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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.50
Committed: Sat May 12 08:36:35 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +6 -6 lines
Log Message:
less artificial linebreaks

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
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; 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 if (op->invisible > 1000)
379 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0;
382 }
383
384 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two.
386 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
388 /* max duration */
389 if (op->invisible > 1000)
390 op->invisible = 1000;
391
392 if (op->type == PLAYER)
393 {
394 op->contr->invis_race = spell_ob->race;
395
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
397 op->contr->tmp_invis = 0;
398 else
399 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 }
403
404 if (makes_invisible_to (op, op))
405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
406 else
407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
408
409 update_object (op, UP_OBJ_CHANGE);
410
411 /* Only search the active objects - only these should actually do
412 * harm to the player.
413 */
414 for_all_actives (tmp)
415 if (tmp->enemy == op)
416 tmp->enemy = 0;
417
418 return 1;
419 }
420
421 /* earth to dust spell. Basically destroys earthwalls in the area.
422 */
423 int
424 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425 {
426 object *tmp, *next;
427 int range, i, j, mflags;
428 sint16 sx, sy;
429 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435
436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++)
438 {
439 sx = op->x + i;
440 sy = op->y + j;
441 m = op->map;
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443
444 if (mflags & P_OUT_OF_MAP)
445 continue;
446
447 // earth to dust tears down everything that can be teared down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
449 {
450 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 }
454 }
455
456 return 1;
457 }
458
459 void
460 execute_word_of_recall (object *op)
461 {
462 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473
474 op->destroy ();
475 }
476
477 /* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a
479 * time delay effect.
480 */
481 int
482 cast_word_of_recall (object *op, object *caster, object *spell_ob)
483 {
484 object *dummy;
485 int time;
486
487 if (op->type != PLAYER)
488 return 0;
489
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1;
494 }
495
496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
505 if (time < 1)
506 time = 1;
507
508 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something.
511 */
512 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL;
516
517 /* If we could take advantage of enter_player_savebed() here, it would be
518 * nice, but until the map load fails, we can't.
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523
524 op->insert (dummy);
525
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
528 return 1;
529 }
530
531 /* cast_wonder
532 * wonder is really just a spell that will likely cast another
533 * spell.
534 */
535 int
536 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537 {
538 object *newspell;
539
540 if (!rndm (0, 3))
541 return cast_cone (op, caster, dir, spell_ob);
542
543 if (spell_ob->randomitems)
544 {
545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
546 if (!newspell)
547 {
548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
549 return 0;
550 }
551 if (newspell->type != SPELL)
552 {
553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
554 return 0;
555 }
556 /* Prevent inifinit recursion */
557 if (newspell->subtype == SP_WONDER)
558 {
559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
560 return 0;
561 }
562 return cast_spell (op, caster, dir, newspell, NULL);
563 }
564 return 1;
565 }
566
567 int
568 perceive_self (object *op)
569 {
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op);
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. You 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. You 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 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You 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)
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 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1180 else
1181 {
1182 /* See how many points we actually heal. Instead of messages
1183 * based on type of spell, we instead do messages based
1184 * on amount of damage healed.
1185 */
1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1188 tmp->stats.hp += heal;
1189
1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 else if (heal > 50)
1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1194 else if (heal > 25)
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1196 else if (heal > 10)
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1198 else
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1200
1201 success = 1;
1202 }
1203 }
1204
1205 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op))
1207 success = 1;
1208
1209 if (spell->attacktype & AT_POISON)
1210 {
1211 at = archetype::find ("poisoning");
1212 poison = present_arch_in_ob (at, tmp);
1213 if (poison)
1214 {
1215 success = 1;
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1217 poison->stats.food = 1;
1218 }
1219 }
1220
1221 if (spell->attacktype & AT_CONFUSION)
1222 {
1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1224 if (poison)
1225 {
1226 success = 1;
1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1228 poison->duration = 1;
1229 }
1230 }
1231
1232 if (spell->attacktype & AT_BLIND)
1233 {
1234 at = archetype::find ("blindness");
1235 poison = present_arch_in_ob (at, tmp);
1236 if (poison)
1237 {
1238 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1240 poison->stats.food = 1;
1241 }
1242 }
1243
1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1245 {
1246 tmp->stats.sp += spell->last_sp;
1247 if (tmp->stats.sp > tmp->stats.maxsp)
1248 tmp->stats.sp = tmp->stats.maxsp;
1249 success = 1;
1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1251 }
1252
1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1254 {
1255 tmp->stats.grace += spell->last_grace;
1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1257 tmp->stats.grace = tmp->stats.maxgrace;
1258 success = 1;
1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1260 }
1261
1262 if (spell->stats.food && tmp->stats.food < 999)
1263 {
1264 tmp->stats.food += spell->stats.food;
1265 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999;
1267 success = 1;
1268 /* We could do something a bit better like the messages for healing above */
1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1270 }
1271
1272 return success;
1273 }
1274
1275
1276 /* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those.
1279 */
1280 static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.",
1282 "You grow no more agile.",
1283 "You don't feel any healthier.",
1284 "no wis",
1285 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288 };
1289
1290 int
1291 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292 {
1293 object *force = NULL;
1294 int i;
1295
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir)
1299 : op;
1300
1301 if (!tmp)
1302 return 0;
1303
1304 /* If we've already got a force of this type, don't add a new one. */
1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1306 {
1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1308 {
1309 if (tmp2->name == spell_ob->name)
1310 {
1311 force = tmp2; /* the old effect will be "refreshed" */
1312 break;
1313 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 {
1316 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1318 return 0;
1319 }
1320 }
1321 }
1322 if (force == NULL)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 }
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration)
1340 {
1341 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 }
1344 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 }
1348 return 1;
1349 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0;
1352 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED);
1354
1355 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++)
1357 {
1358 if (spell_ob->resist[i])
1359 {
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100)
1362 force->resist[i] = 100;
1363 }
1364 }
1365 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367
1368 if (tmp->type == PLAYER)
1369 {
1370 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++)
1372 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1374
1375 if (stat)
1376 {
1377 sm = 0;
1378 for (k = 0; k < stat; k++)
1379 sm += rndm (1, 3);
1380
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1382 {
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1384 if (sm < 0)
1385 sm = 0;
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 }
1391 }
1392 }
1393
1394 force->move_type = spell_ob->move_type;
1395
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1397 SET_FLAG (force, FLAG_SEE_IN_DARK);
1398
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1400 SET_FLAG (force, FLAG_XRAYS);
1401
1402 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp)
1404 {
1405 if (op->speed > 0.5f)
1406 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1407 else
1408 force->stats.exp = spell_ob->stats.exp;
1409 }
1410
1411 force->stats.wc = spell_ob->stats.wc;
1412 force->stats.ac = spell_ob->stats.ac;
1413 force->attacktype = spell_ob->attacktype;
1414
1415 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats ();
1418 return 1;
1419 }
1420
1421 /* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster.
1424 */
1425
1426 int
1427 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428 {
1429 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1431
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0)
1434 {
1435 tmp = find_target_for_friendly_spell (op, dir);
1436 }
1437 else
1438 {
1439 tmp = op;
1440 }
1441
1442 /* If we've already got a force of this type, don't add a new one. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1444 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 {
1447 if (tmp2->name == spell_ob->name)
1448 {
1449 force = tmp2; /* the old effect will be "refreshed" */
1450 break;
1451 }
1452 else if (spell_ob->race && spell_ob->race == tmp2->name)
1453 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0;
1456 }
1457 }
1458 }
1459 if (force == NULL)
1460 {
1461 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race)
1464 force->name = spell_ob->race;
1465 else
1466 force->name = spell_ob->name;
1467 force->name_pl = spell_ob->name;
1468 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1469 }
1470 else
1471 {
1472 int duration;
1473
1474 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1475 if (duration > force->duration)
1476 {
1477 force->duration = duration;
1478 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1479 }
1480 else
1481 {
1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1483 }
1484 return 0;
1485 }
1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1487 force->speed = 1.0;
1488 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED);
1490
1491 if (!god)
1492 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 }
1495 else
1496 {
1497 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 }
1504 }
1505 force->path_attuned |= god->path_attuned;
1506
1507 if (spell_ob->attacktype)
1508 force->slaying = god->slaying;
1509
1510 if (tmp != op)
1511 {
1512 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1513 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1514 }
1515 else
1516 {
1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1518 }
1519
1520 }
1521 force->stats.wc = spell_ob->stats.wc;
1522 force->stats.ac = spell_ob->stats.ac;
1523
1524 change_abil (tmp, force); /* Mostly to display any messages */
1525 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats ();
1527 return 1;
1528 }
1529
1530 /* Alchemy code by Mark Wedel
1531 *
1532 * This code adds a new spell, called alchemy. Alchemy will turn
1533 * objects to gold nuggets, the value of the gold nuggets being
1534 * about 90% of that of the item itself. It uses the value of the
1535 * object before charisma adjustments, because the nuggets themselves
1536 * will be will be adjusted by charisma when sold.
1537 *
1538 * Large nuggets are worth 25 gp each (base). You will always get
1539 * the maximum number of large nuggets you could get.
1540 * Small nuggets are worth 1 gp each (base). You will get from 0
1541 * to the max amount of small nuggets as you could get.
1542 *
1543 * For example, if an item is worth 110 gold, you will get
1544 * 4 large nuggets, and from 0-10 small nuggets.
1545 *
1546 * There is also a chance (1:30) that you will get nothing at all
1547 * for the object. There is also a maximum weight that will be
1548 * alchemised.
1549 */
1550 static void
1551 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1552 {
1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1554
1555 /* Give third price when we alchemy money (This should hopefully
1556 * make it so that it isn't worth it to alchemy money, sell
1557 * the nuggets, alchemy the gold from that, etc.
1558 * Otherwise, give 9 silver on the gold for other objects,
1559 * so that it would still be more affordable to haul
1560 * the stuff back to town.
1561 */
1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1563 value = 0;
1564 else if (obj->type == MONEY || obj->type == GEM)
1565 value /= 3;
1566 else
1567 value = value * 9 / 10;
1568
1569 if (obj->value > 0 && rndm (0, 29))
1570 total_value += value;
1571
1572 total_weight += obj->total_weight ();
1573
1574 obj->destroy ();
1575 }
1576
1577 static void
1578 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1579 {
1580 int flag = 0;
1581
1582 /* Put any nuggets below the player, but we can only pass this
1583 * flag if we are on the same space as the player
1584 */
1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1587
1588 if (small_nuggets)
1589 {
1590 object *tmp = small->clone ();
1591 tmp->nrof = small_nuggets;
1592 m->insert (tmp, x, y, op, flag);
1593 }
1594
1595 if (large_nuggets)
1596 {
1597 object *tmp = large->clone ();
1598 tmp->nrof = large_nuggets;
1599 m->insert (tmp, x, y, op, flag);
1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605 }
1606
1607 int
1608 alchemy (object *op, object *caster, object *spell_ob)
1609 {
1610 if (op->type != PLAYER)
1611 return 0;
1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1617 * some, and also prevents people from alchemising every table/chair/clock
1618 * in sight
1619 */
1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1621 int weight_max = duration * 1000;
1622 uint64 value_max = duration * 1000;
1623
1624 int weight = 0;
1625
1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1627 {
1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1629 {
1630 uint64 value = 0;
1631
1632 sint16 nx = x;
1633 sint16 ny = y;
1634
1635 maptile *mp = op->map;
1636
1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1638
1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1640 continue;
1641
1642 /* Treat alchemy a little differently - most spell effects
1643 * use fly as the movement type - for alchemy, consider it
1644 * ground level effect.
1645 */
1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1647 continue;
1648
1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1650 {
1651 next = tmp->above;
1652
1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1655 {
1656 if (tmp->inv)
1657 {
1658 object *next1, *tmp1;
1659
1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1661 {
1662 next1 = tmp1->below;
1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1665 alchemy_object (tmp1, value, weight);
1666 }
1667 }
1668
1669 alchemy_object (tmp, value, weight);
1670
1671 if (weight > weight_max)
1672 break;
1673 }
1674 }
1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1685 /* Insert all the nuggets at one time. This probably saves time, but
1686 * it also prevents us from alcheming nuggets that were just created
1687 * with this spell.
1688 */
1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696 bailout:
1697 large->destroy ();
1698 small->destroy ();
1699 return 1;
1700 }
1701
1702
1703 /* This function removes the cursed/damned status on equipped
1704 * items.
1705 */
1706 int
1707 remove_curse (object *op, object *caster, object *spell)
1708 {
1709 object *tmp;
1710 int success = 0, was_one = 0;
1711
1712 for (tmp = op->inv; tmp; tmp = tmp->below)
1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1716 {
1717 was_one++;
1718 if (tmp->level <= caster_level (caster, spell))
1719 {
1720 success++;
1721 if (QUERY_FLAG (spell, FLAG_DAMNED))
1722 CLEAR_FLAG (tmp, FLAG_DAMNED);
1723
1724 CLEAR_FLAG (tmp, FLAG_CURSED);
1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1726 tmp->value = 0; /* Still can't sell it */
1727 if (op->type == PLAYER)
1728 esrv_send_item (op, tmp);
1729 }
1730 }
1731
1732 if (op->type == PLAYER)
1733 {
1734 if (success)
1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1736 else
1737 {
1738 if (was_one)
1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1740 else
1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1742 }
1743 }
1744
1745 return success;
1746 }
1747
1748 /* Identifies objects in the players inventory/on the ground */
1749
1750 int
1751 cast_identify (object *op, object *caster, object *spell)
1752 {
1753 object *tmp;
1754 int success = 0, num_ident;
1755
1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1757
1758 if (num_ident < 1)
1759 num_ident = 1;
1760
1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 {
1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 {
1765 identify (tmp);
1766
1767 if (op->type == PLAYER)
1768 {
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1770
1771 if (tmp->msg)
1772 {
1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1775 }
1776 }
1777
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident)
1781 break;
1782 }
1783 }
1784
1785 /* If all the power of the spell has been used up, don't go and identify
1786 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used.
1788 */
1789 if (num_ident)
1790 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 {
1794 identify (tmp);
1795
1796 if (op->type == PLAYER)
1797 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1799
1800 if (tmp->msg)
1801 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 }
1808
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident)
1812 break;
1813 }
1814 }
1815
1816 if (!success)
1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1818 else
1819 spell_effect (spell, op->x, op->y, op->map, op);
1820
1821 return success;
1822 }
1823
1824 int
1825 cast_detection (object *op, object *caster, object *spell, object *skill)
1826 {
1827 object *tmp, *last, *god, *detect;
1828 int done_one, range, mflags, floor, level;
1829 sint16 x, y, nx, ny;
1830 maptile *m;
1831
1832 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again.
1834 */
1835 god = find_god (determine_god (op));
1836 level = caster_level (caster, spell);
1837 range = spell->range + SP_level_range_adjust (caster, spell);
1838
1839 if (!skill)
1840 skill = caster;
1841
1842 for (x = op->x - range; x <= op->x + range; x++)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up.
1854 */
1855
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1857 last = tmp;
1858
1859 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen.
1861 */
1862 if (!last)
1863 continue;
1864
1865 done_one = 0;
1866 floor = 0;
1867 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below)
1869 {
1870 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1875 tmp->type == CF_HANDLE ||
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1877 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1882 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 {
1885 tmp->invisible = 0;
1886 done_one = 1;
1887 }
1888 }
1889
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1;
1892
1893 /* All detections below this point don't descend beneath the floor,
1894 * so just continue on. We could be clever and look at the type of
1895 * detection to completely break out if we don't care about objects beneath
1896 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */
1898 if (floor)
1899 continue;
1900
1901 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster.
1903 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant.
1906 */
1907
1908 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4;
1916 done_one = 1;
1917 }
1918 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 {
1921 done_one = 2;
1922 if (!detect)
1923 detect = tmp;
1924 }
1925 /* Basically, if race is set in the spell, then the creatures race must
1926 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match.
1928 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1931 (strstr (spell->race, tmp->race))))
1932 {
1933 done_one = 2;
1934 if (!detect)
1935 detect = tmp;
1936 }
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1;
1942 }
1943 } /* for stack of objects on this space */
1944
1945 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is.
1947 */
1948 if (done_one)
1949 {
1950 object *detect_ob = arch_to_object (spell->other_arch);
1951
1952 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect)
1954 {
1955 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 }
1963
1964 m->insert (detect_ob, nx, ny, op);
1965 }
1966 } /* for processing the surrounding spaces */
1967
1968
1969 /* Now process objects in the players inventory if detect curse or magic */
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 {
1972 done_one = 0;
1973 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1980 if (op->type == PLAYER)
1981 esrv_send_item (op, tmp);
1982 }
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER)
1988 esrv_send_item (op, tmp);
1989 }
1990 } /* if item is not identified */
1991 } /* for the players inventory */
1992 } /* if detect magic/curse and object is a player */
1993 return 1;
1994 }
1995
1996
1997 /**
1998 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1999 * level whos spell did cause the overcharge.
2000 */
2001 static void
2002 charge_mana_effect (object *victim, int caster_level)
2003 {
2004
2005 /* Prevent explosions for objects without mana. Without this check, doors
2006 * will explode, too.
2007 */
2008 if (victim->stats.maxsp <= 0)
2009 return;
2010
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2012
2013 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 {
2015 object *tmp;
2016
2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2018
2019 /* Explodes a fireball centered at player */
2020 tmp = get_archetype (EXPLODING_FIREBALL);
2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2023
2024 tmp->insert_at (victim);
2025 victim->stats.sp = 2 * victim->stats.maxsp;
2026 }
2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2028 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 {
2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2034 confuse_player (victim, victim, 99);
2035 }
2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2038 }
2039
2040 /* cast_transfer
2041 * This spell transfers sp from the player to another person.
2042 * We let the target go above their normal maximum SP.
2043 */
2044
2045 int
2046 cast_transfer (object *op, object *caster, object *spell, int dir)
2047 {
2048 object *plyr = NULL;
2049 sint16 x, y;
2050 maptile *m;
2051 int mflags;
2052
2053 m = op->map;
2054 x = op->x + freearr_x[dir];
2055 y = op->y + freearr_y[dir];
2056
2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
2058
2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2060 {
2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2063 break;
2064 }
2065
2066
2067 /* If we did not find a player in the specified direction, transfer
2068 * to anyone on top of us. This is used for the rune of transference mostly.
2069 */
2070 if (plyr == NULL)
2071 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2073 break;
2074
2075 if (!plyr)
2076 {
2077 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2078 return 0;
2079 }
2080 /* give sp */
2081 if (spell->stats.dam > 0)
2082 {
2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2084 charge_mana_effect (plyr, caster_level (caster, spell));
2085 return 1;
2086 }
2087 /* suck sp away. Can't suck sp from yourself */
2088 else if (op != plyr)
2089 {
2090 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2091
2092 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2093
2094 if (rate > 95)
2095 rate = 95;
2096
2097 sucked = (plyr->stats.sp * rate) / 100;
2098 plyr->stats.sp -= sucked;
2099 if (QUERY_FLAG (op, FLAG_ALIVE))
2100 {
2101 /* Player doesn't get full credit */
2102 sucked = (sucked * rate) / 100;
2103 op->stats.sp += sucked;
2104 if (sucked > 0)
2105 {
2106 charge_mana_effect (op, caster_level (caster, spell));
2107 }
2108 }
2109 return 1;
2110 }
2111 return 0;
2112 }
2113
2114
2115 /* counterspell: nullifies spell effects.
2116 * op is the counterspell object, dir is the direction
2117 * it was cast in.
2118 * Basically, if the object has a magic attacktype,
2119 * this may nullify it.
2120 */
2121 void
2122 counterspell (object *op, int dir)
2123 {
2124 object *tmp, *head, *next;
2125 int mflags;
2126 maptile *m;
2127 sint16 sx, sy;
2128
2129 sx = op->x + freearr_x[dir];
2130 sy = op->y + freearr_y[dir];
2131 m = op->map;
2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2133 if (mflags & P_OUT_OF_MAP)
2134 return;
2135
2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2137 {
2138 next = tmp->above;
2139
2140 /* Need to look at the head object - otherwise, if tmp
2141 * points to a monster, we don't have all the necessary
2142 * info for it.
2143 */
2144 if (tmp->head)
2145 head = tmp->head;
2146 else
2147 head = tmp;
2148
2149 /* don't attack our own spells */
2150 if (tmp->owner && tmp->owner == op->owner)
2151 continue;
2152
2153 /* Basically, if the object is magical and not counterspell,
2154 * we will more or less remove the object. Don't counterspell
2155 * monsters either.
2156 */
2157
2158 if (head->attacktype & AT_MAGIC
2159 && !(head->attacktype & AT_COUNTERSPELL)
2160 && !QUERY_FLAG (head, FLAG_MONSTER)
2161 && (op->level > head->level))
2162 head->destroy ();
2163 else
2164 switch (head->type)
2165 {
2166 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2170 continue;
2171
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 int
2249 animate_weapon (object *op, object *caster, object *spell, int dir)
2250 {
2251 object *weapon, *tmp;
2252 char buf[MAX_BUF];
2253 int a, i;
2254 sint16 x, y;
2255 maptile *m;
2256 materialtype_t *mt;
2257
2258 if (!spell->other_arch)
2259 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2261 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2262 return 0;
2263 }
2264 /* exit if it's not a player using this spell. */
2265 if (op->type != PLAYER)
2266 return 0;
2267
2268 /* if player already has a golem, abort */
2269 if (object *golem = op->contr->golem)
2270 {
2271 control_golem (golem, dir);
2272 return 0;
2273 }
2274
2275 /* if no direction specified, pick one */
2276 if (!dir)
2277 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2278
2279 m = op->map;
2280 x = op->x + freearr_x[dir];
2281 y = op->y + freearr_y[dir];
2282
2283 /* if there's no place to put the golem, abort */
2284 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2285 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2286 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2288 return 0;
2289 }
2290
2291 /* Use the weapon marked by the player. */
2292 weapon = find_marked_object (op);
2293
2294 if (!weapon)
2295 {
2296 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2297 return 0;
2298 }
2299 if (spell->race && strcmp (weapon->arch->name, spell->race))
2300 {
2301 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2302 return 0;
2303 }
2304 if (weapon->type != WEAPON)
2305 {
2306 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2307 return 0;
2308 }
2309 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2310 {
2311 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2312 return 0;
2313 }
2314
2315 if (weapon->nrof > 1)
2316 {
2317 tmp = get_split_ob (weapon, 1);
2318 esrv_send_item (op, weapon);
2319 weapon = tmp;
2320 }
2321
2322 /* create the golem object */
2323 tmp = arch_to_object (spell->other_arch);
2324
2325 /* if animated by a player, give the player control of the golem */
2326 CLEAR_FLAG (tmp, FLAG_MONSTER);
2327 tmp->stats.exp = 0;
2328 add_friendly_object (tmp);
2329 tmp->type = GOLEM;
2330 tmp->set_owner (op);
2331 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp);
2333
2334 /* Give the weapon to the golem now. A bit of a hack to check the
2335 * removed flag - it should only be set if get_split_object was
2336 * used above.
2337 */
2338 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2339 weapon->remove ();
2340
2341 insert_ob_in_ob (weapon, tmp);
2342 esrv_send_item (op, weapon);
2343 /* To do everything necessary to let a golem use the weapon is a pain,
2344 * so instead, just set it as equipped (otherwise, we need to update
2345 * body_info, skills, etc)
2346 */
2347 SET_FLAG (tmp, FLAG_USE_WEAPON);
2348 SET_FLAG (weapon, FLAG_APPLIED);
2349 tmp->update_stats ();
2350
2351 /* There used to be 'odd' code that basically seemed to take the absolute
2352 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2353 * if you're using a crappy weapon, it shouldn't be as good.
2354 */
2355
2356 /* modify weapon's animated wc */
2357 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2358 if (tmp->stats.wc < -127)
2359 tmp->stats.wc = -127;
2360
2361 /* Modify hit points for weapon */
2362 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2363 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2364 if (tmp->stats.maxhp < 0)
2365 tmp->stats.maxhp = 10;
2366 tmp->stats.hp = tmp->stats.maxhp;
2367
2368 /* Modify weapon's damage */
2369 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2370 if (tmp->stats.dam < 0)
2371 tmp->stats.dam = 127;
2372
2373
2374 /* attacktype */
2375 if (!tmp->attacktype)
2376 tmp->attacktype = AT_PHYSICAL;
2377
2378 mt = NULL;
2379 if (op->materialname != NULL)
2380 mt = name_to_material (op->materialname);
2381 if (mt != NULL)
2382 {
2383 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 50 - (mt->save[i] * 5);
2385 a = mt->save[0];
2386 }
2387 else
2388 {
2389 for (i = 0; i < NROFATTACKS; i++)
2390 tmp->resist[i] = 5;
2391 a = 10;
2392 }
2393 /* Set weapon's immunity */
2394 tmp->resist[ATNR_CONFUSION] = 100;
2395 tmp->resist[ATNR_POISON] = 100;
2396 tmp->resist[ATNR_SLOW] = 100;
2397 tmp->resist[ATNR_PARALYZE] = 100;
2398 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2399 tmp->resist[ATNR_FEAR] = 100;
2400 tmp->resist[ATNR_DEPLETE] = 100;
2401 tmp->resist[ATNR_DEATH] = 100;
2402 tmp->resist[ATNR_BLIND] = 100;
2403
2404 /* Improve weapon's armour value according to best save vs. physical of its material */
2405
2406 if (a > 14)
2407 a = 14;
2408 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2409
2410 /* Determine golem's speed */
2411 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2412
2413 if (!spell->race)
2414 {
2415 sprintf (buf, "animated %s", &weapon->name);
2416 tmp->name = buf;
2417
2418 tmp->face = weapon->face;
2419 tmp->animation_id = weapon->animation_id;
2420 tmp->anim_speed = weapon->anim_speed;
2421 tmp->last_anim = weapon->last_anim;
2422 tmp->state = weapon->state;
2423 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2424 }
2425
2426 /* make experience increase in proportion to the strength of the summoned creature. */
2427 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2428
2429 tmp->speed_left = -1;
2430 tmp->direction = dir;
2431
2432 m->insert (tmp, x, y, op);
2433 return 1;
2434 }
2435
2436 /* cast_daylight() - changes the map darkness level *lower* */
2437
2438 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2439 * This changes the light level for the entire map.
2440 */
2441
2442 int
2443 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2444 {
2445 int success;
2446
2447 if (!op->map)
2448 return 0; /* shouldnt happen */
2449
2450 success = op->map->change_map_light (spell->stats.dam);
2451
2452 if (!success)
2453 {
2454 if (spell->stats.dam < 0)
2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2456 else
2457 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2458 }
2459 return success;
2460 }
2461
2462
2463
2464
2465
2466 /* create an aura spell object and put it in the player's inventory.
2467 * as usual, op is player, caster is the object casting the spell,
2468 * spell is the spell object itself.
2469 */
2470 int
2471 create_aura (object *op, object *caster, object *spell)
2472 {
2473 int refresh = 0;
2474 object *new_aura;
2475
2476 new_aura = present_arch_in_ob (spell->other_arch, op);
2477 if (new_aura)
2478 refresh = 1;
2479 else
2480 new_aura = arch_to_object (spell->other_arch);
2481
2482 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2483
2484 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2485
2486 new_aura->set_owner (op);
2487 set_spell_skill (op, caster, spell, new_aura);
2488 new_aura->attacktype = spell->attacktype;
2489
2490 new_aura->level = caster_level (caster, spell);
2491 if (refresh)
2492 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2493 else
2494 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2495 insert_ob_in_ob (new_aura, op);
2496 return 1;
2497 }
2498
2499
2500 /* move aura function. An aura is a part of someone's inventory,
2501 * which he carries with him, but which acts on the map immediately
2502 * around him.
2503 * Aura parameters:
2504 * duration: duration counter.
2505 * attacktype: aura's attacktype
2506 * other_arch: archetype to drop where we attack
2507 */
2508
2509 void
2510 move_aura (object *aura)
2511 {
2512 int i, mflags;
2513 object *env;
2514 maptile *m;
2515
2516 /* auras belong in inventories */
2517 env = aura->env;
2518
2519 /* no matter what we've gotta remove the aura...
2520 * we'll put it back if its time isn't up.
2521 */
2522 aura->remove ();
2523
2524 /* exit if we're out of gas */
2525 if (aura->duration-- < 0)
2526 {
2527 aura->destroy ();
2528 return;
2529 }
2530
2531 /* auras only exist in inventories */
2532 if (env == NULL || env->map == NULL)
2533 {
2534 aura->destroy ();
2535 return;
2536 }
2537
2538 /* we need to jump out of the inventory for a bit
2539 * in order to hit the map conveniently.
2540 */
2541 aura->insert_at (env, aura);
2542
2543 for (i = 1; i < 9; i++)
2544 {
2545 sint16 nx, ny;
2546
2547 nx = aura->x + freearr_x[i];
2548 ny = aura->y + freearr_y[i];
2549 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2550
2551 /* Consider the movement tyep of the person with the aura as
2552 * movement type of the aura. Eg, if the player is flying, the aura
2553 * is flying also, if player is walking, it is on the ground, etc.
2554 */
2555 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2556 {
2557 hit_map (aura, i, aura->attacktype, 0);
2558
2559 if (aura->other_arch)
2560 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2561 }
2562 }
2563
2564 /* put the aura back in the player's inventory */
2565 aura->remove ();
2566 insert_ob_in_ob (aura, env);
2567 }
2568
2569 /* moves the peacemaker spell.
2570 * op is the piece object.
2571 */
2572
2573 void
2574 move_peacemaker (object *op)
2575 {
2576 object *tmp;
2577
2578 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2579 {
2580 int atk_lev, def_lev;
2581 object *victim = tmp;
2582
2583 if (tmp->head)
2584 victim = tmp->head;
2585 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2586 continue;
2587 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2588 continue;
2589 if (victim->stats.exp == 0)
2590 continue;
2591
2592 def_lev = MAX (1, victim->level);
2593 atk_lev = MAX (1, op->level);
2594
2595 if (rndm (0, atk_lev - 1) > def_lev)
2596 {
2597 /* make this sucker peaceful. */
2598
2599 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2600 victim->stats.exp = 0;
2601 #if 0
2602 /* No idea why these were all set to zero - if something
2603 * makes this creature agressive, he should still do damage.
2604 */
2605 victim->stats.dam = 0;
2606 victim->stats.sp = 0;
2607 victim->stats.grace = 0;
2608 victim->stats.Pow = 0;
2609 #endif
2610 victim->attack_movement = RANDO2;
2611 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2612 SET_FLAG (victim, FLAG_RUN_AWAY);
2613 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2614 CLEAR_FLAG (victim, FLAG_MONSTER);
2615 if (victim->name)
2616 {
2617 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2618 }
2619 }
2620 }
2621 }
2622
2623
2624 /* This writes a rune that contains the appropriate message.
2625 * There really isn't any adjustments we make.
2626 */
2627
2628 int
2629 write_mark (object *op, object *spell, const char *msg)
2630 {
2631 char rune[HUGE_BUF];
2632 object *tmp;
2633
2634 if (!msg || msg[0] == 0)
2635 {
2636 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2637 return 0;
2638 }
2639
2640 if (strcasestr_local (msg, "endmsg"))
2641 {
2642 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2643 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2644 return 0;
2645 }
2646 if (!spell->other_arch)
2647 return 0;
2648 tmp = arch_to_object (spell->other_arch);
2649
2650 snprintf (rune, sizeof (rune), "%s\n", msg);
2651
2652 tmp->race = op->name; /*Save the owner of the rune */
2653 tmp->msg = rune;
2654
2655 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2656 return 1;
2657 }