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Revision: 1.38
Committed: Wed Feb 7 23:30:03 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +46 -72 lines
Log Message:
also limit generated value in spell alchemy to some level-dependent maximum.

File Contents

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