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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.52
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +0 -10 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

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
591 if (tmp)
592 for (i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
595 }
596
597 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
601 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
603 {
604 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything.");
606 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
608
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break;
611 }
612 }
613 }
614
615 return 1;
616 }
617
618 /* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635 int
636 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637 {
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* The first thing to do is to check if we have a marked destination
645 * dummy is used to make a check inventory for the force
646 */
647 dummy = arch_to_object (spell->other_arch);
648 if (dummy == NULL)
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
652 return 0;
653 }
654
655 force = check_inv_recursive (op, dummy);
656
657 if (force == NULL)
658 {
659 /* Here we know there is no destination marked up.
660 * We have 2 things to do:
661 * 1. Mark the destination in the player inventory.
662 * 2. Let the player know it worked.
663 */
664 dummy->name = op->map->path;
665 EXIT_X (dummy) = op->x;
666 EXIT_Y (dummy) = op->y;
667 insert_ob_in_ob (dummy, op);
668 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.");
669 return 1;
670 }
671
672 dummy->destroy ();
673
674 /* Here we know where the town portal should go to
675 * We should kill any existing portal associated with the player.
676 * Than we should create the 2 portals.
677 * For each of them, we need:
678 * - To create the portal with the name of the player+destination map
679 * - set the owner of the town portal
680 * - To mark the position of the portal in the player's inventory
681 * for easier destruction.
682 *
683 * The mark works has follow:
684 * slaying: Existing town portal
685 * hp, sp : x & y of the associated portal
686 * name : name of the portal
687 * race : map the portal is in
688 */
689
690 /* First step: killing existing town portals */
691 dummy = get_archetype (spell->race);
692 if (dummy == NULL)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
696 return 0;
697 }
698
699 perm_portal = archetype::find (spell->slaying);
700
701 /* To kill a town portal, we go trough the player's inventory,
702 * for each marked portal in player's inventory,
703 * -We try load the associated map (if impossible, consider the portal destructed)
704 * -We find any portal in the specified location.
705 * If it has the good name, we destruct it.
706 * -We destruct the force indicating that portal.
707 */
708 while ((old_force = check_inv_recursive (op, dummy)))
709 {
710 exitmap = maptile::find_sync (old_force->race, op->map);
711
712 if (exitmap)
713 {
714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
721 if (tmp->name == old_force->name)
722 {
723 tmp->destroy ();
724 break;
725 }
726 }
727 }
728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
734 /* Creating the portals.
735 * The very first thing to do is to ensure
736 * access to the destination map.
737 * If we can't, don't fizzle. Simply warn player.
738 * This ensure player pays his mana for the spell
739 * because HE is responsible of forgotting.
740 * 'force' is the destination of the town portal, which we got
741 * from the players inventory above.
742 */
743
744 /* Ensure exit map is loaded */
745 exitmap = maptile::find_sync (force->name);
746
747 /* If we were unable to load (ex. random map deleted), warn player */
748 if (!exitmap)
749 {
750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
751 force->destroy ();
752 return 1;
753 }
754
755 exitmap->load_sync ();
756
757 op_level = caster_level (caster, spell);
758 if (op_level < 15)
759 snprintf (portal_message, 1024,
760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
762 else if (op_level < 30)
763 snprintf (portal_message, 1024,
764 "%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);
765 else if (op_level < 60)
766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 else
768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
770
771 /* Create a portal in front of player
772 * dummy contain the portal and
773 * force contain the track to kill it later
774 */
775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
776 dummy = get_archetype (spell->slaying); /*The portal */
777 if (dummy == NULL)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
781 return 0;
782 }
783
784 EXIT_PATH (dummy) = force->name;
785 EXIT_X (dummy) = EXIT_X (force);
786 EXIT_Y (dummy) = EXIT_Y (force);
787 dummy->name = dummy->name_pl = portal_name;
788 dummy->msg = portal_message;
789 dummy->race = op->name; /*Save the owner of the portal */
790 cast_create_obj (op, caster, dummy, 0);
791
792 /* Now we need to to create a town portal marker inside the player
793 * object, so on future castings, we can know that he has an active
794 * town portal.
795 */
796 object *tmp = get_archetype (spell->race);
797
798 if (!tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 tmp->race = op->map->path;
806 tmp->name = portal_name;
807 EXIT_X (tmp) = dummy->x;
808 EXIT_Y (tmp) = dummy->y;
809 op->insert (tmp);
810
811 /* Create a portal in the destination map
812 * dummy contain the portal and
813 * force the track to kill it later
814 * the 'force' variable still contains the 'reminder' of
815 * where this portal goes to.
816 */
817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
818 dummy = get_archetype (spell->slaying); /*The portal */
819 if (dummy == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 EXIT_PATH (dummy) = op->map->path;
827 EXIT_X (dummy) = op->x;
828 EXIT_Y (dummy) = op->y;
829 dummy->name = dummy->name_pl = portal_name;
830 dummy->msg = portal_message;
831 dummy->race = op->name; /*Save the owner of the portal */
832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
833
834 /* Now we create another town portal marker that
835 * points back to the one we just made
836 */
837 tmp = get_archetype (spell->race);
838 if (tmp == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 tmp->race = force->name;
846 tmp->name = portal_name;
847 EXIT_X (tmp) = dummy->x;
848 EXIT_Y (tmp) = dummy->y;
849 insert_ob_in_ob (tmp, op);
850
851 /* Describe the player what happened
852 */
853 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
854 force->destroy ();
855
856 return 1;
857 }
858
859 /* This creates magic walls. Really, it can create most any object,
860 * within some reason.
861 */
862 int
863 magic_wall (object *op, object *caster, int dir, object *spell_ob)
864 {
865 object *tmp;
866 int i, posblocked, negblocked, maxrange;
867 sint16 x, y;
868 maptile *m;
869 const char *name;
870 archetype *at;
871
872 if (!dir)
873 {
874 dir = op->facing;
875 x = op->x;
876 y = op->y;
877 }
878 else
879 {
880 x = op->x + freearr_x[dir];
881 y = op->y + freearr_y[dir];
882 }
883
884 m = op->map;
885
886 if ((spell_ob->move_block || x != op->x || y != op->y) &&
887 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
888 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
889 {
890 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
891 return 0;
892 }
893
894 if (spell_ob->other_arch)
895 tmp = arch_to_object (spell_ob->other_arch);
896 else if (spell_ob->race)
897 {
898 char buf1[MAX_BUF];
899
900 sprintf (buf1, spell_ob->race, dir);
901 at = archetype::find (buf1);
902 if (!at)
903 {
904 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
905 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
906 return 0;
907 }
908
909 tmp = arch_to_object (at);
910 }
911 else
912 {
913 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
914 return 0;
915 }
916
917 if (tmp->type == SPELL_EFFECT)
918 {
919 tmp->attacktype = spell_ob->attacktype;
920 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
921 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
922 tmp->range = 0;
923 }
924 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
925 {
926 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
927 tmp->stats.maxhp = tmp->stats.hp;
928 }
929
930 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
931 {
932 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
933 SET_FLAG (tmp, FLAG_IS_USED_UP);
934 }
935
936 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
937 {
938 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
939 tmp->stats.maxhp = tmp->stats.hp;
940 SET_FLAG (tmp, FLAG_TEAR_DOWN);
941 SET_FLAG (tmp, FLAG_ALIVE);
942 }
943
944 /* This can't really hurt - if the object doesn't kill anything,
945 * these fields just won't be used. Do not set the owner for
946 * earthwalls, though, so they survive restarts.
947 */
948 if (tmp->type != EARTHWALL) //TODO
949 tmp->set_owner (op);
950
951 set_spell_skill (op, caster, spell_ob, tmp);
952 tmp->level = caster_level (caster, spell_ob) / 2;
953
954 name = tmp->name;
955 if (!(tmp = m->insert (tmp, x, y, op)))
956 {
957 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
958 return 0;
959 }
960
961 /* If this is a spellcasting wall, need to insert the spell object */
962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
964
965 /* This code causes the wall to extend some distance in
966 * each direction, or until an obstruction is encountered.
967 * posblocked and negblocked help determine how far the
968 * created wall can extend, it won't go extend through
969 * blocked spaces.
970 */
971 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
972 posblocked = 0;
973 negblocked = 0;
974
975 for (i = 1; i <= maxrange; i++)
976 {
977 int dir2;
978
979 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
980
981 x = tmp->x + i * freearr_x[dir2];
982 y = tmp->y + i * freearr_y[dir2];
983 m = tmp->map;
984
985 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
986 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
987 {
988 object *tmp2 = tmp->clone ();
989 m->insert (tmp2, x, y, op);
990
991 /* If this is a spellcasting wall, need to insert the spell object */
992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
993 tmp2->insert (arch_to_object (tmp2->other_arch));
994
995 }
996 else
997 posblocked = 1;
998
999 x = tmp->x - i * freearr_x[dir2];
1000 y = tmp->y - i * freearr_y[dir2];
1001 m = tmp->map;
1002
1003 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1004 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1005 {
1006 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op);
1008
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 }
1012 else
1013 negblocked = 1;
1014 }
1015
1016 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1017 update_all_los (op->map, op->x, op->y);
1018
1019 return 1;
1020 }
1021
1022 int
1023 dimension_door (object *op, object *caster, object *spob, int dir)
1024 {
1025 uint32 dist, maxdist;
1026 int mflags;
1027 maptile *m;
1028 sint16 sx, sy;
1029
1030 if (op->type != PLAYER)
1031 return 0;
1032
1033 if (!dir)
1034 {
1035 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1036 return 0;
1037 }
1038
1039 /* Given the new outdoor maps, can't let players dimension door for
1040 * ever, so put limits in.
1041 */
1042 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1043
1044 if (op->contr->count)
1045 {
1046 if (op->contr->count > maxdist)
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1049 return 0;
1050 }
1051
1052 for (dist = 0; dist < op->contr->count; dist++)
1053 {
1054 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1055
1056 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1057 break;
1058
1059 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1060 break;
1061 }
1062
1063 if (dist < op->contr->count)
1064 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1066 op->contr->count = 0;
1067 return 0;
1068 }
1069
1070 op->contr->count = 0;
1071
1072 /* Remove code that puts player on random space on maps. IMO,
1073 * a lot of maps probably have areas the player should not get to,
1074 * but may not be marked as NO_MAGIC (as they may be bounded
1075 * by such squares). Also, there are probably treasure rooms and
1076 * lots of other maps that protect areas with no magic, but the
1077 * areas themselves don't contain no magic spaces.
1078 */
1079 /* This call here is really just to normalize the coordinates */
1080 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1081 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1082 {
1083 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1084 return 1; /* Maybe the penalty should be more severe... */
1085 }
1086 }
1087 else
1088 {
1089 /* Player didn't specify a distance, so lets see how far
1090 * we can move the player. Don't know why this stopped on
1091 * spaces that blocked the players view.
1092 */
1093
1094 for (dist = 0; dist < maxdist; dist++)
1095 {
1096 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1097
1098 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1099 break;
1100
1101 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1102 break;
1103
1104 }
1105
1106 /* If the destination is blocked, keep backing up until we
1107 * find a place for the player.
1108 */
1109 for (; dist > 0; dist--)
1110 {
1111 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1112 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1113 continue;
1114
1115
1116 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120 if (!dist)
1121 {
1122 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1123 return 0;
1124 }
1125 }
1126
1127 /* Actually move the player now */
1128 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1129 return 1;
1130
1131 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1132 return 1;
1133 }
1134
1135
1136 /* cast_heal: Heals something.
1137 * op is the caster.
1138 * dir is the direction he is casting it in.
1139 * spell is the spell object.
1140 */
1141 int
1142 cast_heal (object *op, object *caster, object *spell, int dir)
1143 {
1144 object *tmp;
1145 archetype *at;
1146 object *poison;
1147 int heal = 0, success = 0;
1148
1149 tmp = find_target_for_friendly_spell (op, dir);
1150
1151 if (!tmp)
1152 return 0;
1153
1154 /* Figure out how many hp this spell might cure.
1155 * could be zero if this spell heals effects, not damage.
1156 */
1157 heal = spell->stats.dam;
1158 if (spell->stats.hp)
1159 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1160
1161 if (heal)
1162 {
1163 if (tmp->stats.hp >= tmp->stats.maxhp)
1164 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1165 else
1166 {
1167 /* See how many points we actually heal. Instead of messages
1168 * based on type of spell, we instead do messages based
1169 * on amount of damage healed.
1170 */
1171 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1172 heal = tmp->stats.maxhp - tmp->stats.hp;
1173 tmp->stats.hp += heal;
1174
1175 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1177 else if (heal > 50)
1178 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1179 else if (heal > 25)
1180 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1181 else if (heal > 10)
1182 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1183 else
1184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1185
1186 success = 1;
1187 }
1188 }
1189
1190 if (spell->attacktype & AT_DISEASE)
1191 if (cure_disease (tmp, op))
1192 success = 1;
1193
1194 if (spell->attacktype & AT_POISON)
1195 {
1196 at = archetype::find ("poisoning");
1197 poison = present_arch_in_ob (at, tmp);
1198 if (poison)
1199 {
1200 success = 1;
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1202 poison->stats.food = 1;
1203 }
1204 }
1205
1206 if (spell->attacktype & AT_CONFUSION)
1207 {
1208 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1209 if (poison)
1210 {
1211 success = 1;
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1213 poison->duration = 1;
1214 }
1215 }
1216
1217 if (spell->attacktype & AT_BLIND)
1218 {
1219 at = archetype::find ("blindness");
1220 poison = present_arch_in_ob (at, tmp);
1221 if (poison)
1222 {
1223 success = 1;
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1225 poison->stats.food = 1;
1226 }
1227 }
1228
1229 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1230 {
1231 tmp->stats.sp += spell->last_sp;
1232 if (tmp->stats.sp > tmp->stats.maxsp)
1233 tmp->stats.sp = tmp->stats.maxsp;
1234 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1236 }
1237
1238 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1239 {
1240 tmp->stats.grace += spell->last_grace;
1241 if (tmp->stats.grace > tmp->stats.maxgrace)
1242 tmp->stats.grace = tmp->stats.maxgrace;
1243 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1245 }
1246
1247 if (spell->stats.food && tmp->stats.food < 999)
1248 {
1249 tmp->stats.food += spell->stats.food;
1250 if (tmp->stats.food > 999)
1251 tmp->stats.food = 999;
1252 success = 1;
1253 /* We could do something a bit better like the messages for healing above */
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1255 }
1256
1257 return success;
1258 }
1259
1260
1261 /* This is used for the spells that gain stats. There are no spells
1262 * right now that icnrease wis/int/pow on a temp basis, so no
1263 * good comments for those.
1264 */
1265 static const char *const no_gain_msgs[NUM_STATS] = {
1266 "You grow no stronger.",
1267 "You grow no more agile.",
1268 "You don't feel any healthier.",
1269 "no wis",
1270 "You are no easier to look at.",
1271 "no int",
1272 "no pow"
1273 };
1274
1275 int
1276 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1277 {
1278 object *force = NULL;
1279 int i;
1280
1281 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1282 object *tmp = dir
1283 ? find_target_for_friendly_spell (op, dir)
1284 : op;
1285
1286 if (!tmp)
1287 return 0;
1288
1289 /* If we've already got a force of this type, don't add a new one. */
1290 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1291 {
1292 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1293 {
1294 if (tmp2->name == spell_ob->name)
1295 {
1296 force = tmp2; /* the old effect will be "refreshed" */
1297 break;
1298 }
1299 else if (spell_ob->race && spell_ob->race == tmp2->name)
1300 {
1301 if (!silent)
1302 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1303 return 0;
1304 }
1305 }
1306 }
1307 if (force == NULL)
1308 {
1309 force = get_archetype (FORCE_NAME);
1310 force->subtype = FORCE_CHANGE_ABILITY;
1311 if (spell_ob->race)
1312 force->name = spell_ob->race;
1313 else
1314 force->name = spell_ob->name;
1315 force->name_pl = spell_ob->name;
1316 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1317
1318 }
1319 else
1320 {
1321 int duration;
1322
1323 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1324 if (duration > force->duration)
1325 {
1326 force->duration = duration;
1327 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1328 }
1329 else
1330 {
1331 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1332 }
1333 return 1;
1334 }
1335 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1336 force->speed = 1.0;
1337 force->speed_left = -1.0;
1338 SET_FLAG (force, FLAG_APPLIED);
1339
1340 /* Now start processing the effects. First, protections */
1341 for (i = 0; i < NROFATTACKS; i++)
1342 {
1343 if (spell_ob->resist[i])
1344 {
1345 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1346 if (force->resist[i] > 100)
1347 force->resist[i] = 100;
1348 }
1349 }
1350 if (spell_ob->stats.hp)
1351 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1352
1353 if (tmp->type == PLAYER)
1354 {
1355 /* Stat adjustment spells */
1356 for (i = 0; i < NUM_STATS; i++)
1357 {
1358 if (sint8 stat = spell_ob->stats.stat (i))
1359 {
1360 sint8 sm = 0;
1361 for (sint8 k = 0; k < stat; k++)
1362 sm += rndm (1, 3);
1363
1364 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1365 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1366
1367 force->stats.stat (i) = sm;
1368
1369 if (!sm)
1370 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1371 }
1372 }
1373 }
1374
1375 force->move_type = spell_ob->move_type;
1376
1377 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1378 SET_FLAG (force, FLAG_SEE_IN_DARK);
1379
1380 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1381 SET_FLAG (force, FLAG_XRAYS);
1382
1383 /* Haste/bonus speed */
1384 if (spell_ob->stats.exp)
1385 {
1386 if (op->speed > 0.5f)
1387 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1388 else
1389 force->stats.exp = spell_ob->stats.exp;
1390 }
1391
1392 force->stats.wc = spell_ob->stats.wc;
1393 force->stats.ac = spell_ob->stats.ac;
1394 force->attacktype = spell_ob->attacktype;
1395
1396 insert_ob_in_ob (force, tmp);
1397 change_abil (tmp, force); /* Mostly to display any messages */
1398 tmp->update_stats ();
1399 return 1;
1400 }
1401
1402 /* This used to be part of cast_change_ability, but it really didn't make
1403 * a lot of sense, since most of the values it derives are from the god
1404 * of the caster.
1405 */
1406
1407 int
1408 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409 {
1410 int i;
1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1412
1413 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1414 if (dir != 0)
1415 {
1416 tmp = find_target_for_friendly_spell (op, dir);
1417 }
1418 else
1419 {
1420 tmp = op;
1421 }
1422
1423 /* If we've already got a force of this type, don't add a new one. */
1424 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1425 {
1426 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1427 {
1428 if (tmp2->name == spell_ob->name)
1429 {
1430 force = tmp2; /* the old effect will be "refreshed" */
1431 break;
1432 }
1433 else if (spell_ob->race && spell_ob->race == tmp2->name)
1434 {
1435 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1436 return 0;
1437 }
1438 }
1439 }
1440 if (force == NULL)
1441 {
1442 force = get_archetype (FORCE_NAME);
1443 force->subtype = FORCE_CHANGE_ABILITY;
1444 if (spell_ob->race)
1445 force->name = spell_ob->race;
1446 else
1447 force->name = spell_ob->name;
1448 force->name_pl = spell_ob->name;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1450 }
1451 else
1452 {
1453 int duration;
1454
1455 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1456 if (duration > force->duration)
1457 {
1458 force->duration = duration;
1459 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1460 }
1461 else
1462 {
1463 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1464 }
1465 return 0;
1466 }
1467 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1468 force->speed = 1.0;
1469 force->speed_left = -1.0;
1470 SET_FLAG (force, FLAG_APPLIED);
1471
1472 if (!god)
1473 {
1474 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1475 }
1476 else
1477 {
1478 /* Only give out good benefits, and put a max on it */
1479 for (i = 0; i < NROFATTACKS; i++)
1480 {
1481 if (god->resist[i] > 0)
1482 {
1483 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1484 }
1485 }
1486 force->path_attuned |= god->path_attuned;
1487
1488 if (spell_ob->attacktype)
1489 force->slaying = god->slaying;
1490
1491 if (tmp != op)
1492 {
1493 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1494 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1495 }
1496 else
1497 {
1498 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1499 }
1500
1501 }
1502 force->stats.wc = spell_ob->stats.wc;
1503 force->stats.ac = spell_ob->stats.ac;
1504
1505 change_abil (tmp, force); /* Mostly to display any messages */
1506 insert_ob_in_ob (force, tmp);
1507 tmp->update_stats ();
1508 return 1;
1509 }
1510
1511 /* Alchemy code by Mark Wedel
1512 *
1513 * This code adds a new spell, called alchemy. Alchemy will turn
1514 * objects to gold nuggets, the value of the gold nuggets being
1515 * about 90% of that of the item itself. It uses the value of the
1516 * object before charisma adjustments, because the nuggets themselves
1517 * will be will be adjusted by charisma when sold.
1518 *
1519 * Large nuggets are worth 25 gp each (base). You will always get
1520 * the maximum number of large nuggets you could get.
1521 * Small nuggets are worth 1 gp each (base). You will get from 0
1522 * to the max amount of small nuggets as you could get.
1523 *
1524 * For example, if an item is worth 110 gold, you will get
1525 * 4 large nuggets, and from 0-10 small nuggets.
1526 *
1527 * There is also a chance (1:30) that you will get nothing at all
1528 * for the object. There is also a maximum weight that will be
1529 * alchemised.
1530 */
1531 static void
1532 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1533 {
1534 uint64 value = query_cost (obj, NULL, F_TRUE);
1535
1536 /* Give third price when we alchemy money (This should hopefully
1537 * make it so that it isn't worth it to alchemy money, sell
1538 * the nuggets, alchemy the gold from that, etc.
1539 * Otherwise, give 9 silver on the gold for other objects,
1540 * so that it would still be more affordable to haul
1541 * the stuff back to town.
1542 */
1543 if (QUERY_FLAG (obj, FLAG_UNPAID))
1544 value = 0;
1545 else if (obj->type == MONEY || obj->type == GEM)
1546 value /= 3;
1547 else
1548 value = value * 9 / 10;
1549
1550 if (obj->value > 0 && rndm (0, 29))
1551 total_value += value;
1552
1553 total_weight += obj->total_weight ();
1554
1555 obj->destroy ();
1556 }
1557
1558 static void
1559 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1560 {
1561 int flag = 0;
1562
1563 /* Put any nuggets below the player, but we can only pass this
1564 * flag if we are on the same space as the player
1565 */
1566 if (x == op->x && y == op->y && op->map == m)
1567 flag = INS_BELOW_ORIGINATOR;
1568
1569 if (small_nuggets)
1570 {
1571 object *tmp = small->clone ();
1572 tmp->nrof = small_nuggets;
1573 m->insert (tmp, x, y, op, flag);
1574 }
1575
1576 if (large_nuggets)
1577 {
1578 object *tmp = large->clone ();
1579 tmp->nrof = large_nuggets;
1580 m->insert (tmp, x, y, op, flag);
1581 }
1582
1583 if (object *pl = m->at (x, y).player ())
1584 if (pl->contr->ns)
1585 pl->contr->ns->look_position = 0;
1586 }
1587
1588 int
1589 alchemy (object *op, object *caster, object *spell_ob)
1590 {
1591 if (op->type != PLAYER)
1592 return 0;
1593
1594 object *large = get_archetype ("largenugget");
1595 object *small = get_archetype ("smallnugget");
1596
1597 /* Put a maximum weight of items that can be alchemised. Limits the power
1598 * some, and also prevents people from alchemising every table/chair/clock
1599 * in sight
1600 */
1601 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1602 int weight_max = duration * 1000;
1603 uint64 value_max = duration * 1000;
1604
1605 int weight = 0;
1606
1607 for (int y = op->y - 1; y <= op->y + 1; y++)
1608 {
1609 for (int x = op->x - 1; x <= op->x + 1; x++)
1610 {
1611 uint64 value = 0;
1612
1613 sint16 nx = x;
1614 sint16 ny = y;
1615
1616 maptile *mp = op->map;
1617
1618 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1619
1620 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1621 continue;
1622
1623 /* Treat alchemy a little differently - most spell effects
1624 * use fly as the movement type - for alchemy, consider it
1625 * ground level effect.
1626 */
1627 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1628 continue;
1629
1630 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1631 {
1632 next = tmp->above;
1633
1634 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1635 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1636 {
1637 if (tmp->inv)
1638 {
1639 object *next1, *tmp1;
1640
1641 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1642 {
1643 next1 = tmp1->below;
1644 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1645 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1646 alchemy_object (tmp1, value, weight);
1647 }
1648 }
1649
1650 alchemy_object (tmp, value, weight);
1651
1652 if (weight > weight_max)
1653 break;
1654 }
1655 }
1656
1657 value = min (value, value_max);
1658
1659 uint64 count = value / large->value;
1660 int large_nuggets = count;
1661 value -= count * large->value;
1662
1663 count = value / small->value;
1664 int small_nuggets = count;
1665
1666 /* Insert all the nuggets at one time. This probably saves time, but
1667 * it also prevents us from alcheming nuggets that were just created
1668 * with this spell.
1669 */
1670 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1671
1672 if (weight > weight_max)
1673 goto bailout;
1674 }
1675 }
1676
1677 bailout:
1678 large->destroy ();
1679 small->destroy ();
1680 return 1;
1681 }
1682
1683
1684 /* This function removes the cursed/damned status on equipped
1685 * items.
1686 */
1687 int
1688 remove_curse (object *op, object *caster, object *spell)
1689 {
1690 object *tmp;
1691 int success = 0, was_one = 0;
1692
1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1694 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1695 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1696 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1697 {
1698 was_one++;
1699 if (tmp->level <= caster_level (caster, spell))
1700 {
1701 success++;
1702 if (QUERY_FLAG (spell, FLAG_DAMNED))
1703 CLEAR_FLAG (tmp, FLAG_DAMNED);
1704
1705 CLEAR_FLAG (tmp, FLAG_CURSED);
1706 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1707 tmp->value = 0; /* Still can't sell it */
1708 if (op->type == PLAYER)
1709 esrv_send_item (op, tmp);
1710 }
1711 }
1712
1713 if (op->type == PLAYER)
1714 {
1715 if (success)
1716 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1717 else
1718 {
1719 if (was_one)
1720 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1721 else
1722 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1723 }
1724 }
1725
1726 return success;
1727 }
1728
1729 /* Identifies objects in the players inventory/on the ground */
1730
1731 int
1732 cast_identify (object *op, object *caster, object *spell)
1733 {
1734 object *tmp;
1735 int success = 0, num_ident;
1736
1737 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1738
1739 if (num_ident < 1)
1740 num_ident = 1;
1741
1742 for (tmp = op->inv; tmp; tmp = tmp->below)
1743 {
1744 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1745 {
1746 identify (tmp);
1747
1748 if (op->type == PLAYER)
1749 {
1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1751
1752 if (tmp->msg)
1753 {
1754 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1755 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1756 }
1757 }
1758
1759 num_ident--;
1760 success = 1;
1761 if (!num_ident)
1762 break;
1763 }
1764 }
1765
1766 /* If all the power of the spell has been used up, don't go and identify
1767 * stuff on the floor. Only identify stuff on the floor if the spell
1768 * was not fully used.
1769 */
1770 if (num_ident)
1771 {
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1773 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1774 {
1775 identify (tmp);
1776
1777 if (op->type == PLAYER)
1778 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1780
1781 if (tmp->msg)
1782 {
1783 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1784 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 }
1786
1787 esrv_send_item (op, tmp);
1788 }
1789
1790 num_ident--;
1791 success = 1;
1792 if (!num_ident)
1793 break;
1794 }
1795 }
1796
1797 if (!success)
1798 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1799 else
1800 spell_effect (spell, op->x, op->y, op->map, op);
1801
1802 return success;
1803 }
1804
1805 int
1806 cast_detection (object *op, object *caster, object *spell, object *skill)
1807 {
1808 object *tmp, *last, *god, *detect;
1809 int done_one, range, mflags, floor, level;
1810 sint16 x, y, nx, ny;
1811 maptile *m;
1812
1813 /* We precompute some values here so that we don't have to keep
1814 * doing it over and over again.
1815 */
1816 god = find_god (determine_god (op));
1817 level = caster_level (caster, spell);
1818 range = spell->range + SP_level_range_adjust (caster, spell);
1819
1820 if (!skill)
1821 skill = caster;
1822
1823 for (x = op->x - range; x <= op->x + range; x++)
1824 for (y = op->y - range; y <= op->y + range; y++)
1825 {
1826 m = op->map;
1827 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1828 if (mflags & P_OUT_OF_MAP)
1829 continue;
1830
1831 /* For most of the detections, we only detect objects above the
1832 * floor. But this is not true for show invisible.
1833 * Basically, we just go and find the top object and work
1834 * down - that is easier than working up.
1835 */
1836
1837 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1838 last = tmp;
1839
1840 /* Shouldn't happen, but if there are no objects on a space, this
1841 * would happen.
1842 */
1843 if (!last)
1844 continue;
1845
1846 done_one = 0;
1847 floor = 0;
1848 detect = NULL;
1849 for (tmp = last; tmp; tmp = tmp->below)
1850 {
1851 /* show invisible */
1852 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1853 /* Might there be other objects that we can make visible? */
1854 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1855 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1856 tmp->type == CF_HANDLE ||
1857 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1858 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1859 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1860 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1861 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1862 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1863 {
1864 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1865 {
1866 tmp->invisible = 0;
1867 done_one = 1;
1868 }
1869 }
1870
1871 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1872 floor = 1;
1873
1874 /* All detections below this point don't descend beneath the floor,
1875 * so just continue on. We could be clever and look at the type of
1876 * detection to completely break out if we don't care about objects beneath
1877 * the floor, but once we get to the floor, not likely a very big issue anyways.
1878 */
1879 if (floor)
1880 continue;
1881
1882 /* I had thought about making detect magic and detect curse
1883 * show the flash the magic item like it does for detect monster.
1884 * however, if the object is within sight, this would then make it
1885 * difficult to see what object is magical/cursed, so the
1886 * effect wouldn't be as apparant.
1887 */
1888
1889 /* detect magic */
1890 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1891 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1892 {
1893 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1894 /* make runes more visibile */
1895 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1896 tmp->stats.Cha /= 4;
1897 done_one = 1;
1898 }
1899 /* detect monster */
1900 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1901 {
1902 done_one = 2;
1903 if (!detect)
1904 detect = tmp;
1905 }
1906 /* Basically, if race is set in the spell, then the creatures race must
1907 * match that. if the spell race is set to GOD, then the gods opposing
1908 * race must match.
1909 */
1910 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1911 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1912 (strstr (spell->race, tmp->race))))
1913 {
1914 done_one = 2;
1915 if (!detect)
1916 detect = tmp;
1917 }
1918 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1919 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1920 {
1921 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1922 done_one = 1;
1923 }
1924 } /* for stack of objects on this space */
1925
1926 /* Code here puts an effect of the spell on the space, so you can see
1927 * where the magic is.
1928 */
1929 if (done_one)
1930 {
1931 object *detect_ob = arch_to_object (spell->other_arch);
1932
1933 /* if this is set, we want to copy the face */
1934 if (done_one == 2 && detect)
1935 {
1936 detect_ob->face = detect->face;
1937 detect_ob->animation_id = detect->animation_id;
1938 detect_ob->anim_speed = detect->anim_speed;
1939 detect_ob->last_anim = 0;
1940 /* by default, the detect_ob is already animated */
1941 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1942 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1943 }
1944
1945 m->insert (detect_ob, nx, ny, op);
1946 }
1947 } /* for processing the surrounding spaces */
1948
1949
1950 /* Now process objects in the players inventory if detect curse or magic */
1951 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1952 {
1953 done_one = 0;
1954 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 {
1956 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1959 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 if (op->type == PLAYER)
1962 esrv_send_item (op, tmp);
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 if (op->type == PLAYER)
1969 esrv_send_item (op, tmp);
1970 }
1971 } /* if item is not identified */
1972 } /* for the players inventory */
1973 } /* if detect magic/curse and object is a player */
1974 return 1;
1975 }
1976
1977
1978 /**
1979 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1980 * level whos spell did cause the overcharge.
1981 */
1982 static void
1983 charge_mana_effect (object *victim, int caster_level)
1984 {
1985
1986 /* Prevent explosions for objects without mana. Without this check, doors
1987 * will explode, too.
1988 */
1989 if (victim->stats.maxsp <= 0)
1990 return;
1991
1992 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1993
1994 if (victim->stats.sp >= victim->stats.maxsp * 2)
1995 {
1996 object *tmp;
1997
1998 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1999
2000 /* Explodes a fireball centered at player */
2001 tmp = get_archetype (EXPLODING_FIREBALL);
2002 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2003 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2004
2005 tmp->insert_at (victim);
2006 victim->stats.sp = 2 * victim->stats.maxsp;
2007 }
2008 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2009 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2010 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2011 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2012 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2013 {
2014 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2015 confuse_player (victim, victim, 99);
2016 }
2017 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2018 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2019 }
2020
2021 /* cast_transfer
2022 * This spell transfers sp from the player to another person.
2023 * We let the target go above their normal maximum SP.
2024 */
2025
2026 int
2027 cast_transfer (object *op, object *caster, object *spell, int dir)
2028 {
2029 object *plyr = NULL;
2030 sint16 x, y;
2031 maptile *m;
2032 int mflags;
2033
2034 m = op->map;
2035 x = op->x + freearr_x[dir];
2036 y = op->y + freearr_y[dir];
2037
2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
2039
2040 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2041 {
2042 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2043 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2044 break;
2045 }
2046
2047
2048 /* If we did not find a player in the specified direction, transfer
2049 * to anyone on top of us. This is used for the rune of transference mostly.
2050 */
2051 if (plyr == NULL)
2052 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2054 break;
2055
2056 if (!plyr)
2057 {
2058 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2059 return 0;
2060 }
2061 /* give sp */
2062 if (spell->stats.dam > 0)
2063 {
2064 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2065 charge_mana_effect (plyr, caster_level (caster, spell));
2066 return 1;
2067 }
2068 /* suck sp away. Can't suck sp from yourself */
2069 else if (op != plyr)
2070 {
2071 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2072
2073 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2074
2075 if (rate > 95)
2076 rate = 95;
2077
2078 sucked = (plyr->stats.sp * rate) / 100;
2079 plyr->stats.sp -= sucked;
2080 if (QUERY_FLAG (op, FLAG_ALIVE))
2081 {
2082 /* Player doesn't get full credit */
2083 sucked = (sucked * rate) / 100;
2084 op->stats.sp += sucked;
2085 if (sucked > 0)
2086 {
2087 charge_mana_effect (op, caster_level (caster, spell));
2088 }
2089 }
2090 return 1;
2091 }
2092 return 0;
2093 }
2094
2095
2096 /* counterspell: nullifies spell effects.
2097 * op is the counterspell object, dir is the direction
2098 * it was cast in.
2099 * Basically, if the object has a magic attacktype,
2100 * this may nullify it.
2101 */
2102 void
2103 counterspell (object *op, int dir)
2104 {
2105 object *tmp, *head, *next;
2106 int mflags;
2107 maptile *m;
2108 sint16 sx, sy;
2109
2110 sx = op->x + freearr_x[dir];
2111 sy = op->y + freearr_y[dir];
2112 m = op->map;
2113 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2114 if (mflags & P_OUT_OF_MAP)
2115 return;
2116
2117 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2118 {
2119 next = tmp->above;
2120
2121 /* Need to look at the head object - otherwise, if tmp
2122 * points to a monster, we don't have all the necessary
2123 * info for it.
2124 */
2125 if (tmp->head)
2126 head = tmp->head;
2127 else
2128 head = tmp;
2129
2130 /* don't attack our own spells */
2131 if (tmp->owner && tmp->owner == op->owner)
2132 continue;
2133
2134 /* Basically, if the object is magical and not counterspell,
2135 * we will more or less remove the object. Don't counterspell
2136 * monsters either.
2137 */
2138
2139 if (head->attacktype & AT_MAGIC
2140 && !(head->attacktype & AT_COUNTERSPELL)
2141 && !QUERY_FLAG (head, FLAG_MONSTER)
2142 && (op->level > head->level))
2143 head->destroy ();
2144 else
2145 switch (head->type)
2146 {
2147 case SPELL_EFFECT:
2148 // XXX: Don't affect floor spelleffects. See also XXX comment
2149 // about sanctuary in spell_util.C
2150 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2151 continue;
2152
2153 if (op->level > head->level)
2154 head->destroy ();
2155
2156 break;
2157
2158 /* I really don't get this rune code that much - that
2159 * random chance seems really low.
2160 */
2161 case RUNE:
2162 if (rndm (0, 149) == 0)
2163 {
2164 head->stats.hp--; /* weaken the rune */
2165 if (!head->stats.hp)
2166 head->destroy ();
2167 }
2168 break;
2169 }
2170 }
2171 }
2172
2173
2174
2175 /* cast_consecrate() - a spell to make an altar your god's */
2176 int
2177 cast_consecrate (object *op, object *caster, object *spell)
2178 {
2179 char buf[MAX_BUF];
2180
2181 object *tmp, *god = find_god (determine_god (op));
2182
2183 if (!god)
2184 {
2185 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2186 return 0;
2187 }
2188
2189 for (tmp = op->below; tmp; tmp = tmp->below)
2190 {
2191 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2192 break;
2193 if (tmp->type == HOLY_ALTAR)
2194 {
2195
2196 if (tmp->level > caster_level (caster, spell))
2197 {
2198 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2199 return 0;
2200 }
2201 else
2202 {
2203 /* If we got here, we are consecrating an altar */
2204 sprintf (buf, "Altar of %s", &god->name);
2205 tmp->name = buf;
2206 tmp->level = caster_level (caster, spell);
2207 tmp->other_arch = god->arch;
2208 if (op->type == PLAYER)
2209 esrv_update_item (UPD_NAME, op, tmp);
2210 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2211 return 1;
2212 }
2213 }
2214 }
2215 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2216 return 0;
2217 }
2218
2219 /* animate_weapon -
2220 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2221 * The golem is based on the archetype specified, modified by the caster's level
2222 * and the attributes of the weapon. The weapon is inserted in the golem's
2223 * inventory so that it falls to the ground when the golem dies.
2224 * This code was very odd - code early on would only let players use the spell,
2225 * yet the code wass full of player checks. I've presumed that the code
2226 * that only let players use it was correct, and removed all the other
2227 * player checks. MSW 2003-01-06
2228 */
2229 int
2230 animate_weapon (object *op, object *caster, object *spell, int dir)
2231 {
2232 object *weapon, *tmp;
2233 char buf[MAX_BUF];
2234 int a, i;
2235 sint16 x, y;
2236 maptile *m;
2237 materialtype_t *mt;
2238
2239 if (!spell->other_arch)
2240 {
2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2242 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2243 return 0;
2244 }
2245 /* exit if it's not a player using this spell. */
2246 if (op->type != PLAYER)
2247 return 0;
2248
2249 /* if player already has a golem, abort */
2250 if (object *golem = op->contr->golem)
2251 {
2252 control_golem (golem, dir);
2253 return 0;
2254 }
2255
2256 /* if no direction specified, pick one */
2257 if (!dir)
2258 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2259
2260 m = op->map;
2261 x = op->x + freearr_x[dir];
2262 y = op->y + freearr_y[dir];
2263
2264 /* if there's no place to put the golem, abort */
2265 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2266 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2267 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2269 return 0;
2270 }
2271
2272 /* Use the weapon marked by the player. */
2273 weapon = find_marked_object (op);
2274
2275 if (!weapon)
2276 {
2277 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2278 return 0;
2279 }
2280 if (spell->race && strcmp (weapon->arch->name, spell->race))
2281 {
2282 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2283 return 0;
2284 }
2285 if (weapon->type != WEAPON)
2286 {
2287 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2288 return 0;
2289 }
2290 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2291 {
2292 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2293 return 0;
2294 }
2295
2296 if (weapon->nrof > 1)
2297 {
2298 tmp = get_split_ob (weapon, 1);
2299 esrv_send_item (op, weapon);
2300 weapon = tmp;
2301 }
2302
2303 /* create the golem object */
2304 tmp = arch_to_object (spell->other_arch);
2305
2306 /* if animated by a player, give the player control of the golem */
2307 CLEAR_FLAG (tmp, FLAG_MONSTER);
2308 tmp->stats.exp = 0;
2309 add_friendly_object (tmp);
2310 tmp->type = GOLEM;
2311 tmp->set_owner (op);
2312 op->contr->golem = tmp;
2313 set_spell_skill (op, caster, spell, tmp);
2314
2315 /* Give the weapon to the golem now. A bit of a hack to check the
2316 * removed flag - it should only be set if get_split_object was
2317 * used above.
2318 */
2319 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2320 weapon->remove ();
2321
2322 insert_ob_in_ob (weapon, tmp);
2323 esrv_send_item (op, weapon);
2324 /* To do everything necessary to let a golem use the weapon is a pain,
2325 * so instead, just set it as equipped (otherwise, we need to update
2326 * body_info, skills, etc)
2327 */
2328 SET_FLAG (tmp, FLAG_USE_WEAPON);
2329 SET_FLAG (weapon, FLAG_APPLIED);
2330 tmp->update_stats ();
2331
2332 /* There used to be 'odd' code that basically seemed to take the absolute
2333 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2334 * if you're using a crappy weapon, it shouldn't be as good.
2335 */
2336
2337 /* modify weapon's animated wc */
2338 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2339 if (tmp->stats.wc < -127)
2340 tmp->stats.wc = -127;
2341
2342 /* Modify hit points for weapon */
2343 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2344 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2345 if (tmp->stats.maxhp < 0)
2346 tmp->stats.maxhp = 10;
2347 tmp->stats.hp = tmp->stats.maxhp;
2348
2349 /* Modify weapon's damage */
2350 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2351 if (tmp->stats.dam < 0)
2352 tmp->stats.dam = 127;
2353
2354
2355 /* attacktype */
2356 if (!tmp->attacktype)
2357 tmp->attacktype = AT_PHYSICAL;
2358
2359 mt = NULL;
2360 if (op->materialname != NULL)
2361 mt = name_to_material (op->materialname);
2362 if (mt != NULL)
2363 {
2364 for (i = 0; i < NROFATTACKS; i++)
2365 tmp->resist[i] = 50 - (mt->save[i] * 5);
2366 a = mt->save[0];
2367 }
2368 else
2369 {
2370 for (i = 0; i < NROFATTACKS; i++)
2371 tmp->resist[i] = 5;
2372 a = 10;
2373 }
2374 /* Set weapon's immunity */
2375 tmp->resist[ATNR_CONFUSION] = 100;
2376 tmp->resist[ATNR_POISON] = 100;
2377 tmp->resist[ATNR_SLOW] = 100;
2378 tmp->resist[ATNR_PARALYZE] = 100;
2379 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2380 tmp->resist[ATNR_FEAR] = 100;
2381 tmp->resist[ATNR_DEPLETE] = 100;
2382 tmp->resist[ATNR_DEATH] = 100;
2383 tmp->resist[ATNR_BLIND] = 100;
2384
2385 /* Improve weapon's armour value according to best save vs. physical of its material */
2386
2387 if (a > 14)
2388 a = 14;
2389 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2390
2391 /* Determine golem's speed */
2392 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2393
2394 if (!spell->race)
2395 {
2396 sprintf (buf, "animated %s", &weapon->name);
2397 tmp->name = buf;
2398
2399 tmp->face = weapon->face;
2400 tmp->animation_id = weapon->animation_id;
2401 tmp->anim_speed = weapon->anim_speed;
2402 tmp->last_anim = weapon->last_anim;
2403 tmp->state = weapon->state;
2404 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2405 }
2406
2407 /* make experience increase in proportion to the strength of the summoned creature. */
2408 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2409
2410 tmp->speed_left = -1;
2411 tmp->direction = dir;
2412
2413 m->insert (tmp, x, y, op);
2414 return 1;
2415 }
2416
2417 /* cast_daylight() - changes the map darkness level *lower* */
2418
2419 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2420 * This changes the light level for the entire map.
2421 */
2422
2423 int
2424 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2425 {
2426 int success;
2427
2428 if (!op->map)
2429 return 0; /* shouldnt happen */
2430
2431 success = op->map->change_map_light (spell->stats.dam);
2432
2433 if (!success)
2434 {
2435 if (spell->stats.dam < 0)
2436 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2437 else
2438 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2439 }
2440 return success;
2441 }
2442
2443
2444
2445
2446
2447 /* create an aura spell object and put it in the player's inventory.
2448 * as usual, op is player, caster is the object casting the spell,
2449 * spell is the spell object itself.
2450 */
2451 int
2452 create_aura (object *op, object *caster, object *spell)
2453 {
2454 int refresh = 0;
2455 object *new_aura;
2456
2457 new_aura = present_arch_in_ob (spell->other_arch, op);
2458 if (new_aura)
2459 refresh = 1;
2460 else
2461 new_aura = arch_to_object (spell->other_arch);
2462
2463 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2464
2465 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2466
2467 new_aura->set_owner (op);
2468 set_spell_skill (op, caster, spell, new_aura);
2469 new_aura->attacktype = spell->attacktype;
2470
2471 new_aura->level = caster_level (caster, spell);
2472 if (refresh)
2473 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2474 else
2475 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2476 insert_ob_in_ob (new_aura, op);
2477 return 1;
2478 }
2479
2480
2481 /* move aura function. An aura is a part of someone's inventory,
2482 * which he carries with him, but which acts on the map immediately
2483 * around him.
2484 * Aura parameters:
2485 * duration: duration counter.
2486 * attacktype: aura's attacktype
2487 * other_arch: archetype to drop where we attack
2488 */
2489
2490 void
2491 move_aura (object *aura)
2492 {
2493 int i, mflags;
2494 object *env;
2495 maptile *m;
2496
2497 /* auras belong in inventories */
2498 env = aura->env;
2499
2500 /* no matter what we've gotta remove the aura...
2501 * we'll put it back if its time isn't up.
2502 */
2503 aura->remove ();
2504
2505 /* exit if we're out of gas */
2506 if (aura->duration-- < 0)
2507 {
2508 aura->destroy ();
2509 return;
2510 }
2511
2512 /* auras only exist in inventories */
2513 if (env == NULL || env->map == NULL)
2514 {
2515 aura->destroy ();
2516 return;
2517 }
2518
2519 /* we need to jump out of the inventory for a bit
2520 * in order to hit the map conveniently.
2521 */
2522 aura->insert_at (env, aura);
2523
2524 for (i = 1; i < 9; i++)
2525 {
2526 sint16 nx, ny;
2527
2528 nx = aura->x + freearr_x[i];
2529 ny = aura->y + freearr_y[i];
2530 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2531
2532 /* Consider the movement tyep of the person with the aura as
2533 * movement type of the aura. Eg, if the player is flying, the aura
2534 * is flying also, if player is walking, it is on the ground, etc.
2535 */
2536 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2537 {
2538 hit_map (aura, i, aura->attacktype, 0);
2539
2540 if (aura->other_arch)
2541 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2542 }
2543 }
2544
2545 /* put the aura back in the player's inventory */
2546 aura->remove ();
2547 insert_ob_in_ob (aura, env);
2548 }
2549
2550 /* moves the peacemaker spell.
2551 * op is the piece object.
2552 */
2553
2554 void
2555 move_peacemaker (object *op)
2556 {
2557 object *tmp;
2558
2559 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2560 {
2561 int atk_lev, def_lev;
2562 object *victim = tmp;
2563
2564 if (tmp->head)
2565 victim = tmp->head;
2566 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2567 continue;
2568 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2569 continue;
2570 if (victim->stats.exp == 0)
2571 continue;
2572
2573 def_lev = MAX (1, victim->level);
2574 atk_lev = MAX (1, op->level);
2575
2576 if (rndm (0, atk_lev - 1) > def_lev)
2577 {
2578 /* make this sucker peaceful. */
2579
2580 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2581 victim->stats.exp = 0;
2582 #if 0
2583 /* No idea why these were all set to zero - if something
2584 * makes this creature agressive, he should still do damage.
2585 */
2586 victim->stats.dam = 0;
2587 victim->stats.sp = 0;
2588 victim->stats.grace = 0;
2589 victim->stats.Pow = 0;
2590 #endif
2591 victim->attack_movement = RANDO2;
2592 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2593 SET_FLAG (victim, FLAG_RUN_AWAY);
2594 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2595 CLEAR_FLAG (victim, FLAG_MONSTER);
2596 if (victim->name)
2597 {
2598 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2599 }
2600 }
2601 }
2602 }
2603
2604
2605 /* This writes a rune that contains the appropriate message.
2606 * There really isn't any adjustments we make.
2607 */
2608
2609 int
2610 write_mark (object *op, object *spell, const char *msg)
2611 {
2612 char rune[HUGE_BUF];
2613 object *tmp;
2614
2615 if (!msg || msg[0] == 0)
2616 {
2617 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2618 return 0;
2619 }
2620
2621 if (strcasestr_local (msg, "endmsg"))
2622 {
2623 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2624 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2625 return 0;
2626 }
2627 if (!spell->other_arch)
2628 return 0;
2629 tmp = arch_to_object (spell->other_arch);
2630
2631 snprintf (rune, sizeof (rune), "%s\n", msg);
2632
2633 tmp->race = op->name; /*Save the owner of the rune */
2634 tmp->msg = rune;
2635
2636 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2637 return 1;
2638 }