
1279 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1280 else
1281 force->stats.exp = spell_ob->stats.exp;
1282 }
1283
1284 force->stats.wc = spell_ob->stats.wc;
1285 force->stats.ac = spell_ob->stats.ac;
1286 force->attacktype = spell_ob->attacktype;
1287
1288 insert_ob_in_ob(force,tmp);
1289 change_abil(tmp,force); /* Mostly to display any messages */
1290 fix_player(tmp);
1291 return 1;
1292 }
1293
1294 /* This used to be part of cast_change_ability, but it really didn't make
1295 * a lot of sense, since most of the values it derives are from the god
1296 * of the caster.
1297 */
1298
1299 int cast_bless(object *op,object *caster,object *spell_ob, int dir) {
1300 int i;
1301 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp;
1302
1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1304 if(dir!=0) {
1305 tmp=find_target_for_friendly_spell(op,dir);
1306 } else {
1307 tmp = op;
1308 }
1309
1310 /* If we've already got a force of this type, don't add a new one. */
1311 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1312 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1313 if (tmp2->name == spell_ob->name) {
1314 force=tmp2; /* the old effect will be "refreshed" */
1315 break;
1316 }
1317 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1318 new_draw_info_format(NDI_UNIQUE, 0, op,
1319 "You can not cast %s while %s is in effect",
1320 spell_ob->name, tmp2->name_pl);
1321 return 0;
1322 }
1323 }
1324 }
1325 if(force==NULL) {
1326 force=get_archetype(FORCE_NAME);
1327 force->subtype = FORCE_CHANGE_ABILITY;
1328 free_string(force->name);
1329 if (spell_ob->race)
1330 force->name = add_refcount(spell_ob->race);
1331 else
1332 force->name = add_refcount(spell_ob->name);
1333 free_string(force->name_pl);
1334 force->name_pl = add_refcount(spell_ob->name);
1335 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336 } else {
1337 int duration;
1338
1339 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1340 if (duration > force->duration) {
1341 force->duration = duration;
1342 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } else {
1344 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 }
1346 return 0;
1347 }
1348 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1349 force->speed = 1.0;
1350 force->speed_left = -1.0;
1351 SET_FLAG(force, FLAG_APPLIED);
1352
1353 if(!god) {
1354 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty.");
1355 } else {
1356 /* Only give out good benefits, and put a max on it */
1357 for (i=0; i<NROFATTACKS; i++) {
1358 if (god->resist[i]>0) {
1359 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1360 }
1361 }
1362 force->path_attuned|=god->path_attuned;
1363 if (spell_ob->attacktype) {
1364 force->attacktype|=god->attacktype | AT_PHYSICAL;
1365 if(god->slaying) force->slaying = add_string(god->slaying);
1366 }
1367 if (tmp != op) {
1368 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name);
1369 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name);
1370 } else {
1371 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1372 "You are blessed by %s!",god->name);
1373 }
1374
1375 }
1376 force->stats.wc = spell_ob->stats.wc;
1377 force->stats.ac = spell_ob->stats.ac;
1378
1379 change_abil(tmp,force); /* Mostly to display any messages */
1380 insert_ob_in_ob(force,tmp);
1381 fix_player(tmp);
1382 return 1;
1383 }
1384
1385
1386
1387 /* Alchemy code by Mark Wedel
1388 *
1389 * This code adds a new spell, called alchemy. Alchemy will turn
1390 * objects to gold nuggets, the value of the gold nuggets being
1391 * about 90% of that of the item itself. It uses the value of the
1392 * object before charisma adjustments, because the nuggets themselves
1393 * will be will be adjusted by charisma when sold.
1394 *
1395 * Large nuggets are worth 25 gp each (base). You will always get
1396 * the maximum number of large nuggets you could get.
1397 * Small nuggets are worth 1 gp each (base). You will get from 0
1398 * to the max amount of small nuggets as you could get.
1399 *
1400 * For example, if an item is worth 110 gold, you will get
1401 * 4 large nuggets, and from 0-10 small nuggets.
1402 *
1403 * There is also a chance (1:30) that you will get nothing at all
1404 * for the object. There is also a maximum weight that will be
1405 * alchemied.
1406 */
1407
1408 /* I didn't feel like passing these as arguements to the
1409 * two functions that need them. Real values are put in them
1410 * when the spell is cast, and these are freed when the spell
1411 * is finished.
1412 */
1413 static object *small, *large;
1414
1415 static void alchemy_object(object *obj, int *small_nuggets,
1416 int *large_nuggets, int *weight)
1417 {
1418 uint64 value=query_cost(obj, NULL, F_TRUE);
1419
1420 /* Give third price when we alchemy money (This should hopefully
1421 * make it so that it isn't worth it to alchemy money, sell
1422 * the nuggets, alchemy the gold from that, etc.
1423 * Otherwise, give 9 silver on the gold for other objects,
1424 * so that it would still be more affordable to haul
1425 * the stuff back to town.
1426 */
1427
1428 if (QUERY_FLAG(obj, FLAG_UNPAID))
1429 value=0;
1430 else if (obj->type==MONEY || obj->type==GEM)
1431 value /=3;
1432 else
1433 value = (value*9)/10;
1434
1435 value /= 4; // fix by GHJ, don't understand, pcg
1436
1437 if ((obj->value>0) && rndm(0, 29)) {
1438 int count;
1439
1440 count = value / large->value;
1441 *large_nuggets += count;
1442 value -= (uint64)count * (uint64)large->value;
1443 count = value / small->value;
1444 *small_nuggets += count;
1445 }
1446
1447 /* Turn 25 small nuggets into 1 large nugget. If the value
1448 * of large nuggets is not evenly divisable by the small nugget
1449 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1450 */
1451 if (*small_nuggets * small->value >= large->value) {
1452 (*large_nuggets)++;
1453 *small_nuggets -= large->value / small->value;
1454 if (*small_nuggets && large->value % small->value)
1455 (*small_nuggets)--;
1456 }
1457 weight += obj->weight;
1458 remove_ob(obj);
1459 free_object(obj);
1460 }
1461
1462 static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets,
1463 int x, int y)
1464 {
1465 object *tmp;
1466 int flag=0;
1467
1468 /* Put any nuggets below the player, but we can only pass this
1469 * flag if we are on the same space as the player
1470 */
1471 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1472
1473 if (small_nuggets) {
1474 tmp = get_object();
1475 copy_object(small, tmp);
1476 tmp-> nrof = small_nuggets;
1477 tmp->x = x;
1478 tmp->y = y;
1479 insert_ob_in_map(tmp, m, op, flag);
1480 }
1481 if (large_nuggets) {
1482 tmp = get_object();
1483 copy_object(large, tmp);
1484 tmp-> nrof = large_nuggets;
1485 tmp->x = x;
1486 tmp->y = y;
1487 insert_ob_in_map(tmp, m, op, flag);
1488 }
1489 }
1490
1491 int alchemy(object *op, object *caster, object *spell_ob)
1492 {
1493 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1494 sint16 nx, ny;
1495 object *next,*tmp;
1496 mapstruct *mp;
1497
1498 if(op->type!=PLAYER)
1499 return 0;
1500
1501 /* Put a maximum weight of items that can be alchemied. Limits the power
1502 * some, and also prevents people from alcheming every table/chair/clock
1503 * in sight
1504 */
1505 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob);
1506 weight_max *= 1000;
1507 small=get_archetype("smallnugget"),
1508 large=get_archetype("largenugget");
1509
1510 for(y= op->y-1;y<=op->y+1;y++) {
1511 for(x= op->x-1;x<=op->x+1;x++) {
1512 nx = x;
1513 ny = y;
1514
1515 mp = op->map;
1516
1517 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny);
1518
1519 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1520 continue;
1521
1522 /* Treat alchemy a little differently - most spell effects
1523 * use fly as the movement type - for alchemy, consider it
1524 * ground level effect.
1525 */
1526 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK)
1527 continue;
1528
1529 small_nuggets=0;
1530 large_nuggets=0;
1531
1532 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1533 next=tmp->above;
1534 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1535 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1536 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1537
1538 if (tmp->inv) {
1539 object *next1, *tmp1;
1540 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1541 next1 = tmp1->below;
1542 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) &&
1543 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1544 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON))
1545 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1546 &weight);
1547 }
1548 }
1549 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1550
1551 if (weight>weight_max) {
1552 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1553 free_object(large);
1554 free_object(small);
1555 return 1;
1556 }
1557 } /* is alchemable object */
1558 } /* process all objects on this space */
1559
1560 /* Insert all the nuggets at one time. This probably saves time, but
1561 * it also prevents us from alcheming nuggets that were just created
1562 * with this spell.
1563 */
1564 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1565 }
1566 }
1567 free_object(large);
1568 free_object(small);
1569 /* reset this so that if player standing on a big pile of stuff,
1570 * it is redrawn properly.
1571 */
1572 op->contr->socket.look_position = 0;
1573 return 1;
1574 }
1575
1576
1577 /* This function removes the cursed/damned status on equipped
1578 * items.
1579 */
1580 int remove_curse(object *op, object *caster, object *spell) {
1581 object *tmp;
1582 int success = 0, was_one = 0;
1583
1584 for (tmp = op->inv; tmp; tmp = tmp->below)
1585 if (QUERY_FLAG(tmp, FLAG_APPLIED) &&
1586 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) ||
1587 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1588
1589 was_one++;
1590 if (tmp->level <= caster_level(caster, spell)) {
1591 success++;
1592 if (QUERY_FLAG(spell, FLAG_DAMNED))
1593 CLEAR_FLAG(tmp, FLAG_DAMNED);
1594
1595 CLEAR_FLAG(tmp, FLAG_CURSED);
1596 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1597 tmp->value = 0; /* Still can't sell it */
1598 if (op->type == PLAYER)
1599 esrv_send_item(op, tmp);
1600 }
1601 }
1602
1603 if (op->type==PLAYER) {
1604 if (success) {
1605 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1606 } else {
1607 if (was_one)
1608 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1609 else
1610 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1611 }
1612 }
1613 return success;
1614 }
1615
1616 /* Identifies objects in the players inventory/on the ground */
1617
1618 int cast_identify(object *op, object *caster, object *spell) {
1619 object *tmp;
1620 int success = 0, num_ident;
1621
1622 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1623
1624 if (num_ident < 1) num_ident=1;
1625
1626
1627 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1628 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) {
1629 identify(tmp);
1630 if (op->type==PLAYER) {
1631 new_draw_info_format(NDI_UNIQUE, 0, op,
1632 "You have %s.", long_desc(tmp, op));
1633 if (tmp->msg) {
1634 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1635 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1636 }
1637 }
1638 num_ident--;
1639 success=1;
1640 if (!num_ident) break;
1641 }
1642 }
1643 /* If all the power of the spell has been used up, don't go and identify
1644 * stuff on the floor. Only identify stuff on the floor if the spell
1645 * was not fully used.
1646 */
1647 if (num_ident) {
1648 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1649 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1650 need_identify(tmp)) {
1651
1652 identify(tmp);
1653 if (op->type==PLAYER) {
1654 new_draw_info_format(NDI_UNIQUE, 0,op,
1655 "On the ground is %s.", long_desc(tmp, op));
1656 if (tmp->msg) {
1657 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1658 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1659 }
1660 esrv_send_item(op, tmp);
1661 }
1662 num_ident--;
1663 success=1;
1664 if (!num_ident) break;
1665 }
1666 }
1667 if (!success)
1668 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1669 else {
1670 spell_effect(spell, op->x, op->y, op->map, op);
1671 }
1672 return success;
1673 }
1674
1675
1676 int cast_detection(object *op, object *caster, object *spell, object *skill) {
1677 object *tmp, *last, *god, *detect;
1678 int done_one, range, mflags, floor, level;
1679 sint16 x, y, nx, ny;
1680 mapstruct *m;
1681
1682 /* We precompute some values here so that we don't have to keep
1683 * doing it over and over again.
1684 */
1685 god=find_god(determine_god(op));
1686 level=caster_level(caster, spell);
1687 range = spell->range + SP_level_range_adjust(caster, spell);
1688
1689 if (!skill) skill=caster;
1690
1691 for (x = op->x - range; x <= op->x + range; x++)
1692 for (y = op->y - range; y <= op->y + range; y++) {
1693
1694 m = op->map;
1695 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1696 if (mflags & P_OUT_OF_MAP) continue;
1697
1698 /* For most of the detections, we only detect objects above the
1699 * floor. But this is not true for show invisible.
1700 * Basically, we just go and find the top object and work
1701 * down - that is easier than working up.
1702 */
1703
1704 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1705 /* Shouldn't happen, but if there are no objects on a space, this
1706 * would happen.
1707 */
1708 if (!last) continue;
1709
1710 done_one=0;
1711 floor=0;
1712 detect = NULL;
1713 for (tmp=last; tmp; tmp=tmp->below) {
1714
1715 /* show invisible */
1716 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1717 /* Might there be other objects that we can make visibile? */
1718 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1719 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1720 tmp->type==CF_HANDLE ||
1721 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1722 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1723 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1724 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1725 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1726 tmp->type==TREASURE || tmp->type==BOOK ||
1727 tmp->type==HOLY_ALTAR))) {
1728 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1729 tmp->invisible=0;
1730 done_one = 1;
1731 }
1732 }
1733 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1734
1735 /* All detections below this point don't descend beneath the floor,
1736 * so just continue on. We could be clever and look at the type of
1737 * detection to completely break out if we don't care about objects beneath
1738 * the floor, but once we get to the floor, not likely a very big issue anyways.
1739 */
1740 if (floor) continue;
1741
1742 /* I had thought about making detect magic and detect curse
1743 * show the flash the magic item like it does for detect monster.
1744 * however, if the object is within sight, this would then make it
1745 * difficult to see what object is magical/cursed, so the
1746 * effect wouldn't be as apparant.
1747 */
1748
1749 /* detect magic */
1750 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1751 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1752 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1753 is_magical(tmp)) {
1754 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1755 /* make runes more visibile */
1756 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1757 tmp->stats.Cha/=4;
1758 done_one = 1;
1759 }
1760 /* detect monster */
1761 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1762 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1763 done_one = 2;
1764 if (!detect) detect=tmp;
1765 }
1766 /* Basically, if race is set in the spell, then the creatures race must
1767 * match that. if the spell race is set to GOD, then the gods opposing
1768 * race must match.
1769 */
1770 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1771 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1772 (strstr(spell->race, tmp->race)))) {
1773 done_one = 2;
1774 if (!detect) detect=tmp;
1775 }
1776 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1777 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1778 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1779 done_one = 1;
1780 }
1781 } /* for stack of objects on this space */
1782
1783 /* Code here puts an effect of the spell on the space, so you can see
1784 * where the magic is.
1785 */
1786 if (done_one) {
1787 object *detect_ob = arch_to_object(spell->other_arch);
1788 detect_ob->x = nx;
1789 detect_ob->y = ny;
1790 /* if this is set, we want to copy the face */
1791 if (done_one == 2 && detect) {
1792 detect_ob->face = detect->face;
1793 detect_ob->animation_id = detect->animation_id;
1794 detect_ob->anim_speed = detect->anim_speed;
1795 detect_ob->last_anim=0;
1796 /* by default, the detect_ob is already animated */
1797 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1798 }
1799 insert_ob_in_map(detect_ob, m, op,0);
1800 }
1801 } /* for processing the surrounding spaces */
1802
1803
1804 /* Now process objects in the players inventory if detect curse or magic */
1805 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1806 done_one = 0;
1807 for (tmp = op->inv; tmp; tmp = tmp->below) {
1808 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1810 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1811 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1816 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1817 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1818 if (op->type==PLAYER)
1819 esrv_send_item (op, tmp);
1820 }
1821 } /* if item is not identified */
1822 } /* for the players inventory */
1823 } /* if detect magic/curse and object is a player */
1824 return 1;
1825 }
1826
1827
1828 /**
1829 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1830 * level whos spell did cause the overcharge.
1831 */
1832 static void charge_mana_effect(object *victim, int caster_level)
1833 {
1834
1835 /* Prevent explosions for objects without mana. Without this check, doors
1836 * will explode, too.
1837 */
1838 if (victim->stats.maxsp <= 0)
1839 return;
1840
1841 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1842
1843 if (victim->stats.sp >= victim->stats.maxsp*2) {
1844 object *tmp;
1845
1846 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!");
1847
1848 /* Explodes a fireball centered at player */
1849 tmp = get_archetype(EXPLODING_FIREBALL);
1850 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
1851 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
1852 tmp->x = victim->x;
1853 tmp->y = victim->y;
1854 insert_ob_in_map(tmp, victim->map, NULL, 0);
1855 victim->stats.sp = 2*victim->stats.maxsp;
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.88) {
1858 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1859 }
1860 else if (victim->stats.sp >= victim->stats.maxsp*1.66) {
1861 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1862 }
1863 else if (victim->stats.sp >= victim->stats.maxsp*1.5) {
1864 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1865 confuse_player(victim, victim, 99);
1866 }
1867 else if (victim->stats.sp >= victim->stats.maxsp*1.25) {
1868 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices.");
1869 }
1870 }
1871
1872 /* cast_transfer
1873 * This spell transfers sp from the player to another person.
1874 * We let the target go above their normal maximum SP.
1875 */
1876
1877 int cast_transfer(object *op,object *caster, object *spell, int dir) {
1878 object *plyr=NULL;
1879 sint16 x, y;
1880 mapstruct *m;
1881 int mflags;
1882
1883 m = op->map;
1884 x = op->x+freearr_x[dir];
1885 y = op->y+freearr_y[dir];
1886
1887 mflags = get_map_flags(m, &m, x, y, &x, &y);
1888
1889 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
1890 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
1891 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
1892 break;
1893 }
1894
1895
1896 /* If we did not find a player in the specified direction, transfer
1897 * to anyone on top of us. This is used for the rune of transference mostly.
1898 */
1899 if(plyr==NULL)
1900 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above)
1901 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
1902 break;
1903
1904 if (!plyr) {
1905 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
1906 return 0;
1907 }
1908 /* give sp */
1909 if(spell->stats.dam > 0) {
1910 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell);
1911 charge_mana_effect(plyr, caster_level(caster, spell));
1912 return 1;
1913 }
1914 /* suck sp away. Can't suck sp from yourself */
1915 else if (op != plyr) {
1916 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1917
1918 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked;
1919
1920 if (rate > 95) rate=95;
1921
1922 sucked = (plyr->stats.sp * rate) / 100;
1923 plyr->stats.sp -= sucked;
1924 if (QUERY_FLAG(op, FLAG_ALIVE)) {
1925 /* Player doesn't get full credit */
1926 sucked = (sucked * rate) / 100;
1927 op->stats.sp += sucked;
1928 if (sucked > 0) {
1929 charge_mana_effect(op, caster_level(caster, spell));
1930 }
1931 }
1932 return 1;
1933 }
1934 return 0;
1935 }
1936
1937
1938 /* counterspell: nullifies spell effects.
1939 * op is the counterspell object, dir is the direction
1940 * it was cast in.
1941 * Basically, if the object has a magic attacktype,
1942 * this may nullify it.
1943 */
1944 void counterspell(object *op,int dir)
1945 {
1946 object *tmp, *head, *next;
1947 int mflags;
1948 mapstruct *m;
1949 sint16 sx,sy;
1950
1951 sx = op->x + freearr_x[dir];
1952 sy = op->y + freearr_y[dir];
1953 m = op->map;
1954 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1955 if (mflags & P_OUT_OF_MAP) return;
1956
1957 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1958 next = tmp->above;
1959
1960 /* Need to look at the head object - otherwise, if tmp
1961 * points to a monster, we don't have all the necessary
1962 * info for it.
1963 */
1964 if (tmp->head) head = tmp->head;
1965 else head = tmp;
1966
1967 /* don't attack our own spells */
1968 if(tmp->owner && tmp->owner == op->owner) continue;
1969
1970 /* Basically, if the object is magical and not counterspell,
1971 * we will more or less remove the object. Don't counterspell
1972 * monsters either.
1973 */
1974
1975 if (head->attacktype & AT_MAGIC &&
1976 !(head->attacktype & AT_COUNTERSPELL) &&
1977 !QUERY_FLAG(head,FLAG_MONSTER) &&
1978 (op->level > head->level)) {
1979 remove_ob(head);
1980 free_object(head);
1981 } else switch(head->type) {
1982 case SPELL_EFFECT:
1983 if(op->level > head->level) {
1984 remove_ob(head);
1985 free_object(head);
1986 }
1987 break;
1988
1989 /* I really don't get this rune code that much - that
1990 * random chance seems really low.
1991 */
1992 case RUNE:
1993 if(rndm(0, 149) == 0) {
1994 head->stats.hp--; /* weaken the rune */
1995 if(!head->stats.hp) {
1996 remove_ob(head);
1997 free_object(head);
1998 }
1999 }
2000 break;
2001 }
2002 }
2003 }
2004
2005
2006
2007 /* cast_consecrate() - a spell to make an altar your god's */
2008 int cast_consecrate(object *op, object *caster, object *spell) {
2009 char buf[MAX_BUF];
2010
2011 object *tmp, *god=find_god(determine_god(op));
2012
2013 if(!god) {
2014 new_draw_info(NDI_UNIQUE, 0,op,
2015 "You can't consecrate anything if you don't worship a god!");
2016 return 0;
2017 }
2018
2019 for(tmp=op->below;tmp;tmp=tmp->below) {
2020 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2021 if(tmp->type==HOLY_ALTAR) {
2022
2023 if(tmp->level > caster_level(caster, spell)) {
2024 new_draw_info_format(NDI_UNIQUE, 0,op,
2025 "You are not powerful enough to reconsecrate the %s", tmp->name);
2026 return 0;
2027 } else {
2028 /* If we got here, we are consecrating an altar */
2029 if(tmp->name) free_string(tmp->name);
2030 sprintf(buf,"Altar of %s",god->name);
2031 tmp->name = add_string(buf);
2032 tmp->level = caster_level(caster, spell);
2033 tmp->other_arch = god->arch;
2034 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2035 new_draw_info_format(NDI_UNIQUE,0, op,
2036 "You consecrated the altar to %s!",god->name);
2037 return 1;
2038 }
2039 }
2040 }
2041 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!");
2042 return 0;
2043 }
2044
2045 /* animate_weapon -
2046 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2047 * The golem is based on the archetype specified, modified by the caster's level
2048 * and the attributes of the weapon. The weapon is inserted in the golem's
2049 * inventory so that it falls to the ground when the golem dies.
2050 * This code was very odd - code early on would only let players use the spell,
2051 * yet the code wass full of player checks. I've presumed that the code
2052 * that only let players use it was correct, and removed all the other
2053 * player checks. MSW 2003-01-06
2054 */
2055
2056 int animate_weapon(object *op,object *caster,object *spell, int dir) {
2057 object *weapon, *tmp;
2058 char buf[MAX_BUF];
2059 int a, i;
2060 sint16 x, y;
2061 mapstruct *m;
2062 materialtype_t *mt;
2063
2064 if(!spell->other_arch){
2065 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
2066 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name);
2067 return 0;
2068 }
2069 /* exit if it's not a player using this spell. */
2070 if(op->type!=PLAYER) return 0;
2071
2072 /* if player already has a golem, abort */
2073 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) {
2074 control_golem(op->contr->ranges[range_golem],dir);
2075 return 0;
2076 }
2077
2078 /* if no direction specified, pick one */
2079 if(!dir)
2080 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9);
2081
2082 m = op->map;
2083 x = op->x+freearr_x[dir];
2084 y = op->y+freearr_y[dir];
2085
2086 /* if there's no place to put the golem, abort */
2087 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2088 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) {
2089 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2090 return 0;
2091 }
2092
2093 /* Use the weapon marked by the player. */
2094 weapon = find_marked_object(op);
2095
2096 if (!weapon) {
2097 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2098 return 0;
2099 }
2100 if (spell->race && strcmp(weapon->arch->name, spell->race)) {
2101 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2102 return 0;
2103 }
2104 if (weapon->type != WEAPON) {
2105 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2106 return 0;
2107 }
2108 if (QUERY_FLAG(weapon, FLAG_APPLIED)) {
2109 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2110 query_name(weapon));
2111 return 0;
2112 }
2113
2114 if (weapon->nrof > 1) {
2115 tmp = get_split_ob(weapon, 1);
2116 esrv_send_item(op, weapon);
2117 weapon = tmp;
2118 }
2119
2120 /* create the golem object */
2121 tmp=arch_to_object(spell->other_arch);
2122
2123 /* if animated by a player, give the player control of the golem */
2124 CLEAR_FLAG(tmp, FLAG_MONSTER);
2125 SET_FLAG(tmp, FLAG_FRIENDLY);
2126 tmp->stats.exp=0;
2127 add_friendly_object(tmp);
2128 tmp->type=GOLEM;
2129 set_owner(tmp,op);
2130 set_spell_skill(op, caster, spell, tmp);
2131 op->contr->ranges[range_golem]=tmp;
2132 op->contr->shoottype=range_golem;
2133 op->contr->golem_count = tmp->count;
2134
2135 /* Give the weapon to the golem now. A bit of a hack to check the
2136 * removed flag - it should only be set if get_split_object was
2137 * used above.
2138 */
2139 if (!QUERY_FLAG(weapon, FLAG_REMOVED))
2140 remove_ob (weapon);
2141 insert_ob_in_ob (weapon, tmp);
2142 esrv_send_item(op, weapon);
2143 /* To do everything necessary to let a golem use the weapon is a pain,
2144 * so instead, just set it as equipped (otherwise, we need to update
2145 * body_info, skills, etc)
2146 */
2147 SET_FLAG (tmp, FLAG_USE_WEAPON);
2148 SET_FLAG(weapon, FLAG_APPLIED);
2149 fix_player(tmp);
2150
2151 /* There used to be 'odd' code that basically seemed to take the absolute
2152 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2153 * if you're using a crappy weapon, it shouldn't be as good.
2154 */
2155
2156 /* modify weapon's animated wc */
2157 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell)
2158 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2159 if(tmp->stats.wc<-127) tmp->stats.wc = -127;
2160
2161 /* Modify hit points for weapon */
2162 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2163 SP_level_duration_adjust(caster, spell) +
2164 + 8 * weapon->magic + 12 * weapon->stats.Con;
2165 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10;
2166 tmp->stats.hp = tmp->stats.maxhp;
2167
2168 /* Modify weapon's damage */
2169 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell)
2170 + weapon->stats.dam
2171 + weapon->magic
2172 + 5 * weapon->stats.Str;
2173 if(tmp->stats.dam<0) tmp->stats.dam=127;
2174
2175
2176 /* attacktype */
2177 if ( ! tmp->attacktype)
2178 tmp->attacktype = AT_PHYSICAL;
2179
2180 mt = NULL;
2181 if (op->materialname != NULL)
2182 mt = name_to_material(op->materialname);
2183 if (mt != NULL) {
2184 for (i=0; i < NROFATTACKS; i++)
2185 tmp->resist[i] = 50 - (mt->save[i] * 5);
2186 a = mt->save[0];
2187 } else {
2188 for (i=0; i < NROFATTACKS; i++)
2189 tmp->resist[i] = 5;
2190 a = 10;
2191 }
2192 /* Set weapon's immunity */
2193 tmp->resist[ATNR_CONFUSION] = 100;
2194 tmp->resist[ATNR_POISON] = 100;
2195 tmp->resist[ATNR_SLOW] = 100;
2196 tmp->resist[ATNR_PARALYZE] = 100;
2197 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2198 tmp->resist[ATNR_FEAR] = 100;
2199 tmp->resist[ATNR_DEPLETE] = 100;
2200 tmp->resist[ATNR_DEATH] = 100;
2201 tmp->resist[ATNR_BLIND] = 100;
2202
2203 /* Improve weapon's armour value according to best save vs. physical of its material */
2204
2205 if (a > 14) a = 14;
2206 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a));
2207
2208 /* Determine golem's speed */
2209 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell);
2210
2211 if(tmp->speed > 3.33) tmp->speed = 3.33;
2212
2213 if (!spell->race) {
2214 sprintf(buf, "animated %s", weapon->name);
2215 if(tmp->name) free_string(tmp->name);
2216 tmp->name = add_string(buf);
2217
2218 tmp->face = weapon->face;
2219 tmp->animation_id = weapon->animation_id;
2220 tmp->anim_speed = weapon->anim_speed;
2221 tmp->last_anim = weapon->last_anim;
2222 tmp->state = weapon->state;
2223 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) {
2224 SET_FLAG(tmp,FLAG_ANIMATE);
2225 } else {
2226 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2227 }
2228 update_ob_speed(tmp);
2229 }
2230
2231 /* make experience increase in proportion to the strength of the summoned creature. */
2232 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell));
2233
2234 tmp->speed_left= -1;
2235 tmp->x=x;
2236 tmp->y=y;
2237 tmp->direction=dir;
2238 insert_ob_in_map(tmp,m,op,0);
2239 return 1;
2240 }
2241
2242 /* cast_daylight() - changes the map darkness level *lower* */
2243
2244 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2245 * This changes the light level for the entire map.
2246 */
2247
2248 int cast_change_map_lightlevel( object *op, object *caster, object *spell ) {
2249 int success;
2250
2251 if(!op->map) return 0; /* shouldnt happen */
2252
2253 success=change_map_light(op->map,spell->stats.dam);
2254 if(!success) {
2255 if (spell->stats.dam < 0)
2256 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here.");
2257 else
2258 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here.");
2259 }
2260 return success;
2261 }
2262
2263
2264
2265
2266
2267 /* create an aura spell object and put it in the player's inventory.
2268 * as usual, op is player, caster is the object casting the spell,
2269 * spell is the spell object itself.
2270 */
2271 int create_aura(object *op, object *caster, object *spell)
2272 {
2273 int refresh=0;
2274 object *new_aura;
2275
2276 new_aura = present_arch_in_ob(spell->other_arch, op);
2277 if (new_aura) refresh=1;
2278 else new_aura = arch_to_object(spell->other_arch);
2279
2280 new_aura->duration = spell->duration +
2281 10* SP_level_duration_adjust(caster,spell);
2282
2283 new_aura->stats.dam = spell->stats.dam
2284 +SP_level_dam_adjust(caster,spell);
2285
2286 set_owner(new_aura,op);
2287 set_spell_skill(op, caster, spell, new_aura);
2288 new_aura->attacktype= spell->attacktype;
2289
2290 new_aura->level = caster_level(caster, spell);
2291 if (refresh)
2292 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2293 else
2294 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2295 insert_ob_in_ob(new_aura, op);
2296 return 1;
2297 }
2298
2299
2300 /* move aura function. An aura is a part of someone's inventory,
2301 * which he carries with him, but which acts on the map immediately
2302 * around him.
2303 * Aura parameters:
2304 * duration: duration counter.
2305 * attacktype: aura's attacktype
2306 * other_arch: archetype to drop where we attack
2307 */
2308
2309 void move_aura(object *aura) {
2310 int i, mflags;
2311 object *env;
2312 mapstruct *m;
2313
2314 /* auras belong in inventories */
2315 env = aura->env;
2316
2317 /* no matter what we've gotta remove the aura...
2318 * we'll put it back if its time isn't up.
2319 */
2320 remove_ob(aura);
2321
2322 /* exit if we're out of gas */
2323 if(aura->duration--< 0) {
2324 free_object(aura);
2325 return;
2326 }
2327
2328 /* auras only exist in inventories */
2329 if(env == NULL || env->map==NULL) {
2330 free_object(aura);
2331 return;
2332 }
2333 aura->x = env->x;
2334 aura->y = env->y;
2335
2336 /* we need to jump out of the inventory for a bit
2337 * in order to hit the map conveniently.
2338 */
2339 insert_ob_in_map(aura,env->map,aura,0);
2340
2341 for(i=1;i<9;i++) {
2342 sint16 nx, ny;
2343 nx = aura->x + freearr_x[i];
2344 ny = aura->y + freearr_y[i];
2345 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2346
2347 /* Consider the movement tyep of the person with the aura as
2348 * movement type of the aura. Eg, if the player is flying, the aura
2349 * is flying also, if player is walking, it is on the ground, etc.
2350 */
2351 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
2352 hit_map(aura,i,aura->attacktype,0);
2353
2354 if(aura->other_arch) {
2355 object *new_ob;
2356
2357 new_ob = arch_to_object(aura->other_arch);
2358 new_ob->x = nx;
2359 new_ob->y = ny;
2360 insert_ob_in_map(new_ob,m,aura,0);
2361 }
2362 }
2363 }
2364 /* put the aura back in the player's inventory */
2365 remove_ob(aura);
2366 insert_ob_in_ob(aura, env);
2367 }
2368
2369 /* moves the peacemaker spell.
2370 * op is the piece object.
2371 */
2372
2373 void move_peacemaker(object *op) {
2374 object *tmp;
2375
2376 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
2377 int atk_lev, def_lev;
2378 object *victim=tmp;
2379
2380 if (tmp->head) victim=tmp->head;
2381 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue;
2382 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue;
2383 if (victim->stats.exp == 0) continue;
2384
2385 def_lev = MAX(1,victim->level);
2386 atk_lev = MAX(1,op->level);
2387
2388 if (rndm(0, atk_lev-1) > def_lev) {
2389 /* make this sucker peaceful. */
2390
2391 change_exp(get_owner(op),victim->stats.exp, op->skill, 0);
2392 victim->stats.exp=0;
2393 #if 0
2394 /* No idea why these were all set to zero - if something
2395 * makes this creature agressive, he should still do damage.
2396 */
2397 victim->stats.dam = 0;
2398 victim->stats.sp = 0;
2399 victim->stats.grace = 0;
2400 victim->stats.Pow = 0;
2401 #endif
2402 victim->attack_movement = RANDO2;
2403 SET_FLAG(victim,FLAG_UNAGGRESSIVE);
2404 SET_FLAG(victim,FLAG_RUN_AWAY);
2405 SET_FLAG(victim,FLAG_RANDOM_MOVE);
2406 CLEAR_FLAG(victim,FLAG_MONSTER);
2407 if(victim->name) {
2408 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name);
2409 }
2410 }
2411 }
2412 }
2413
2414
2415 /* This writes a rune that contains the appropriate message.
2416 * There really isn't any adjustments we make.
2417 */
2418
2419 int write_mark(object *op, object *spell, const char *msg) {
2420 char rune[HUGE_BUF];
2421 object *tmp;
2422
2423 if (!msg || msg[0] == 0) {
2424 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2425 return 0;
2426 }
2427
2428 if (strcasestr_local(msg, "endmsg")) {
2429 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2430 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg);
2431 return 0;
2432 }
2433 if (!spell->other_arch) return 0;
2434 tmp = arch_to_object(spell->other_arch);
2435 strncpy(rune, msg, HUGE_BUF-2);
2436 rune[HUGE_BUF-2] = 0;
2437 strcat(rune, "\n");
2438 tmp->race = add_string (op->name); /*Save the owner of the rune*/
2439 tmp->msg = add_string(rune);
2440 tmp->x = op->x;
2441 tmp->y = op->y;
2442 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2443 return 1;
2444 }