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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.9
Committed: Tue Sep 12 19:20:08 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +4 -4 lines
Log Message:
- improve assign to prepend "..."
- make more use of assign
- implement op->debug_desc() and make some more use of it

File Contents

# Content
1
2 /*
3 * static char *rcsid_spell_effect_c =
4 * "$Id: spell_effect.C,v 1.8 2006-09-10 15:59:57 root Exp $";
5 */
6
7
8 /*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29 */
30
31 #include <global.h>
32 #include <object.h>
33 #include <living.h>
34 #ifndef __CEXTRACT__
35 # include <sproto.h>
36 #endif
37 #include <spells.h>
38 #include <sounds.h>
39
40 /* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate.
42 * op is what is casting this.
43 */
44 void
45 cast_magic_storm (object *op, object *tmp, int lvl)
46 {
47 if (!tmp)
48 return; /* error */
49 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5;
54
55 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either.
59 */
60 if (tmp->duration >= 40)
61 tmp->duration = 40;
62 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65
66 }
67
68
69 int
70 recharge (object *op, object *caster, object *spell_ob)
71 {
72 object *wand, *tmp;
73 int ncharges;
74
75 wand = find_marked_object (op);
76 if (wand == NULL || wand->type != WAND)
77 {
78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
79 return 0;
80 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
85 esrv_del_item (op->contr, wand->count);
86 remove_ob (wand);
87 free_object (wand);
88 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
90 if (!tmp->stats.dam)
91 tmp->stats.dam = 1;
92 tmp->stats.hp = tmp->stats.dam / 2;
93 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2;
95 tmp->x = op->x;
96 tmp->y = op->y;
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1;
99 }
100
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
102 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level;
104 else
105 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0;
108 }
109 if (!ncharges)
110 ncharges = 1;
111
112 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
115 {
116 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed;
118 update_ob_speed (wand);
119 }
120 return 1;
121 }
122
123 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to
125 * arrows.
126 * Sets the plus based on the casters level. It is also settable with the
127 * invoke command. If the caster attempts to create missiles with too
128 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc...
132 */
133
134 int
135 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
136 {
137 int missile_plus = 0, bonus_plus = 0;
138 const char *missile_name;
139 object *tmp, *missile;
140 tag_t tag;
141
142 missile_name = "arrow";
143
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race;
148 }
149
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151
152 if (find_archetype (missile_name) == NULL)
153 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0;
156 }
157 missile = get_archetype (missile_name);
158
159 if (stringarg)
160 {
161 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg))
163 {
164 artifact *al = find_artifactlist (missile->type)->items;
165
166 for (; al != NULL; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg))
168 break;
169
170 if (!al)
171 {
172 free_object (missile);
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
174 return 0;
175 }
176 if (al->item->slaying)
177 {
178 free_object (missile);
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
180 return 0;
181 }
182 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type.
186 */
187 bonus_plus = 1 + (al->item->value / 5);
188 missile_plus = 0;
189 }
190 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg);
192 }
193 if (missile_plus > 4)
194 missile_plus = 4;
195 else if (missile_plus < -4)
196 missile_plus = -4;
197
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus);
200 if (missile->nrof < 1)
201 missile->nrof = 1;
202
203 missile->magic = missile_plus;
204 /* Can't get any money for these objects */
205 missile->value = 0;
206
207 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag))
211 {
212 pick_up (op, missile);
213 }
214 return 1;
215 }
216
217
218 /* allows the choice of what sort of food object to make.
219 * If stringarg is NULL, it will create food dependent on level --PeterM*/
220 int
221 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
222 {
223 int food_value;
224 archetype *at = NULL;
225 object *new_op;
226
227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
228
229 if (stringarg)
230 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value)
235 stringarg = NULL;
236 }
237
238 if (!stringarg)
239 {
240 archetype *at_tmp;
241
242 /* We try to find the archetype with the maximum food value.
243 * This removes the dependancy of hard coded food values in this
244 * function, and addition of new food types is automatically added.
245 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor.
247 */
248
249 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
251 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
253 {
254 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead.
257 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
259 at = at_tmp;
260 }
261 }
262 }
263 /* Pretty unlikely (there are some very low food items), but you never
264 * know
265 */
266 if (!at)
267 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0;
270 }
271
272 food_value /= at->clone.stats.food;
273 new_op = arch_to_object (at);
274 new_op->nrof = food_value;
275
276 new_op->value = 0;
277 if (new_op->nrof < 1)
278 new_op->nrof = 1;
279
280 cast_create_obj (op, caster, new_op, dir);
281 return 1;
282 }
283
284 int
285 probe (object *op, object *caster, object *spell_ob, int dir)
286 {
287 int r, mflags, maxrange;
288 object *tmp;
289 mapstruct *m;
290
291
292 if (!dir)
293 {
294 examine_monster (op, op);
295 return 1;
296 }
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++)
299 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301
302 m = op->map;
303 mflags = get_map_flags (m, &m, x, y, &x, &y);
304
305 if (mflags & P_OUT_OF_MAP)
306 break;
307
308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
309 {
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0;
312 }
313 if (mflags & P_IS_ALIVE)
314 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL)
320 tmp = tmp->head;
321 examine_monster (op, tmp);
322 return 1;
323 }
324 }
325 }
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1;
328 }
329
330
331 /* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It
335 * only checks the racial adjustments, and in fact that
336 * pl is invisible.
337 */
338 int
339 makes_invisible_to (object *pl, object *mon)
340 {
341
342 if (!pl->invisible)
343 return 0;
344 if (pl->type == PLAYER)
345 {
346 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race)
348 {
349 if (QUERY_FLAG (mon, FLAG_UNDEAD))
350 return 0;
351 return 1;
352 }
353 /* invis_race is set if we get here */
354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
355 return 1;
356 /* No race, can't be invisible to it */
357 if (!mon->race)
358 return 0;
359 if (strstr (mon->race, pl->contr->invis_race))
360 return 1;
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
368 }
369 }
370
371 /* Makes the player or character invisible.
372 * Note the spells to 'stack', but perhaps in odd ways.
373 * the duration for all is cumulative.
374 * In terms of invis undead/normal invis, it is the last one cast that
375 * will determine if you are invisible to undead or normal monsters.
376 * For improved invis, if you cast it with a one of the others, you
377 * lose the improved part of it, and the above statement about undead/
378 * normal applies.
379 */
380 int
381 cast_invisible (object *op, object *caster, object *spell_ob)
382 {
383 object *tmp;
384
385 if (op->invisible > 1000)
386 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0;
389 }
390
391 /* Remove the switch with 90% duplicate code - just handle the differences with
392 * and if statement or two.
393 */
394 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
395 /* max duration */
396 if (op->invisible > 1000)
397 op->invisible = 1000;
398
399 if (op->type == PLAYER)
400 {
401 op->contr->invis_race = spell_ob->race;
402
403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
404 op->contr->tmp_invis = 0;
405 else
406 op->contr->tmp_invis = 1;
407
408 op->contr->hidden = 0;
409 }
410 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414
415 update_object (op, UP_OBJ_FACE);
416
417 /* Only search the active objects - only these should actually do
418 * harm to the player.
419 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
421 if (tmp->enemy == op)
422 tmp->enemy = NULL;
423 return 1;
424 }
425
426 /* earth to dust spell. Basically destroys earthwalls in the area.
427 */
428 int
429 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430 {
431 object *tmp, *next;
432 int range, i, j, mflags;
433 sint16 sx, sy;
434 mapstruct *m;
435
436 if (op->type != PLAYER)
437 return 0;
438
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
440
441 for (i = -range; i <= range; i++)
442 for (j = -range; j <= range; j++)
443 {
444 sx = op->x + i;
445 sy = op->y + j;
446 m = op->map;
447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
448
449 if (mflags & P_OUT_OF_MAP)
450 continue;
451
452 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
454 {
455 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 }
459 }
460 return 1;
461 }
462
463
464 void
465 execute_word_of_recall (object *op)
466 {
467 object *wor = op;
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
476 else
477 enter_exit (op, wor);
478 }
479 remove_ob (wor);
480 free_object (wor);
481 }
482
483 /* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a
485 * time delay effect.
486 */
487 int
488 cast_word_of_recall (object *op, object *caster, object *spell_ob)
489 {
490 object *dummy;
491 int time;
492
493 if (op->type != PLAYER)
494 return 0;
495
496 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
499 return 1;
500 }
501
502 dummy = get_archetype (FORCE_NAME);
503 if (dummy == NULL)
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0;
508 }
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1)
511 time = 1;
512
513 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something.
516 */
517 dummy->speed = 0.002;
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL;
522
523 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't.
525 */
526 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y;
529
530 (void) insert_ob_in_ob (dummy, op);
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
532 return 1;
533 }
534
535 /* cast_wonder
536 * wonder is really just a spell that will likely cast another
537 * spell.
538 */
539 int
540 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541 {
542 object *newspell;
543
544 if (!rndm (0, 3))
545 return cast_cone (op, caster, dir, spell_ob);
546
547 if (spell_ob->randomitems)
548 {
549 newspell = generate_treasure (spell_ob->randomitems, caster->level);
550 if (!newspell)
551 {
552 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
553 return 0;
554 }
555 if (newspell->type != SPELL)
556 {
557 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
558 return 0;
559 }
560 /* Prevent inifinit recursion */
561 if (newspell->subtype == SP_WONDER)
562 {
563 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
564 return 0;
565 }
566 return cast_spell (op, caster, dir, newspell, NULL);
567 }
568 return 1;
569 }
570
571
572 int
573 perceive_self (object *op)
574 {
575 char *cp = describe_item (op, op), buf[MAX_BUF];
576 archetype *at = find_archetype (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579
580 tmp = find_god (determine_god (op));
581 if (tmp)
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
585
586 tmp = present_arch_in_ob (at, op);
587
588 if (*cp == '\0' && tmp == NULL)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
590 else
591 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
593 new_draw_info (NDI_UNIQUE, 0, op, cp);
594 if (tmp != NULL)
595 {
596 for (i = 0; i < NUM_STATS; i++)
597 {
598 if (get_attr_value (&tmp->stats, i) < 0)
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 }
605
606 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
610 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
612 {
613 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything.");
616 }
617 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
620 }
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break;
623 }
624 }
625 }
626 return 1;
627 }
628
629 /* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646 int
647 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648 {
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = find_archetype (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885 }
886
887
888 /* This creates magic walls. Really, it can create most any object,
889 * within some reason.
890 */
891
892 int
893 magic_wall (object *op, object *caster, int dir, object *spell_ob)
894 {
895 object *tmp, *tmp2;
896 int i, posblocked, negblocked, maxrange;
897 sint16 x, y;
898 mapstruct *m;
899 const char *name;
900 archetype *at;
901
902 if (!dir)
903 {
904 dir = op->facing;
905 x = op->x;
906 y = op->y;
907 }
908 else
909 {
910 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir];
912 }
913 m = op->map;
914
915 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0;
921 }
922 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race)
927 {
928 char buf1[MAX_BUF];
929
930 sprintf (buf1, spell_ob->race, dir);
931 at = find_archetype (buf1);
932 if (!at)
933 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0;
937 }
938 tmp = arch_to_object (at);
939 }
940 else
941 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
943 return 0;
944 }
945
946 if (tmp->type == SPELL_EFFECT)
947 {
948 tmp->attacktype = spell_ob->attacktype;
949 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
951 tmp->range = 0;
952 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 }
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 }
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE);
971 }
972
973 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used.
975 */
976 set_owner (tmp, op);
977 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2;
981
982 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
984 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0;
987 }
988 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991
992 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the
995 * created wall can extend, it won't go extend through
996 * blocked spaces.
997 */
998 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
999 posblocked = 0;
1000 negblocked = 0;
1001
1002 for (i = 1; i <= maxrange; i++)
1003 {
1004 int dir2;
1005
1006 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1007
1008 x = tmp->x + i * freearr_x[dir2];
1009 y = tmp->y + i * freearr_y[dir2];
1010 m = tmp->map;
1011
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 {
1015 tmp2 = get_object ();
1016 copy_object (tmp, tmp2);
1017 tmp2->x = x;
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1023
1024 }
1025 else
1026 posblocked = 1;
1027
1028 x = tmp->x - i * freearr_x[dir2];
1029 y = tmp->y - i * freearr_y[dir2];
1030 m = tmp->map;
1031
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 {
1035 tmp2 = get_object ();
1036 copy_object (tmp, tmp2);
1037 tmp2->x = x;
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1042 }
1043 else
1044 negblocked = 1;
1045 }
1046
1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1048 update_all_los (op->map, op->x, op->y);
1049
1050 return 1;
1051 }
1052
1053 int
1054 dimension_door (object *op, object *caster, object *spob, int dir)
1055 {
1056 uint32 dist, maxdist;
1057 int mflags;
1058 mapstruct *m;
1059 sint16 sx, sy;
1060
1061 if (op->type != PLAYER)
1062 return 0;
1063
1064 if (!dir)
1065 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1067 return 0;
1068 }
1069
1070 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in.
1072 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074
1075 if (op->contr->count)
1076 {
1077 if (op->contr->count > maxdist)
1078 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1080 return 0;
1081 }
1082
1083 for (dist = 0; dist < op->contr->count; dist++)
1084 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break;
1089
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break;
1092 }
1093
1094 if (dist < op->contr->count)
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0;
1099 }
1100 op->contr->count = 0;
1101
1102 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and
1106 * lots of other maps that protect areas with no magic, but the
1107 * areas themselves don't contain no magic spaces.
1108 */
1109 /* This call here is really just to normalize the coordinates */
1110 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1111 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1112 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1114 return 1; /* Maybe the penalty should be more severe... */
1115 }
1116 }
1117 else
1118 {
1119 /* Player didn't specify a distance, so lets see how far
1120 * we can move the player. Don't know why this stopped on
1121 * spaces that blocked the players view.
1122 */
1123
1124 for (dist = 0; dist < maxdist; dist++)
1125 {
1126 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1127
1128 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1129 break;
1130
1131 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135
1136 /* If the destination is blocked, keep backing up until we
1137 * find a place for the player.
1138 */
1139 for (; dist > 0; dist--)
1140 {
1141 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1142 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1143 continue;
1144
1145
1146 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1147 break;
1148
1149 }
1150 if (!dist)
1151 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1153 return 0;
1154 }
1155 }
1156
1157 /* Actually move the player now */
1158 remove_ob (op);
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1;
1163
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1;
1166 }
1167
1168
1169 /* cast_heal: Heals something.
1170 * op is the caster.
1171 * dir is the direction he is casting it in.
1172 * spell is the spell object.
1173 */
1174 int
1175 cast_heal (object *op, object *caster, object *spell, int dir)
1176 {
1177 object *tmp;
1178 archetype *at;
1179 object *poison;
1180 int heal = 0, success = 0;
1181
1182 tmp = find_target_for_friendly_spell (op, dir);
1183
1184 if (tmp == NULL)
1185 return 0;
1186
1187 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage.
1189 */
1190 heal = spell->stats.dam;
1191 if (spell->stats.hp)
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193
1194 if (heal)
1195 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else
1201 {
1202 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based
1204 * on amount of damage healed.
1205 */
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal;
1209
1210 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 }
1230 success = 1;
1231 }
1232 }
1233 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op))
1235 success = 1;
1236
1237 if (spell->attacktype & AT_POISON)
1238 {
1239 at = find_archetype ("poisoning");
1240 poison = present_arch_in_ob (at, tmp);
1241 if (poison)
1242 {
1243 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1;
1246 }
1247 }
1248 if (spell->attacktype & AT_CONFUSION)
1249 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison)
1252 {
1253 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1;
1256 }
1257 }
1258 if (spell->attacktype & AT_BLIND)
1259 {
1260 at = find_archetype ("blindness");
1261 poison = present_arch_in_ob (at, tmp);
1262 if (poison)
1263 {
1264 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1;
1267 }
1268 }
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 {
1271 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 }
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 {
1279 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 }
1285 if (spell->stats.food && tmp->stats.food < 999)
1286 {
1287 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999;
1290 success = 1;
1291 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 }
1294 return success;
1295 }
1296
1297
1298 /* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those.
1301 */
1302 static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.",
1304 "You grow no more agile.",
1305 "You don't feel any healthier.",
1306 "no wis",
1307 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310 };
1311
1312 int
1313 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314 {
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL;
1317 int i;
1318
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0)
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir);
1323 }
1324 else
1325 {
1326 tmp = op;
1327 }
1328
1329 if (tmp == NULL)
1330 return 0;
1331
1332 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1334 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 {
1337 if (tmp2->name == spell_ob->name)
1338 {
1339 force = tmp2; /* the old effect will be "refreshed" */
1340 break;
1341 }
1342 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 {
1344 if (!silent)
1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1346 return 0;
1347 }
1348 }
1349 }
1350 if (force == NULL)
1351 {
1352 force = get_archetype (FORCE_NAME);
1353 force->subtype = FORCE_CHANGE_ABILITY;
1354 if (spell_ob->race)
1355 force->name = spell_ob->race;
1356 else
1357 force->name = spell_ob->name;
1358 force->name_pl = spell_ob->name;
1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1360
1361 }
1362 else
1363 {
1364 int duration;
1365
1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1367 if (duration > force->duration)
1368 {
1369 force->duration = duration;
1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 }
1372 else
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 }
1376 return 1;
1377 }
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0;
1380 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED);
1382
1383 /* Now start processing the effects. First, protections */
1384 for (i = 0; i < NROFATTACKS; i++)
1385 {
1386 if (spell_ob->resist[i])
1387 {
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100)
1390 force->resist[i] = 100;
1391 }
1392 }
1393 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395
1396 if (tmp->type == PLAYER)
1397 {
1398 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++)
1400 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1402
1403 if (stat)
1404 {
1405 sm = 0;
1406 for (k = 0; k < stat; k++)
1407 sm += rndm (1, 3);
1408
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1410 {
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1412 if (sm < 0)
1413 sm = 0;
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 }
1419 }
1420 }
1421
1422 force->move_type = spell_ob->move_type;
1423
1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1425 SET_FLAG (force, FLAG_SEE_IN_DARK);
1426
1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1428 SET_FLAG (force, FLAG_XRAYS);
1429
1430 /* Haste/bonus speed */
1431 if (spell_ob->stats.exp)
1432 {
1433 if (op->speed > 0.5f)
1434 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1435 else
1436 force->stats.exp = spell_ob->stats.exp;
1437 }
1438
1439 force->stats.wc = spell_ob->stats.wc;
1440 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype;
1442
1443 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp);
1446 return 1;
1447 }
1448
1449 /* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster.
1452 */
1453
1454 int
1455 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456 {
1457 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1459
1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1461 if (dir != 0)
1462 {
1463 tmp = find_target_for_friendly_spell (op, dir);
1464 }
1465 else
1466 {
1467 tmp = op;
1468 }
1469
1470 /* If we've already got a force of this type, don't add a new one. */
1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1472 {
1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 {
1475 if (tmp2->name == spell_ob->name)
1476 {
1477 force = tmp2; /* the old effect will be "refreshed" */
1478 break;
1479 }
1480 else if (spell_ob->race && spell_ob->race == tmp2->name)
1481 {
1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1483 return 0;
1484 }
1485 }
1486 }
1487 if (force == NULL)
1488 {
1489 force = get_archetype (FORCE_NAME);
1490 force->subtype = FORCE_CHANGE_ABILITY;
1491 if (spell_ob->race)
1492 force->name = spell_ob->race;
1493 else
1494 force->name = spell_ob->name;
1495 force->name_pl = spell_ob->name;
1496 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1497 }
1498 else
1499 {
1500 int duration;
1501
1502 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1503 if (duration > force->duration)
1504 {
1505 force->duration = duration;
1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 }
1508 else
1509 {
1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1511 }
1512 return 0;
1513 }
1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1515 force->speed = 1.0;
1516 force->speed_left = -1.0;
1517 SET_FLAG (force, FLAG_APPLIED);
1518
1519 if (!god)
1520 {
1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1522 }
1523 else
1524 {
1525 /* Only give out good benefits, and put a max on it */
1526 for (i = 0; i < NROFATTACKS; i++)
1527 {
1528 if (god->resist[i] > 0)
1529 {
1530 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1531 }
1532 }
1533 force->path_attuned |= god->path_attuned;
1534
1535 if (spell_ob->attacktype)
1536 force->slaying = god->slaying;
1537
1538 if (tmp != op)
1539 {
1540 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1541 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1542 }
1543 else
1544 {
1545 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1546 }
1547
1548 }
1549 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac;
1551
1552 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp);
1555 return 1;
1556 }
1557
1558
1559
1560 /* Alchemy code by Mark Wedel
1561 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 *
1568 * Large nuggets are worth 25 gp each (base). You will always get
1569 * the maximum number of large nuggets you could get.
1570 * Small nuggets are worth 1 gp each (base). You will get from 0
1571 * to the max amount of small nuggets as you could get.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 *
1576 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be
1578 * alchemied.
1579 */
1580
1581 /* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586 static object *small, *large;
1587
1588 static void
1589 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1590 {
1591 uint64 value = query_cost (obj, NULL, F_TRUE);
1592
1593 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul
1598 * the stuff back to town.
1599 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3;
1605 else
1606 value = (value * 9) / 10;
1607
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29))
1611 {
1612 int count;
1613
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight;
1634 remove_ob (obj);
1635 free_object (obj);
1636 }
1637
1638 static void
1639 update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640 {
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668 }
1669
1670 int
1671 alchemy (object *op, object *caster, object *spell_ob)
1672 {
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER)
1679 return 0;
1680
1681 /* Put a maximum weight of items that can be alchemied. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock
1683 * in sight
1684 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1688
1689 for (y = op->y - 1; y <= op->y + 1; y++)
1690 {
1691 for (x = op->x - 1; x <= op->x + 1; x++)
1692 {
1693 nx = x;
1694 ny = y;
1695
1696 mp = op->map;
1697
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue;
1702
1703 /* Treat alchemy a little differently - most spell effects
1704 * use fly as the movement type - for alchemy, consider it
1705 * ground level effect.
1706 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue;
1709
1710 small_nuggets = 0;
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 {
1715 next = tmp->above;
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 {
1719
1720 if (tmp->inv)
1721 {
1722 object *next1, *tmp1;
1723
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1725 {
1726 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1730 }
1731 }
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1733
1734 if (weight > weight_max)
1735 {
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1749 }
1750 }
1751 free_object (large);
1752 free_object (small);
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1;
1758 }
1759
1760
1761 /* This function removes the cursed/damned status on equipped
1762 * items.
1763 */
1764 int
1765 remove_curse (object *op, object *caster, object *spell)
1766 {
1767 object *tmp;
1768 int success = 0, was_one = 0;
1769
1770 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 {
1775
1776 was_one++;
1777 if (tmp->level <= caster_level (caster, spell))
1778 {
1779 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 CLEAR_FLAG (tmp, FLAG_DAMNED);
1782
1783 CLEAR_FLAG (tmp, FLAG_CURSED);
1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1785 tmp->value = 0; /* Still can't sell it */
1786 if (op->type == PLAYER)
1787 esrv_send_item (op, tmp);
1788 }
1789 }
1790
1791 if (op->type == PLAYER)
1792 {
1793 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else
1798 {
1799 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 }
1804 }
1805 return success;
1806 }
1807
1808 /* Identifies objects in the players inventory/on the ground */
1809
1810 int
1811 cast_identify (object *op, object *caster, object *spell)
1812 {
1813 object *tmp;
1814 int success = 0, num_ident;
1815
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817
1818 if (num_ident < 1)
1819 num_ident = 1;
1820
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 {
1826 identify (tmp);
1827 if (op->type == PLAYER)
1828 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1830 if (tmp->msg)
1831 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 }
1835 }
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident)
1839 break;
1840 }
1841 }
1842 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used.
1845 */
1846 if (num_ident)
1847 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 {
1851
1852 identify (tmp);
1853 if (op->type == PLAYER)
1854 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1856 if (tmp->msg)
1857 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 }
1863 num_ident--;
1864 success = 1;
1865 if (!num_ident)
1866 break;
1867 }
1868 }
1869 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op);
1874 }
1875 return success;
1876 }
1877
1878
1879 int
1880 cast_detection (object *op, object *caster, object *spell, object *skill)
1881 {
1882 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny;
1885 mapstruct *m;
1886
1887 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again.
1889 */
1890 god = find_god (determine_god (op));
1891 level = caster_level (caster, spell);
1892 range = spell->range + SP_level_range_adjust (caster, spell);
1893
1894 if (!skill)
1895 skill = caster;
1896
1897 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++)
1899 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up.
1910 */
1911
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp;
1914 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen.
1916 */
1917 if (!last)
1918 continue;
1919
1920 done_one = 0;
1921 floor = 0;
1922 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below)
1924 {
1925
1926 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1938 {
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 {
1941 tmp->invisible = 0;
1942 done_one = 1;
1943 }
1944 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */
1999
2000 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is.
2002 */
2003 if (done_one)
2004 {
2005 object *detect_ob = arch_to_object (spell->other_arch);
2006
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect)
2011 {
2012 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 }
2020 insert_ob_in_map (detect_ob, m, op, 0);
2021 }
2022 } /* for processing the surrounding spaces */
2023
2024
2025 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2027 {
2028 done_one = 0;
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2032 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2034 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2036 if (op->type == PLAYER)
2037 esrv_send_item (op, tmp);
2038 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2041 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER)
2044 esrv_send_item (op, tmp);
2045 }
2046 } /* if item is not identified */
2047 } /* for the players inventory */
2048 } /* if detect magic/curse and object is a player */
2049 return 1;
2050 }
2051
2052
2053 /**
2054 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2055 * level whos spell did cause the overcharge.
2056 */
2057 static void
2058 charge_mana_effect (object *victim, int caster_level)
2059 {
2060
2061 /* Prevent explosions for objects without mana. Without this check, doors
2062 * will explode, too.
2063 */
2064 if (victim->stats.maxsp <= 0)
2065 return;
2066
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2068
2069 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 {
2071 object *tmp;
2072
2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2074
2075 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x;
2080 tmp->y = victim->y;
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp;
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99);
2096 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101 }
2102
2103 /* cast_transfer
2104 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP.
2106 */
2107
2108 int
2109 cast_transfer (object *op, object *caster, object *spell, int dir)
2110 {
2111 object *plyr = NULL;
2112 sint16 x, y;
2113 mapstruct *m;
2114 int mflags;
2115
2116 m = op->map;
2117 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir];
2119
2120 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break;
2127 }
2128
2129
2130 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */
2133 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break;
2137
2138 if (!plyr)
2139 {
2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2141 return 0;
2142 }
2143 /* give sp */
2144 if (spell->stats.dam > 0)
2145 {
2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2147 charge_mana_effect (plyr, caster_level (caster, spell));
2148 return 1;
2149 }
2150 /* suck sp away. Can't suck sp from yourself */
2151 else if (op != plyr)
2152 {
2153 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2154
2155 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2156
2157 if (rate > 95)
2158 rate = 95;
2159
2160 sucked = (plyr->stats.sp * rate) / 100;
2161 plyr->stats.sp -= sucked;
2162 if (QUERY_FLAG (op, FLAG_ALIVE))
2163 {
2164 /* Player doesn't get full credit */
2165 sucked = (sucked * rate) / 100;
2166 op->stats.sp += sucked;
2167 if (sucked > 0)
2168 {
2169 charge_mana_effect (op, caster_level (caster, spell));
2170 }
2171 }
2172 return 1;
2173 }
2174 return 0;
2175 }
2176
2177
2178 /* counterspell: nullifies spell effects.
2179 * op is the counterspell object, dir is the direction
2180 * it was cast in.
2181 * Basically, if the object has a magic attacktype,
2182 * this may nullify it.
2183 */
2184 void
2185 counterspell (object *op, int dir)
2186 {
2187 object *tmp, *head, *next;
2188 int mflags;
2189 mapstruct *m;
2190 sint16 sx, sy;
2191
2192 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir];
2194 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP)
2197 return;
2198
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
2200 {
2201 next = tmp->above;
2202
2203 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary
2205 * info for it.
2206 */
2207 if (tmp->head)
2208 head = tmp->head;
2209 else
2210 head = tmp;
2211
2212 /* don't attack our own spells */
2213 if (tmp->owner && tmp->owner == op->owner)
2214 continue;
2215
2216 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell
2218 * monsters either.
2219 */
2220
2221 if (head->attacktype & AT_MAGIC &&
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2223 {
2224 remove_ob (head);
2225 free_object (head);
2226 }
2227 else
2228 switch (head->type)
2229 {
2230 case SPELL_EFFECT:
2231 if (op->level > head->level)
2232 {
2233 remove_ob (head);
2234 free_object (head);
2235 }
2236 break;
2237
2238 /* I really don't get this rune code that much - that
2239 * random chance seems really low.
2240 */
2241 case RUNE:
2242 if (rndm (0, 149) == 0)
2243 {
2244 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp)
2246 {
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 }
2251 break;
2252 }
2253 }
2254 }
2255
2256
2257
2258 /* cast_consecrate() - a spell to make an altar your god's */
2259 int
2260 cast_consecrate (object *op, object *caster, object *spell)
2261 {
2262 char buf[MAX_BUF];
2263
2264 object *tmp, *god = find_god (determine_god (op));
2265
2266 if (!god)
2267 {
2268 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2269 return 0;
2270 }
2271
2272 for (tmp = op->below; tmp; tmp = tmp->below)
2273 {
2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2275 break;
2276 if (tmp->type == HOLY_ALTAR)
2277 {
2278
2279 if (tmp->level > caster_level (caster, spell))
2280 {
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2282 return 0;
2283 }
2284 else
2285 {
2286 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell);
2290 tmp->other_arch = god->arch;
2291 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp);
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1;
2295 }
2296 }
2297 }
2298 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2299 return 0;
2300 }
2301
2302 /* animate_weapon -
2303 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2304 * The golem is based on the archetype specified, modified by the caster's level
2305 * and the attributes of the weapon. The weapon is inserted in the golem's
2306 * inventory so that it falls to the ground when the golem dies.
2307 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06
2311 */
2312
2313 int
2314 animate_weapon (object *op, object *caster, object *spell, int dir)
2315 {
2316 object *weapon, *tmp;
2317 char buf[MAX_BUF];
2318 int a, i;
2319 sint16 x, y;
2320 mapstruct *m;
2321 materialtype_t *mt;
2322
2323 if (!spell->other_arch)
2324 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2327 return 0;
2328 }
2329 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER)
2331 return 0;
2332
2333 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
2335 {
2336 control_golem (op->contr->ranges[range_golem], dir);
2337 return 0;
2338 }
2339
2340 /* if no direction specified, pick one */
2341 if (!dir)
2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2343
2344 m = op->map;
2345 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir];
2347
2348 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2351 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0;
2354 }
2355
2356 /* Use the weapon marked by the player. */
2357 weapon = find_marked_object (op);
2358
2359 if (!weapon)
2360 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0;
2363 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race))
2365 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0;
2368 }
2369 if (weapon->type != WEAPON)
2370 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2372 return 0;
2373 }
2374 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2375 {
2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2377 return 0;
2378 }
2379
2380 if (weapon->nrof > 1)
2381 {
2382 tmp = get_split_ob (weapon, 1);
2383 esrv_send_item (op, weapon);
2384 weapon = tmp;
2385 }
2386
2387 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch);
2389
2390 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0;
2394 add_friendly_object (tmp);
2395 tmp->type = GOLEM;
2396 set_owner (tmp, op);
2397 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401
2402 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was
2404 * used above.
2405 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon);
2408 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc)
2413 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp);
2417
2418 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good.
2421 */
2422
2423 /* modify weapon's animated wc */
2424 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2425 if (tmp->stats.wc < -127)
2426 tmp->stats.wc = -127;
2427
2428 /* Modify hit points for weapon */
2429 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2430 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2431 if (tmp->stats.maxhp < 0)
2432 tmp->stats.maxhp = 10;
2433 tmp->stats.hp = tmp->stats.maxhp;
2434
2435 /* Modify weapon's damage */
2436 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2437 if (tmp->stats.dam < 0)
2438 tmp->stats.dam = 127;
2439
2440
2441 /* attacktype */
2442 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL;
2444
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname);
2448 if (mt != NULL)
2449 {
2450 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5);
2452 a = mt->save[0];
2453 }
2454 else
2455 {
2456 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5;
2458 a = 10;
2459 }
2460 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100;
2465 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2466 tmp->resist[ATNR_FEAR] = 100;
2467 tmp->resist[ATNR_DEPLETE] = 100;
2468 tmp->resist[ATNR_DEATH] = 100;
2469 tmp->resist[ATNR_BLIND] = 100;
2470
2471 /* Improve weapon's armour value according to best save vs. physical of its material */
2472
2473 if (a > 14)
2474 a = 14;
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476
2477 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482
2483 if (!spell->race)
2484 {
2485 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf;
2487
2488 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 }
2503
2504 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506
2507 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0);
2512 return 1;
2513 }
2514
2515 /* cast_daylight() - changes the map darkness level *lower* */
2516
2517 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2518 * This changes the light level for the entire map.
2519 */
2520
2521 int
2522 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523 {
2524 int success;
2525
2526 if (!op->map)
2527 return 0; /* shouldnt happen */
2528
2529 success = change_map_light (op->map, spell->stats.dam);
2530 if (!success)
2531 {
2532 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else
2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2536 }
2537 return success;
2538 }
2539
2540
2541
2542
2543
2544 /* create an aura spell object and put it in the player's inventory.
2545 * as usual, op is player, caster is the object casting the spell,
2546 * spell is the spell object itself.
2547 */
2548 int
2549 create_aura (object *op, object *caster, object *spell)
2550 {
2551 int refresh = 0;
2552 object *new_aura;
2553
2554 new_aura = present_arch_in_ob (spell->other_arch, op);
2555 if (new_aura)
2556 refresh = 1;
2557 else
2558 new_aura = arch_to_object (spell->other_arch);
2559
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563
2564 set_owner (new_aura, op);
2565 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype;
2567
2568 new_aura->level = caster_level (caster, spell);
2569 if (refresh)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2571 else
2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2573 insert_ob_in_ob (new_aura, op);
2574 return 1;
2575 }
2576
2577
2578 /* move aura function. An aura is a part of someone's inventory,
2579 * which he carries with him, but which acts on the map immediately
2580 * around him.
2581 * Aura parameters:
2582 * duration: duration counter.
2583 * attacktype: aura's attacktype
2584 * other_arch: archetype to drop where we attack
2585 */
2586
2587 void
2588 move_aura (object *aura)
2589 {
2590 int i, mflags;
2591 object *env;
2592 mapstruct *m;
2593
2594 /* auras belong in inventories */
2595 env = aura->env;
2596
2597 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up.
2599 */
2600 remove_ob (aura);
2601
2602 /* exit if we're out of gas */
2603 if (aura->duration-- < 0)
2604 {
2605 free_object (aura);
2606 return;
2607 }
2608
2609 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL)
2611 {
2612 free_object (aura);
2613 return;
2614 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617
2618 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently.
2620 */
2621 insert_ob_in_map (aura, env->map, aura, 0);
2622
2623 for (i = 1; i < 9; i++)
2624 {
2625 sint16 nx, ny;
2626
2627 nx = aura->x + freearr_x[i];
2628 ny = aura->y + freearr_y[i];
2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2630
2631 /* Consider the movement tyep of the person with the aura as
2632 * movement type of the aura. Eg, if the player is flying, the aura
2633 * is flying also, if player is walking, it is on the ground, etc.
2634 */
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 {
2637 hit_map (aura, i, aura->attacktype, 0);
2638
2639 if (aura->other_arch)
2640 {
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 }
2648 }
2649 }
2650 /* put the aura back in the player's inventory */
2651 remove_ob (aura);
2652 insert_ob_in_ob (aura, env);
2653 }
2654
2655 /* moves the peacemaker spell.
2656 * op is the piece object.
2657 */
2658
2659 void
2660 move_peacemaker (object *op)
2661 {
2662 object *tmp;
2663
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 {
2666 int atk_lev, def_lev;
2667 object *victim = tmp;
2668
2669 if (tmp->head)
2670 victim = tmp->head;
2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue;
2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2674 continue;
2675 if (victim->stats.exp == 0)
2676 continue;
2677
2678 def_lev = MAX (1, victim->level);
2679 atk_lev = MAX (1, op->level);
2680
2681 if (rndm (0, atk_lev - 1) > def_lev)
2682 {
2683 /* make this sucker peaceful. */
2684
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0;
2687 #if 0
2688 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage.
2690 */
2691 victim->stats.dam = 0;
2692 victim->stats.sp = 0;
2693 victim->stats.grace = 0;
2694 victim->stats.Pow = 0;
2695 #endif
2696 victim->attack_movement = RANDO2;
2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2698 SET_FLAG (victim, FLAG_RUN_AWAY);
2699 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2700 CLEAR_FLAG (victim, FLAG_MONSTER);
2701 if (victim->name)
2702 {
2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2704 }
2705 }
2706 }
2707 }
2708
2709
2710 /* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make.
2712 */
2713
2714 int
2715 write_mark (object *op, object *spell, const char *msg)
2716 {
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0)
2721 {
2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2723 return 0;
2724 }
2725
2726 if (strcasestr_local (msg, "endmsg"))
2727 {
2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2730 return 0;
2731 }
2732 if (!spell->other_arch)
2733 return 0;
2734 tmp = arch_to_object (spell->other_arch);
2735
2736 snprintf (rune, sizeof (rune), "%s\n", msg);
2737
2738 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune;
2740 tmp->x = op->x;
2741 tmp->y = op->y;
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1;
2744 }