/* * static char *rcsid_spell_effect_c = * "$Id: spell_effect.c,v 1.1.1.2 2006/02/22 18:03:26 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #include #include #ifndef __CEXTRACT__ #include #endif #include #include /* cast_magic_storm: This is really used mostly for spell * fumbles at the like. tmp is the object to propogate. * op is what is casting this. */ void cast_magic_storm(object *op, object *tmp, int lvl) { if (!tmp) return; /* error */ tmp->level=op->level; tmp->x=op->x; tmp->y=op->y; tmp->range+=lvl/5; /* increase the area of destruction */ tmp->duration+=lvl/5; /* Put a cap on duration for this - if the player fails in their * apartment, don't want it to go on so long that it kills them * multiple times. Also, damge already increases with level, * so don't really need to increase the duration as much either. */ if (tmp->duration>=40) tmp->duration=40; tmp->stats.dam=lvl; /* nasty recoils! */ tmp->stats.maxhp=tmp->count; /* tract single parent */ insert_ob_in_map(tmp,op->map,op,0); } int recharge(object *op, object *caster, object *spell_ob) { object *wand, *tmp; int ncharges; wand = find_marked_object(op); if(wand == NULL || wand->type != WAND) { new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); return 0; } if(!(random_roll(0, 3, op, PREFER_HIGH))) { new_draw_info_format(NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!",query_name(wand)); play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); esrv_del_item(op->contr, wand->count); remove_ob(wand); free_object(wand); tmp = get_archetype("fireball"); tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; if (!tmp->stats.dam) tmp->stats.dam = 1; tmp->stats.hp = tmp->stats.dam / 2; if (tmp->stats.hp < 2) tmp->stats.hp = 2; tmp->x = op->x; tmp->y = op->y; insert_ob_in_map(tmp, op->map, NULL, 0); return 1; } ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); if (wand->inv && wand->inv->level) ncharges /= wand->inv->level; else { new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", query_name(wand)); return 0; } if (!ncharges) ncharges = 1; wand->stats.food += ncharges; new_draw_info_format(NDI_UNIQUE, 0, op, "The %s glows with power.",query_name(wand)); if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { SET_FLAG(wand, FLAG_ANIMATE); wand->speed = wand->arch->clone.speed; update_ob_speed(wand); } return 1; } /****************************************************************************** * Start of polymorph related functions. * * Changed around for 0.94.3 - it will now look through and use all the * possible choices for objects/monsters (before it was teh first 80 - * arbitrary hardcoded limit in this file.) Doing this will be a bit * slower however - while before, it traversed the archetypes once and * stored them into an array, it will now potentially traverse it * an average of 1.5 times. This is probably more costly on the polymorph * item function, since it is possible a couple lookups might be needed before * an item of proper value is generated. */ /* polymorph_living - takes a living object (op) and turns it into * another monster of some sort. Currently, we only deal with single * space monsters. */ void polymorph_living(object *op) { archetype *at; int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly; mapstruct *map = op->map; object *tmp, *next, *owner; if(op->head != NULL || op->more != NULL) return; /* High level creatures are immune, as are creatures immune to magic. Otherwise, * give the creature a saving throw. */ if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) || (op->resist[ATNR_MAGIC]==100)) return; /* First, count up the number of legal matches */ for(at = first_archetype ; at != NULL; at = at->next) if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) && at->more == NULL && EDITABLE((&at->clone))) { numat++; } if (!numat) return; /* no valid matches? if so, return */ /* Next make a choice, and loop through until we get to it */ choice = rndm(0, numat-1); for(at = first_archetype ; at != NULL; at = at->next) if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) && at->more == NULL && EDITABLE((&at->clone))) { if (!choice) break; else choice--; } /* Look through the monster. Unapply anything they have applied, * and remove any spells. Note that if this is extended * to players, that would need to get fixed somehow. */ for(tmp = op->inv; tmp != NULL; tmp = next) { next = tmp->below; if(QUERY_FLAG(tmp, FLAG_APPLIED)) manual_apply(op,tmp,0); if(tmp->type == SPELL) { remove_ob(tmp); free_object(tmp); } } /* Remove the object, preserve some values for the new object */ remove_ob(op); owner = get_owner(op); friendly = QUERY_FLAG(op, FLAG_FRIENDLY); if (friendly) remove_friendly_object(op); copy_object(&(at->clone),op); if (owner != NULL) set_owner(op,owner); if (friendly) { SET_FLAG(op, FLAG_FRIENDLY); op->attack_movement = PETMOVE; add_friendly_object(op); } /* Put the new creature on the map */ op->x = x; op->y = y; if ((op = insert_ob_in_map (op, map, owner,0)) == NULL) return; if (HAS_RANDOM_ITEMS(op)) /* No GT_APPLY here because we'll do it manually. */ create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0); /* Apply any objects. This limits it to the first 20 items, which * I guess is reasonable. */ for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) { next = tmp->below; (void) monster_check_apply(op,tmp); } } /* polymorph_melt Destroys item from polymorph failure * who is the caster of the polymorph, op is the * object destroyed. We should probably do something * more clever ala nethack - create an iron golem or * something. */ void polymorph_melt(object *who, object *op) { /* Not unique */ new_draw_info_format(NDI_GREY, 0, who, "%s%s glows red, melts and evaporates!", op->nrof?"":"The ",query_name(op)); play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); remove_ob(op); free_object(op); return; } /* polymorph_item - changes an item to another item of similar type. * who is the caster of spell, op is the object to be changed. */ void polymorph_item(object *who, object *op) { archetype *at; int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0; object *new_ob; /* We try and limit the maximum value of the changd object. */ max_value = op->value * 2; if(max_value > 20000) max_value = 20000 + (max_value - 20000) / 3; /* Look through and try to find matching items. Can't turn into something * invisible. Also, if the value is too high now, it would almost * certainly be too high below. */ for(at = first_archetype ; at != NULL; at = at->next) { if(at->clone.type == op->type && !at->clone.invisible && at->clone.value > 0 && at->clone.value < max_value && !QUERY_FLAG(&at->clone, FLAG_NO_DROP) && !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) numat++; } if(!numat) return; difficulty = op->magic * 5; if (difficulty<0) difficulty=0; new_ob = get_object(); do { choice = rndm(0, numat-1); for(at = first_archetype ; at != NULL; at = at->next) { if(at->clone.type == op->type && !at->clone.invisible && at->clone.value > 0 && at->clone.value < max_value && !QUERY_FLAG(&at->clone, FLAG_NO_DROP) && !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) { if (!choice) break; else choice--; } } copy_object(&(at->clone),new_ob); fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT); ++tries; } while (new_ob->value > max_value && tries<10); if (new_ob->invisible) { LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name); free_object(new_ob); } /* Unable to generate an acceptable item? Melt it */ if (tries==10) { polymorph_melt(who, op); free_object(new_ob); return; } if(op->nrof && new_ob->nrof) { new_ob->nrof = op->nrof; /* decrease the number of items */ if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1); } /* We don't want rings to keep sustenance/hungry status. There are propably * other cases too that should be checked. */ if(charges && op->type != RING && op->type != FOOD) op->stats.food = charges; new_ob->x = op->x; new_ob->y = op->y; remove_ob(op); free_object(op); /* * Don't want objects merged or re-arranged, as it then messes up the * order */ insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON); } /* polymorh - caster who has hit object op. */ void polymorph(object *op, object *who) { int tmp; /* Can't polymorph players right now */ /* polymorphing generators opens up all sorts of abuses */ if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR)) return; if(QUERY_FLAG(op, FLAG_MONSTER)) { polymorph_living(op); return; } /* If it is a living object of some other type, don't handle * it now. */ if(QUERY_FLAG(op, FLAG_ALIVE)) return; /* Don't want to morph flying arrows, etc... */ if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE)) return; /* Do some sanity checking here. type=0 is unknown, objects * without archetypes are not good. As are a few other * cases. */ if(op->type == 0 || op->arch == NULL || QUERY_FLAG(op,FLAG_NO_PICK) || op->move_block || op->type == TREASURE) return; tmp = rndm(0, 7); if (tmp) polymorph_item(who, op); else polymorph_melt(who, op); } /* cast_polymorph - * object *op is the player/monster * caster is object that cast it. * spell_ob is the actually spell object. * dir is the direction. * Returns 0 on illegal cast, otherwise 1. */ int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) { object *tmp, *next; int range, mflags, maxrange; mapstruct *m; if(dir == 0) return 0; maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); for(range = 1;range < maxrange; range++) { sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range; object *image; m = op->map; mflags = get_map_flags(m, &m, x, y, &x, &y); if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW) break; /* Get the top most object */ for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); /* Now start polymorphing the objects, top down */ while (tmp!=NULL) { /* Once we find the floor, no need to go further */ if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break; next = tmp->below; polymorph(tmp, op); tmp = next; } image = arch_to_object(spell_ob->other_arch); image->x = x; image->y = y; image->stats.food = 5; image->speed_left = 0.1; insert_ob_in_map(image,m,op,0); } return 1; } /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows * based on whether a crossbow or bow is equiped. If neither, it defaults to * arrows. * Sets the plus based on the casters level. It is also settable with the * invoke command. If the caster attempts to create missiles with too * great a plus, the default is used. * The # of arrows created also goes up with level, so if a 30th level mage * wants LOTS of arrows, and doesn't care what the plus is he could * create nonnmagic arrows, or even -1, etc... */ int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) { int missile_plus=0, bonus_plus=0; const char *missile_name; object *tmp, *missile; tag_t tag; missile_name = "arrow"; for (tmp=op->inv; tmp != NULL; tmp=tmp->below) if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { missile_name=tmp->race; } missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); if (find_archetype(missile_name)==NULL) { LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); return 0; } missile = get_archetype(missile_name); if (stringarg) { /* If it starts with a letter, presume it is a description */ if (isalpha(*stringarg)) { artifact *al = find_artifactlist(missile->type)->items; for ( ; al != NULL; al=al->next) if (!strcasecmp(al->item->name, stringarg)) break; if (!al) { free_object(missile); new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, stringarg); return 0; } if (al->item->slaying) { free_object(missile); new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", missile_name, stringarg); return 0; } give_artifact_abilities(missile, al->item); /* These special arrows cost something extra. Don't have them also be magical - * otherwise, in most cases, not enough will be created. I don't want to get into * the parsing of having to do both plus and type. */ bonus_plus = 1 + (al->item->value / 5); missile_plus=0; } else if (atoi(stringarg) < missile_plus) missile_plus = atoi(stringarg); } if (missile_plus > 4) missile_plus = 4; else if (missile_plus < -4) missile_plus = -4; missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); missile->nrof -= 3 * (missile_plus + bonus_plus); if (missile->nrof < 1) missile->nrof=1; missile->magic = missile_plus; /* Can't get any money for these objects */ missile->value=0; SET_FLAG(missile, FLAG_IDENTIFIED); tag = missile->count; if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && ! was_destroyed (missile, tag)) { pick_up(op, missile); } return 1; } /* allows the choice of what sort of food object to make. * If stringarg is NULL, it will create food dependent on level --PeterM*/ int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) { int food_value; archetype *at=NULL; object *new_op; food_value=spell_ob->stats.food + + 50 * SP_level_duration_adjust(caster,spell_ob); if(stringarg) { at = find_archetype_by_object_type_name(FOOD, stringarg); if (at == NULL) at = find_archetype_by_object_type_name(DRINK, stringarg); if (at == NULL || at->clone.stats.food > food_value) stringarg = NULL; } if(!stringarg) { archetype *at_tmp; /* We try to find the archetype with the maximum food value. * This removes the dependancy of hard coded food values in this * function, and addition of new food types is automatically added. * We don't use flesh types because the weight values of those need * to be altered from the donor. */ /* We assume the food items don't have multiple parts */ for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { /* Basically, if the food value is something that is creatable * under the limits of the spell and it is higher than * the item we have now, take it instead. */ if (at_tmp->clone.stats.food<=food_value && (!at || at_tmp->clone.stats.food>at->clone.stats.food)) at=at_tmp; } } } /* Pretty unlikely (there are some very low food items), but you never * know */ if (!at) { new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); return 0; } food_value/=at->clone.stats.food; new_op = get_object(); copy_object(&at->clone, new_op); new_op->nrof = food_value; new_op->value = 0; if (new_op->nrof<1) new_op->nrof = 1; cast_create_obj(op, caster,new_op, dir); return 1; } int probe(object *op, object *caster, object *spell_ob, int dir) { int r, mflags, maxrange; object *tmp; mapstruct *m; if(!dir) { examine_monster(op,op); return 1; } maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); for(r=1;r < maxrange; r++) { sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; m = op->map; mflags = get_map_flags(m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) break; if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); return 0; } if (mflags & P_IS_ALIVE) { for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); if(tmp->head!=NULL) tmp=tmp->head; examine_monster(op,tmp); return 1; } } } new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); return 1; } /* This checks to see if 'pl' is invisible to 'mon'. * does race check, undead check, etc * Returns TRUE if mon can't see pl, false * otherwise. This doesn't check range, walls, etc. It * only checks the racial adjustments, and in fact that * pl is invisible. */ int makes_invisible_to(object *pl, object *mon) { if (!pl->invisible) return 0; if (pl->type == PLAYER ) { /* If race isn't set, then invisible unless it is undead */ if (!pl->contr->invis_race) { if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; return 1; } /* invis_race is set if we get here */ if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) return 1; /* No race, can't be invisible to it */ if (!mon->race) return 0; if (strstr(mon->race, pl->contr->invis_race)) return 1; /* Nothing matched above, return 0 */ return 0; } else { /* monsters are invisible to everything */ return 1; } } /* Makes the player or character invisible. * Note the spells to 'stack', but perhaps in odd ways. * the duration for all is cumulative. * In terms of invis undead/normal invis, it is the last one cast that * will determine if you are invisible to undead or normal monsters. * For improved invis, if you cast it with a one of the others, you * lose the improved part of it, and the above statement about undead/ * normal applies. */ int cast_invisible(object *op, object *caster, object *spell_ob) { object *tmp; if(op->invisible>1000) { new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); return 0; } /* Remove the switch with 90% duplicate code - just handle the differences with * and if statement or two. */ op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); /* max duration */ if(op->invisible>1000) op->invisible = 1000; if (op->type == PLAYER) { if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); if (spell_ob->race) op->contr->invis_race = add_refcount(spell_ob->race); if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) op->contr->tmp_invis=0; else op->contr->tmp_invis=1; op->contr->hidden = 0; } if (makes_invisible_to(op, op)) new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); else new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); update_object(op,UP_OBJ_FACE); /* Only search the active objects - only these should actually do * harm to the player. */ for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) if (tmp->enemy == op) tmp->enemy = NULL; return 1; } /* earth to dust spell. Basically destroys earthwalls in the area. */ int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { object *tmp, *next; int range,i,j, mflags; sint16 sx, sy; mapstruct *m; if(op->type!=PLAYER) return 0; range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); for(i= -range;ix + i; sy = op->y + j; m = op->map; mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); if (mflags & P_OUT_OF_MAP) continue; /* If the space doesn't block, no wall here to remove * Don't care too much what it blocks - this allows for * any sort of earthwall/airwall/waterwall, etc * type effects. */ if (GET_MAP_MOVE_BLOCK(m, sx, sy)) { for(tmp=get_map_ob(m, sx, sy);tmp!=NULL;tmp=next) { next=tmp->above; if(tmp&&QUERY_FLAG(tmp, FLAG_TEAR_DOWN)) hit_player(tmp,9998,op,AT_PHYSICAL,0); } } } return 1; } void execute_word_of_recall(object *op) { object *wor=op; while(op!=NULL && op->type!=PLAYER) op=op->env; if(op!=NULL && op->map) { if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); else enter_exit(op,wor); } remove_ob(wor); free_object(wor); } /* Word of recall causes the player to return 'home'. * we put a force into the player object, so that there is a * time delay effect. */ int cast_word_of_recall(object *op, object *caster, object *spell_ob) { object *dummy; int time; if(op->type!=PLAYER) return 0; if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) { new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); return 1; } dummy=get_archetype(FORCE_NAME); if(dummy == NULL){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); return 0; } time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); if (time <1 ) time=1; /* value of speed really doesn't make much difference, as long as it is * positive. Lower value may be useful so that the problem doesn't * do anything really odd if it say a -1000 or something. */ dummy->speed = 0.002; update_ob_speed(dummy); dummy->speed_left = -dummy->speed * time; dummy->type=SPELL_EFFECT; dummy->subtype = SP_WORD_OF_RECALL; /* If we could take advantage of enter_player_savebed() here, it would be * nice, but until the map load fails, we can't. */ EXIT_PATH(dummy) = add_string(op->contr->savebed_map); EXIT_X(dummy) = op->contr->bed_x; EXIT_Y(dummy) = op->contr->bed_y; (void) insert_ob_in_ob(dummy,op); new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); return 1; } /* cast_wonder * wonder is really just a spell that will likely cast another * spell. */ int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { object *newspell; if(!rndm(0, 3)) return cast_cone(op,caster,dir, spell_ob); if (spell_ob->randomitems) { newspell = generate_treasure(spell_ob->randomitems, caster->level); if (!newspell) { LOG(llevError,"cast_wonder: Unable to get a spell!\n"); return 0; } if (newspell->type != SPELL) { LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", newspell->type, newspell->name); return 0; } /* Prevent inifinit recursion */ if (newspell->subtype == SP_WONDER) { LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); return 0; } return cast_spell(op,caster,dir,newspell, NULL); } return 1; } int perceive_self(object *op) { char *cp=describe_item(op, op), buf[MAX_BUF]; archetype *at=find_archetype(ARCH_DEPLETION); object *tmp; int i; tmp=find_god(determine_god(op)); if (tmp) new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); else new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); tmp=present_arch_in_ob(at,op); if(*cp=='\0' && tmp==NULL) new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); else { new_draw_info(NDI_UNIQUE, 0,op,"You have:"); new_draw_info(NDI_UNIQUE, 0,op,cp); if (tmp!=NULL) { for (i=0; istats, i)<0) { new_draw_info_format(NDI_UNIQUE, 0,op, "Your %s is depleted by %d", statname[i], -(get_attr_value(&tmp->stats,i))); } } } } if (is_dragon_pl(op)) { /* now grab the 'dragon_ability'-force from the player's inventory */ for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { if(tmp->stats.exp == 0) { sprintf(buf, "Your metabolism isn't focused on anything."); } else { sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); } new_draw_info(NDI_UNIQUE, 0,op, buf); break; } } } return 1; } /* int cast_create_town_portal (object *op, object *caster, int dir) * * This function cast the spell of town portal for op * * The spell operates in two passes. During the first one a place * is marked as a destination for the portal. During the second one, * 2 portals are created, one in the position the player cast it and * one in the destination place. The portal are synchronized and 2 forces * are inserted in the player to destruct the portal next time player * creates a new portal pair. * This spell has a side effect that it allows people to meet each other * in a permanent, private, appartements by making a town portal from it * to the town or another public place. So, check if the map is unique and if * so return an error * * Code by Tchize (david.delbecq@usa.net) */ int cast_create_town_portal (object *op, object *caster, object *spell, int dir) { object *dummy, *force, *old_force, *tmp; archetype *perm_portal; char portal_name [1024], portal_message [1024]; sint16 exitx, exity; mapstruct *exitmap; int op_level; /* Check to see if the map the player is currently on is a per player unique * map. This can be determined in that per player unique maps have the * full pathname listed. */ if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir))) { new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); return 0; } /* The first thing to do is to check if we have a marked destination * dummy is used to make a check inventory for the force */ dummy=arch_to_object(spell->other_arch); if(dummy == NULL){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); return 0; } force=check_inv_recursive (op,dummy); if (force==NULL) { /* Here we know there is no destination marked up. * We have 2 things to do: * 1. Mark the destination in the player inventory. * 2. Let the player know it worked. */ free_string (dummy->name); dummy->name = add_string (op->map->path); EXIT_X(dummy)= op->x; EXIT_Y(dummy)= op->y; insert_ob_in_ob (dummy,op); 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."); return 1; } free_object (dummy); /* Here we know where the town portal should go to * We should kill any existing portal associated with the player. * Than we should create the 2 portals. * For each of them, we need: * - To create the portal with the name of the player+destination map * - set the owner of the town portal * - To mark the position of the portal in the player's inventory * for easier destruction. * * The mark works has follow: * slaying: Existing town portal * hp, sp : x & y of the associated portal * name : name of the portal * race : map the portal is in */ /* First step: killing existing town portals */ dummy=get_archetype(spell->race); if(dummy == NULL){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); return 0; } perm_portal = find_archetype (spell->slaying); /* To kill a town portal, we go trough the player's inventory, * for each marked portal in player's inventory, * -We try load the associated map (if impossible, consider the portal destructed) * -We find any portal in the specified location. * If it has the good name, we destruct it. * -We destruct the force indicating that portal. */ while ( (old_force=check_inv_recursive (op,dummy))) { exitx=EXIT_X(old_force); exity=EXIT_Y(old_force); LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); else exitmap = ready_map_name(old_force->race, 0); if (exitmap) { tmp=present_arch (perm_portal,exitmap,exitx,exity); while (tmp) { if (tmp->name == old_force->name) { remove_ob (tmp); free_object (tmp); break; } else { tmp = tmp->above; } } } remove_ob (old_force); free_object (old_force); LOG (llevDebug,"\n"); } free_object (dummy); /* Creating the portals. * The very first thing to do is to ensure * access to the destination map. * If we can't, don't fizzle. Simply warn player. * This ensure player pays his mana for the spell * because HE is responsible of forgotting. * 'force' is the destination of the town portal, which we got * from the players inventory above. */ /* Ensure exit map is loaded*/ if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); else exitmap = ready_map_name(force->name, 0); /* If we were unable to load (ex. random map deleted), warn player*/ if (exitmap==NULL) { new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); remove_ob(force); free_object(force); return 1; } op_level = caster_level(caster, spell); if (op_level<15) snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); else if (op_level<30) snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); else if (op_level<60) snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); /* Create a portal in front of player * dummy contain the portal and * force contain the track to kill it later */ snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); dummy=get_archetype(spell->slaying); /*The portal*/ if(dummy == NULL) { new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); return 0; } EXIT_PATH(dummy) = add_string (force->name); EXIT_X(dummy)=EXIT_X(force); EXIT_Y(dummy)=EXIT_Y(force); FREE_AND_COPY(dummy->name, portal_name); FREE_AND_COPY(dummy->name_pl, portal_name); dummy->msg=add_string (portal_message); dummy->race=add_string (op->name); /*Save the owner of the portal*/ cast_create_obj (op, caster, dummy, 0); /* Now we need to to create a town portal marker inside the player * object, so on future castings, we can know that he has an active * town portal. */ tmp=get_archetype(spell->race); if(tmp == NULL){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); return 0; } tmp->race=add_string (op->map->path); FREE_AND_COPY(tmp->name, portal_name); EXIT_X(tmp)=dummy->x; EXIT_Y(tmp)=dummy->y; insert_ob_in_ob (tmp,op); /* Create a portal in the destination map * dummy contain the portal and * force the track to kill it later * the 'force' variable still contains the 'reminder' of * where this portal goes to. */ snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); dummy=get_archetype (spell->slaying); /*The portal*/ if(dummy == NULL) { new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); return 0; } EXIT_PATH(dummy) = add_string (op->map->path); EXIT_X(dummy)=op->x; EXIT_Y(dummy)=op->y; FREE_AND_COPY(dummy->name, portal_name); FREE_AND_COPY(dummy->name_pl, portal_name); dummy->msg=add_string (portal_message); dummy->x=EXIT_X(force); dummy->y=EXIT_Y(force); dummy->race=add_string (op->name); /*Save the owner of the portal*/ insert_ob_in_map(dummy,exitmap,op,0); /* Now we create another town portal marker that * points back to the one we just made */ tmp=get_archetype(spell->race); if(tmp == NULL){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); return 0; } tmp->race=add_string(force->name); FREE_AND_COPY(tmp->name, portal_name); EXIT_X(tmp)=dummy->x; EXIT_Y(tmp)=dummy->y; insert_ob_in_ob (tmp,op); /* Describe the player what happened */ new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); remove_ob(force); /* Delete the force inside the player*/ free_object(force); return 1; } /* This creates magic walls. Really, it can create most any object, * within some reason. */ int magic_wall(object *op,object *caster,int dir,object *spell_ob) { object *tmp, *tmp2; int i,posblocked,negblocked, maxrange; sint16 x, y; mapstruct *m; const char *name; archetype *at; if(!dir) { dir=op->facing; x = op->x; y = op->y; } else { x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; } m = op->map; if ((spell_ob->move_block || x != op->x || y != op->y) && (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); return 0; } if (spell_ob->other_arch) { tmp = arch_to_object(spell_ob->other_arch); } else if (spell_ob->race) { char buf1[MAX_BUF]; sprintf(buf1,spell_ob->race,dir); at = find_archetype(buf1); if (!at) { LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); return 0; } tmp = arch_to_object(at); } else { LOG(llevError,"magic_wall: spell %s lacks other_arch\n", spell_ob->name); return 0; } if (tmp->type == SPELL_EFFECT) { tmp->attacktype = spell_ob->attacktype; tmp->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); tmp->range = 0; } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); tmp->stats.maxhp = tmp->stats.hp; set_owner(tmp,op); set_spell_skill(op, caster, spell_ob, tmp); } if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { tmp->stats.food = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); SET_FLAG(tmp, FLAG_IS_USED_UP); } if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); tmp->stats.maxhp = tmp->stats.hp; SET_FLAG(tmp, FLAG_TEAR_DOWN); SET_FLAG(tmp, FLAG_ALIVE); } /* This can't really hurt - if the object doesn't kill anything, * these fields just won't be used. */ set_owner(tmp,op); set_spell_skill(op, caster, spell_ob, tmp); tmp->x = x; tmp->y = y; tmp->level = caster_level(caster, spell_ob) / 2; name = tmp->name; if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); return 0; } /* If this is a spellcasting wall, need to insert the spell object */ if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); /* This code causes the wall to extend some distance in * each direction, or until an obstruction is encountered. * posblocked and negblocked help determine how far the * created wall can extend, it won't go extend through * blocked spaces. */ maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); posblocked=0; negblocked=0; for(i=1; i<=maxrange; i++) { int dir2; dir2 = (dir<4)?(dir+2):dir-2; x = tmp->x+i*freearr_x[dir2]; y = tmp->y+i*freearr_y[dir2]; m = tmp->map; if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && !posblocked) { tmp2 = get_object(); copy_object(tmp,tmp2); tmp2->x = x; tmp2->y = y; insert_ob_in_map(tmp2,m,op,0); /* If this is a spellcasting wall, need to insert the spell object */ if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); } else posblocked=1; x = tmp->x-i*freearr_x[dir2]; y = tmp->y-i*freearr_y[dir2]; m = tmp->map; if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && !negblocked) { tmp2 = get_object(); copy_object(tmp,tmp2); tmp2->x = x; tmp2->y = y; insert_ob_in_map(tmp2,m,op,0); if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); } else negblocked=1; } if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) update_all_los(op->map, op->x, op->y); return 1; } int dimension_door(object *op,object *caster, object *spob, int dir) { uint32 dist, maxdist; int mflags; mapstruct *m; sint16 sx, sy; if(op->type!=PLAYER) return 0; if(!dir) { new_draw_info(NDI_UNIQUE, 0,op,"In what direction?"); return 0; } /* Given the new outdoor maps, can't let players dimension door for * ever, so put limits in. */ maxdist = spob->range + SP_level_range_adjust(caster, spob); if(op->contr->count) { if (op->contr->count > maxdist) { new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!"); return 0; } for(dist=0;distcontr->count; dist++) { mflags = get_map_flags(op->map, &m, op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1), &sx, &sy); if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; } if(distcontr->count) { new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n"); op->contr->count=0; return 0; } op->contr->count=0; /* Remove code that puts player on random space on maps. IMO, * a lot of maps probably have areas the player should not get to, * but may not be marked as NO_MAGIC (as they may be bounded * by such squares). Also, there are probably treasure rooms and * lots of other maps that protect areas with no magic, but the * areas themselves don't contain no magic spaces. */ /* This call here is really just to normalize the coordinates */ mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, &sx, &sy); if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) { new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n"); return 1; /* Maybe the penalty should be more severe... */ } } else { /* Player didn't specify a distance, so lets see how far * we can move the player. Don't know why this stopped on * spaces that blocked the players view. */ for(dist=0; dist < maxdist; dist++) { mflags = get_map_flags(op->map, &m, op->x+freearr_x[dir] * (dist+1), op->y+freearr_y[dir] * (dist+1), &sx, &sy); if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break; if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; } /* If the destination is blocked, keep backing up until we * find a place for the player. */ for(;dist>0; dist--) { if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist, &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue; if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break; } if(!dist) { new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n"); return 0; } } /* Actually move the player now */ remove_ob(op); op->x+=freearr_x[dir]*dist; op->y+=freearr_y[dir]*dist; if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL) return 1; if (op->type == PLAYER) MapNewmapCmd(op->contr); op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ return 1; } /* cast_heal: Heals something. * op is the caster. * dir is the direction he is casting it in. * spell is the spell object. */ int cast_heal(object *op,object *caster, object *spell, int dir) { object *tmp; archetype *at; object *poison; int heal = 0, success = 0; tmp = find_target_for_friendly_spell(op,dir); if (tmp==NULL) return 0; /* Figure out how many hp this spell might cure. * could be zero if this spell heals effects, not damage. */ heal = spell->stats.dam; if (spell->stats.hp) heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; if (heal) { if (tmp->stats.hp >= tmp->stats.maxhp) { new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); } else { /* See how many points we actually heal. Instead of messages * based on type of spell, we instead do messages based * on amount of damage healed. */ if (heal > (tmp->stats.maxhp - tmp->stats.hp)) heal = tmp->stats.maxhp - tmp->stats.hp; tmp->stats.hp += heal; if (tmp->stats.hp >= tmp->stats.maxhp) { new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); } else if (heal > 50) { new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); } else if (heal > 25) { new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); } else if (heal > 10) { new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); } else { new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); } success=1; } } if (spell->attacktype & AT_DISEASE) if (cure_disease (tmp, op)) success = 1; if (spell->attacktype & AT_POISON) { at = find_archetype("poisoning"); poison=present_arch_in_ob(at,tmp); if (poison) { success = 1; new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); poison->stats.food = 1; } } if (spell->attacktype & AT_CONFUSION) { poison=present_in_ob_by_name(FORCE,"confusion", tmp); if (poison) { success = 1; new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); poison->duration = 1; } } if (spell->attacktype & AT_BLIND) { at=find_archetype("blindness"); poison=present_arch_in_ob(at,tmp); if (poison) { success = 1; new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); poison->stats.food = 1; } } if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { tmp->stats.sp += spell->last_sp; if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; success = 1; new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energies surge through your body!"); } if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { tmp->stats.grace += spell->last_grace; if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; success = 1; new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with you god!"); } if (spell->stats.food && tmp->stats.food < 999) { tmp->stats.food += spell->stats.food; if (tmp->stats.food > 999) tmp->stats.food=999; success = 1; /* We could do something a bit better like the messages for healing above */ new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); } return success; } /* This is used for the spells that gain stats. There are no spells * right now that icnrease wis/int/pow on a temp basis, so no * good comments for those. */ static const char* const no_gain_msgs[NUM_STATS] = { "You grow no stronger.", "You grow no more agile.", "You don't feel any healthier.", "no wis", "You are no easier to look at.", "no int", "no pow" }; int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { object *tmp, *tmp2=NULL; object *force=NULL; int i; /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ if(dir!=0) { tmp=find_target_for_friendly_spell(op,dir); } else { tmp = op; } if(tmp==NULL) return 0; /* If we've already got a force of this type, don't add a new one. */ for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { if (tmp2->name == spell_ob->name) { force=tmp2; /* the old effect will be "refreshed" */ break; } else if (spell_ob->race && spell_ob->race == tmp2->name) { if ( !silent ) new_draw_info_format(NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", spell_ob->name, tmp2->name_pl); return 0; } } } if(force==NULL) { force=get_archetype(FORCE_NAME); force->subtype = FORCE_CHANGE_ABILITY; free_string(force->name); if (spell_ob->race) force->name = add_refcount(spell_ob->race); else force->name = add_refcount(spell_ob->name); free_string(force->name_pl); force->name_pl = add_refcount(spell_ob->name); } else { int duration; duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; if (duration > force->duration) { force->duration = duration; new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); } else { new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); } return 1; } force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; force->speed = 1.0; force->speed_left = -1.0; SET_FLAG(force, FLAG_APPLIED); /* Now start processing the effects. First, protections */ for (i=0; i < NROFATTACKS; i++) { if (spell_ob->resist[i]) { force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); if (force->resist[i] > 100) force->resist[i] = 100; } } if (spell_ob->stats.hp) force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); if (tmp->type == PLAYER) { /* Stat adjustment spells */ for (i=0; i < NUM_STATS; i++) { sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; if (stat) { sm=0; for (k=0; kstats, i) + sm) > (15 + 5 * stat)) { sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); if (sm<0) sm = 0; } set_attr_value(&force->stats, i, sm); if (!sm) new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); } } } force->move_type = spell_ob->move_type; if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) SET_FLAG(force, FLAG_SEE_IN_DARK); if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) SET_FLAG(force, FLAG_XRAYS); /* Haste/bonus speed */ if (spell_ob->stats.exp) { if (op->speed > 0.5) force->stats.exp = (float) spell_ob->stats.exp / (op->speed + 0.5); else force->stats.exp = spell_ob->stats.exp; } force->stats.wc = spell_ob->stats.wc; force->stats.ac = spell_ob->stats.ac; force->attacktype = spell_ob->attacktype; insert_ob_in_ob(force,tmp); change_abil(tmp,force); /* Mostly to display any messages */ fix_player(tmp); return 1; } /* This used to be part of cast_change_ability, but it really didn't make * a lot of sense, since most of the values it derives are from the god * of the caster. */ int cast_bless(object *op,object *caster,object *spell_ob, int dir) { int i; object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ if(dir!=0) { tmp=find_target_for_friendly_spell(op,dir); } else { tmp = op; } /* If we've already got a force of this type, don't add a new one. */ for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { if (tmp2->name == spell_ob->name) { force=tmp2; /* the old effect will be "refreshed" */ break; } else if (spell_ob->race && spell_ob->race == tmp2->name) { new_draw_info_format(NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", spell_ob->name, tmp2->name_pl); return 0; } } } if(force==NULL) { force=get_archetype(FORCE_NAME); force->subtype = FORCE_CHANGE_ABILITY; free_string(force->name); if (spell_ob->race) force->name = add_refcount(spell_ob->race); else force->name = add_refcount(spell_ob->name); free_string(force->name_pl); force->name_pl = add_refcount(spell_ob->name); } else { int duration; duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; if (duration > force->duration) { force->duration = duration; new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); } else { new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); } return 0; } force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; force->speed = 1.0; force->speed_left = -1.0; SET_FLAG(force, FLAG_APPLIED); if(!god) { new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); } else { /* Only give out good benefits, and put a max on it */ for (i=0; iresist[i]>0) { force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); } } force->path_attuned|=god->path_attuned; if (spell_ob->attacktype) { force->attacktype|=god->attacktype | AT_PHYSICAL; if(god->slaying) force->slaying = add_string(god->slaying); } if (tmp != op) { new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); } else { new_draw_info_format(NDI_UNIQUE, 0,tmp, "You are blessed by %s!",god->name); } } force->stats.wc = spell_ob->stats.wc; force->stats.ac = spell_ob->stats.ac; change_abil(tmp,force); /* Mostly to display any messages */ insert_ob_in_ob(force,tmp); fix_player(tmp); return 1; } /* Alchemy code by Mark Wedel * * This code adds a new spell, called alchemy. Alchemy will turn * objects to gold nuggets, the value of the gold nuggets being * about 90% of that of the item itself. It uses the value of the * object before charisma adjustments, because the nuggets themselves * will be will be adjusted by charisma when sold. * * Large nuggets are worth 25 gp each (base). You will always get * the maximum number of large nuggets you could get. * Small nuggets are worth 1 gp each (base). You will get from 0 * to the max amount of small nuggets as you could get. * * For example, if an item is worth 110 gold, you will get * 4 large nuggets, and from 0-10 small nuggets. * * There is also a chance (1:30) that you will get nothing at all * for the object. There is also a maximum weight that will be * alchemied. */ /* I didn't feel like passing these as arguements to the * two functions that need them. Real values are put in them * when the spell is cast, and these are freed when the spell * is finished. */ static object *small, *large; static void alchemy_object(object *obj, int *small_nuggets, int *large_nuggets, int *weight) { uint64 value=query_cost(obj, NULL, F_TRUE); /* Give third price when we alchemy money (This should hopefully * make it so that it isn't worth it to alchemy money, sell * the nuggets, alchemy the gold from that, etc. * Otherwise, give 9 silver on the gold for other objects, * so that it would still be more affordable to haul * the stuff back to town. */ if (QUERY_FLAG(obj, FLAG_UNPAID)) value=0; else if (obj->type==MONEY || obj->type==GEM) value /=3; else value = (value*9)/10; if ((obj->value>0) && rndm(0, 29)) { int count; count = value / large->value; *large_nuggets += count; value -= (uint64)count * (uint64)large->value; count = value / small->value; *small_nuggets += count; } /* Turn 25 small nuggets into 1 large nugget. If the value * of large nuggets is not evenly divisable by the small nugget * value, take off an extra small_nugget (Assuming small_nuggets!=0) */ if (*small_nuggets * small->value >= large->value) { (*large_nuggets)++; *small_nuggets -= large->value / small->value; if (*small_nuggets && large->value % small->value) (*small_nuggets)--; } weight += obj->weight; remove_ob(obj); free_object(obj); } static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y) { object *tmp; int flag=0; /* Put any nuggets below the player, but we can only pass this * flag if we are on the same space as the player */ if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; if (small_nuggets) { tmp = get_object(); copy_object(small, tmp); tmp-> nrof = small_nuggets; tmp->x = x; tmp->y = y; insert_ob_in_map(tmp, m, op, flag); } if (large_nuggets) { tmp = get_object(); copy_object(large, tmp); tmp-> nrof = large_nuggets; tmp->x = x; tmp->y = y; insert_ob_in_map(tmp, m, op, flag); } } int alchemy(object *op, object *caster, object *spell_ob) { int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; sint16 nx, ny; object *next,*tmp; mapstruct *mp; if(op->type!=PLAYER) return 0; /* Put a maximum weight of items that can be alchemied. Limits the power * some, and also prevents people from alcheming every table/chair/clock * in sight */ weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); weight_max *= 1000; small=get_archetype("smallnugget"), large=get_archetype("largenugget"); for(y= op->y-1;y<=op->y+1;y++) { for(x= op->x-1;x<=op->x+1;x++) { nx = x; ny = y; mp = op->map; mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) continue; /* Treat alchemy a little differently - most spell effects * use fly as the movement type - for alchemy, consider it * ground level effect. */ if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) continue; small_nuggets=0; large_nuggets=0; for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { next=tmp->above; if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && !QUERY_FLAG(tmp, FLAG_ALIVE) && !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { if (tmp->inv) { object *next1, *tmp1; for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { next1 = tmp1->below; if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && !QUERY_FLAG(tmp1, FLAG_ALIVE) && !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) alchemy_object(tmp1, &small_nuggets, &large_nuggets, &weight); } } alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); if (weight>weight_max) { update_map(op, mp, small_nuggets, large_nuggets, nx, ny); free_object(large); free_object(small); return 1; } } /* is alchemable object */ } /* process all objects on this space */ /* Insert all the nuggets at one time. This probably saves time, but * it also prevents us from alcheming nuggets that were just created * with this spell. */ update_map(op, mp, small_nuggets, large_nuggets, nx, ny); } } free_object(large); free_object(small); /* reset this so that if player standing on a big pile of stuff, * it is redrawn properly. */ op->contr->socket.look_position = 0; return 1; } /* This function removes the cursed/damned status on equipped * items. */ int remove_curse(object *op, object *caster, object *spell) { object *tmp; int success = 0, was_one = 0; for (tmp = op->inv; tmp; tmp = tmp->below) if (QUERY_FLAG(tmp, FLAG_APPLIED) && ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { was_one++; if (tmp->level <= caster_level(caster, spell)) { success++; if (QUERY_FLAG(spell, FLAG_DAMNED)) CLEAR_FLAG(tmp, FLAG_DAMNED); CLEAR_FLAG(tmp, FLAG_CURSED); CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); tmp->value = 0; /* Still can't sell it */ if (op->type == PLAYER) esrv_send_item(op, tmp); } } if (op->type==PLAYER) { if (success) { new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); } else { if (was_one) new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); else new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); } } return success; } /* Identifies objects in the players inventory/on the ground */ int cast_identify(object *op, object *caster, object *spell) { object *tmp; int success = 0, num_ident; num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); if (num_ident < 1) num_ident=1; for (tmp = op->inv; tmp ; tmp = tmp->below) { if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { identify(tmp); if (op->type==PLAYER) { new_draw_info_format(NDI_UNIQUE, 0, op, "You have %s.", long_desc(tmp, op)); if (tmp->msg) { new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); } } num_ident--; success=1; if (!num_ident) break; } } /* If all the power of the spell has been used up, don't go and identify * stuff on the floor. Only identify stuff on the floor if the spell * was not fully used. */ if (num_ident) { for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { identify(tmp); if (op->type==PLAYER) { new_draw_info_format(NDI_UNIQUE, 0,op, "On the ground is %s.", long_desc(tmp, op)); if (tmp->msg) { new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); } esrv_send_item(op, tmp); } num_ident--; success=1; if (!num_ident) break; } } if (!success) new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); else { spell_effect(spell, op->x, op->y, op->map, op); } return success; } int cast_detection(object *op, object *caster, object *spell, object *skill) { object *tmp, *last, *god, *detect; int done_one, range, mflags, floor, level; sint16 x, y, nx, ny; mapstruct *m; /* We precompute some values here so that we don't have to keep * doing it over and over again. */ god=find_god(determine_god(op)); level=caster_level(caster, spell); range = spell->range + SP_level_range_adjust(caster, spell); if (!skill) skill=caster; for (x = op->x - range; x <= op->x + range; x++) for (y = op->y - range; y <= op->y + range; y++) { m = op->map; mflags = get_map_flags(m, &m, x, y, &nx, &ny); if (mflags & P_OUT_OF_MAP) continue; /* For most of the detections, we only detect objects above the * floor. But this is not true for show invisible. * Basically, we just go and find the top object and work * down - that is easier than working up. */ for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; /* Shouldn't happen, but if there are no objects on a space, this * would happen. */ if (!last) continue; done_one=0; floor=0; detect = NULL; for (tmp=last; tmp; tmp=tmp->below) { /* show invisible */ if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && /* Might there be other objects that we can make visibile? */ (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || tmp->type==CF_HANDLE || tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || tmp->type==BUTTON || tmp->type==TELEPORTER || tmp->type==GATE || tmp->type==LOCKED_DOOR || tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || tmp->type==TREASURE || tmp->type==BOOK || tmp->type==HOLY_ALTAR))) { if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { tmp->invisible=0; done_one = 1; } } if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; /* All detections below this point don't descend beneath the floor, * so just continue on. We could be clever and look at the type of * detection to completely break out if we don't care about objects beneath * the floor, but once we get to the floor, not likely a very big issue anyways. */ if (floor) continue; /* I had thought about making detect magic and detect curse * show the flash the magic item like it does for detect monster. * however, if the object is within sight, this would then make it * difficult to see what object is magical/cursed, so the * effect wouldn't be as apparant. */ /* detect magic */ if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && is_magical(tmp)) { SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); /* make runes more visibile */ if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) tmp->stats.Cha/=4; done_one = 1; } /* detect monster */ if (QUERY_FLAG(spell, FLAG_MONSTER) && (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { done_one = 2; if (!detect) detect=tmp; } /* Basically, if race is set in the spell, then the creatures race must * match that. if the spell race is set to GOD, then the gods opposing * race must match. */ if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || (strstr(spell->race, tmp->race)))) { done_one = 2; if (!detect) detect=tmp; } if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { SET_FLAG(tmp, FLAG_KNOWN_CURSED); done_one = 1; } } /* for stack of objects on this space */ /* Code here puts an effect of the spell on the space, so you can see * where the magic is. */ if (done_one) { object *detect_ob = arch_to_object(spell->other_arch); detect_ob->x = nx; detect_ob->y = ny; /* if this is set, we want to copy the face */ if (done_one == 2 && detect) { detect_ob->face = detect->face; detect_ob->animation_id = detect->animation_id; detect_ob->anim_speed = detect->anim_speed; detect_ob->last_anim=0; /* by default, the detect_ob is already animated */ if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); } insert_ob_in_map(detect_ob, m, op,0); } } /* for processing the surrounding spaces */ /* Now process objects in the players inventory if detect curse or magic */ if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { done_one = 0; for (tmp = op->inv; tmp; tmp = tmp->below) { if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); if (op->type==PLAYER) esrv_send_item (op, tmp); } if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { SET_FLAG(tmp, FLAG_KNOWN_CURSED); if (op->type==PLAYER) esrv_send_item (op, tmp); } } /* if item is not identified */ } /* for the players inventory */ } /* if detect magic/curse and object is a player */ return 1; } /** * Checks if victim has overcharged mana. caster_level is the caster's (skill) * level whos spell did cause the overcharge. */ static void charge_mana_effect(object *victim, int caster_level) { /* Prevent explosions for objects without mana. Without this check, doors * will explode, too. */ if (victim->stats.maxsp <= 0) return; new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); if (victim->stats.sp >= victim->stats.maxsp*2) { object *tmp; new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); /* Explodes a fireball centered at player */ tmp = get_archetype(EXPLODING_FIREBALL); tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; tmp->x = victim->x; tmp->y = victim->y; insert_ob_in_map(tmp, victim->map, NULL, 0); victim->stats.sp = 2*victim->stats.maxsp; } else if (victim->stats.sp >= victim->stats.maxsp*1.88) { new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); } else if (victim->stats.sp >= victim->stats.maxsp*1.66) { new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); } else if (victim->stats.sp >= victim->stats.maxsp*1.5) { new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); confuse_player(victim, victim, 99); } else if (victim->stats.sp >= victim->stats.maxsp*1.25) { new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); } } /* cast_transfer * This spell transfers sp from the player to another person. * We let the target go above their normal maximum SP. */ int cast_transfer(object *op,object *caster, object *spell, int dir) { object *plyr=NULL; sint16 x, y; mapstruct *m; int mflags; m = op->map; x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; mflags = get_map_flags(m, &m, x, y, &x, &y); if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) break; } /* If we did not find a player in the specified direction, transfer * to anyone on top of us. This is used for the rune of transference mostly. */ if(plyr==NULL) for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) break; if (!plyr) { new_draw_info(NDI_BLACK, 0, op, "There is no one there."); return 0; } /* give sp */ if(spell->stats.dam > 0) { plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); charge_mana_effect(plyr, caster_level(caster, spell)); return 1; } /* suck sp away. Can't suck sp from yourself */ else if (op != plyr) { /* old dragin magic used floats. easier to just use ints and divide by 100 */ int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; if (rate > 95) rate=95; sucked = (plyr->stats.sp * rate) / 100; plyr->stats.sp -= sucked; if (QUERY_FLAG(op, FLAG_ALIVE)) { /* Player doesn't get full credit */ sucked = (sucked * rate) / 100; op->stats.sp += sucked; if (sucked > 0) { charge_mana_effect(op, caster_level(caster, spell)); } } return 1; } return 0; } /* counterspell: nullifies spell effects. * op is the counterspell object, dir is the direction * it was cast in. * Basically, if the object has a magic attacktype, * this may nullify it. */ void counterspell(object *op,int dir) { object *tmp, *head, *next; int mflags; mapstruct *m; sint16 sx,sy; sx = op->x + freearr_x[dir]; sy = op->y + freearr_y[dir]; m = op->map; mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); if (mflags & P_OUT_OF_MAP) return; for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) { next = tmp->above; /* Need to look at the head object - otherwise, if tmp * points to a monster, we don't have all the necessary * info for it. */ if (tmp->head) head = tmp->head; else head = tmp; /* don't attack our own spells */ if(tmp->owner && tmp->owner == op->owner) continue; /* Basically, if the object is magical and not counterspell, * we will more or less remove the object. Don't counterspell * monsters either. */ if (head->attacktype & AT_MAGIC && !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG(head,FLAG_MONSTER) && (op->level > head->level)) { remove_ob(head); free_object(head); } else switch(head->type) { case SPELL_EFFECT: if(op->level > head->level) { remove_ob(head); free_object(head); } break; /* I really don't get this rune code that much - that * random chance seems really low. */ case RUNE: if(rndm(0, 149) == 0) { head->stats.hp--; /* weaken the rune */ if(!head->stats.hp) { remove_ob(head); free_object(head); } } break; } } } /* cast_consecrate() - a spell to make an altar your god's */ int cast_consecrate(object *op, object *caster, object *spell) { char buf[MAX_BUF]; object *tmp, *god=find_god(determine_god(op)); if(!god) { new_draw_info(NDI_UNIQUE, 0,op, "You can't consecrate anything if you don't worship a god!"); return 0; } for(tmp=op->below;tmp;tmp=tmp->below) { if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; if(tmp->type==HOLY_ALTAR) { if(tmp->level > caster_level(caster, spell)) { new_draw_info_format(NDI_UNIQUE, 0,op, "You are not powerful enough to reconsecrate the %s", tmp->name); return 0; } else { /* If we got here, we are consecrating an altar */ if(tmp->name) free_string(tmp->name); sprintf(buf,"Altar of %s",god->name); tmp->name = add_string(buf); tmp->level = caster_level(caster, spell); tmp->other_arch = god->arch; if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp); new_draw_info_format(NDI_UNIQUE,0, op, "You consecrated the altar to %s!",god->name); return 1; } } } new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); return 0; } /* animate_weapon - * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. * The golem is based on the archetype specified, modified by the caster's level * and the attributes of the weapon. The weapon is inserted in the golem's * inventory so that it falls to the ground when the golem dies. * This code was very odd - code early on would only let players use the spell, * yet the code wass full of player checks. I've presumed that the code * that only let players use it was correct, and removed all the other * player checks. MSW 2003-01-06 */ int animate_weapon(object *op,object *caster,object *spell, int dir) { object *weapon, *tmp; char buf[MAX_BUF]; int a, i; sint16 x, y; mapstruct *m; materialtype_t *mt; if(!spell->other_arch){ new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); return 0; } /* exit if it's not a player using this spell. */ if(op->type!=PLAYER) return 0; /* if player already has a golem, abort */ if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { control_golem(op->contr->ranges[range_golem],dir); return 0; } /* if no direction specified, pick one */ if(!dir) dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); m = op->map; x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; /* if there's no place to put the golem, abort */ if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); return 0; } /* Use the weapon marked by the player. */ weapon = find_marked_object(op); if (!weapon) { new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); return 0; } if (spell->race && strcmp(weapon->arch->name, spell->race)) { new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); return 0; } if (weapon->type != WEAPON) { new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); return 0; } if (QUERY_FLAG(weapon, FLAG_APPLIED)) { new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name(weapon)); return 0; } if (weapon->nrof > 1) { tmp = get_split_ob(weapon, 1); esrv_send_item(op, weapon); weapon = tmp; } /* create the golem object */ tmp=arch_to_object(spell->other_arch); /* if animated by a player, give the player control of the golem */ CLEAR_FLAG(tmp, FLAG_MONSTER); SET_FLAG(tmp, FLAG_FRIENDLY); tmp->stats.exp=0; add_friendly_object(tmp); tmp->type=GOLEM; set_owner(tmp,op); set_spell_skill(op, caster, spell, tmp); op->contr->ranges[range_golem]=tmp; op->contr->shoottype=range_golem; op->contr->golem_count = tmp->count; /* Give the weapon to the golem now. A bit of a hack to check the * removed flag - it should only be set if get_split_object was * used above. */ if (!QUERY_FLAG(weapon, FLAG_REMOVED)) remove_ob (weapon); insert_ob_in_ob (weapon, tmp); esrv_send_item(op, weapon); /* To do everything necessary to let a golem use the weapon is a pain, * so instead, just set it as equipped (otherwise, we need to update * body_info, skills, etc) */ SET_FLAG (tmp, FLAG_USE_WEAPON); SET_FLAG(weapon, FLAG_APPLIED); fix_player(tmp); /* There used to be 'odd' code that basically seemed to take the absolute * value of the weapon->magic an use that. IMO, that doesn't make sense - * if you're using a crappy weapon, it shouldn't be as good. */ /* modify weapon's animated wc */ tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; if(tmp->stats.wc<-127) tmp->stats.wc = -127; /* Modify hit points for weapon */ tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + SP_level_duration_adjust(caster, spell) + + 8 * weapon->magic + 12 * weapon->stats.Con; if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; tmp->stats.hp = tmp->stats.maxhp; /* Modify weapon's damage */ tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str; if(tmp->stats.dam<0) tmp->stats.dam=127; /* attacktype */ if ( ! tmp->attacktype) tmp->attacktype = AT_PHYSICAL; mt = NULL; if (op->materialname != NULL) mt = name_to_material(op->materialname); if (mt != NULL) { for (i=0; i < NROFATTACKS; i++) tmp->resist[i] = 50 - (mt->save[i] * 5); a = mt->save[0]; } else { for (i=0; i < NROFATTACKS; i++) tmp->resist[i] = 5; a = 10; } /* Set weapon's immunity */ tmp->resist[ATNR_CONFUSION] = 100; tmp->resist[ATNR_POISON] = 100; tmp->resist[ATNR_SLOW] = 100; tmp->resist[ATNR_PARALYZE] = 100; tmp->resist[ATNR_TURN_UNDEAD] = 100; tmp->resist[ATNR_FEAR] = 100; tmp->resist[ATNR_DEPLETE] = 100; tmp->resist[ATNR_DEATH] = 100; tmp->resist[ATNR_BLIND] = 100; /* Improve weapon's armour value according to best save vs. physical of its material */ if (a > 14) a = 14; tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); /* Determine golem's speed */ tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); if(tmp->speed > 3.33) tmp->speed = 3.33; if (!spell->race) { sprintf(buf, "animated %s", weapon->name); if(tmp->name) free_string(tmp->name); tmp->name = add_string(buf); tmp->face = weapon->face; tmp->animation_id = weapon->animation_id; tmp->anim_speed = weapon->anim_speed; tmp->last_anim = weapon->last_anim; tmp->state = weapon->state; if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { SET_FLAG(tmp,FLAG_ANIMATE); } else { CLEAR_FLAG(tmp,FLAG_ANIMATE); } update_ob_speed(tmp); } /* make experience increase in proportion to the strength of the summoned creature. */ tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); tmp->speed_left= -1; tmp->x=x; tmp->y=y; tmp->direction=dir; insert_ob_in_map(tmp,m,op,0); return 1; } /* cast_daylight() - changes the map darkness level *lower* */ /* cast_change_map_lightlevel: Was cast_daylight/nightfall. * This changes the light level for the entire map. */ int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { int success; if(!op->map) return 0; /* shouldnt happen */ success=change_map_light(op->map,spell->stats.dam); if(!success) { if (spell->stats.dam < 0) new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); else new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); } return success; } /* create an aura spell object and put it in the player's inventory. * as usual, op is player, caster is the object casting the spell, * spell is the spell object itself. */ int create_aura(object *op, object *caster, object *spell) { int refresh=0; object *new_aura; new_aura = present_arch_in_ob(spell->other_arch, op); if (new_aura) refresh=1; else new_aura = arch_to_object(spell->other_arch); new_aura->duration = spell->duration + 10* SP_level_duration_adjust(caster,spell); new_aura->stats.dam = spell->stats.dam +SP_level_dam_adjust(caster,spell); set_owner(new_aura,op); set_spell_skill(op, caster, spell, new_aura); new_aura->attacktype= spell->attacktype; new_aura->level = caster_level(caster, spell); if (refresh) new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); else insert_ob_in_ob(new_aura, op); return 1; } /* move aura function. An aura is a part of someone's inventory, * which he carries with him, but which acts on the map immediately * around him. * Aura parameters: * duration: duration counter. * attacktype: aura's attacktype * other_arch: archetype to drop where we attack */ void move_aura(object *aura) { int i, mflags; object *env; mapstruct *m; /* auras belong in inventories */ env = aura->env; /* no matter what we've gotta remove the aura... * we'll put it back if its time isn't up. */ remove_ob(aura); /* exit if we're out of gas */ if(aura->duration--< 0) { free_object(aura); return; } /* auras only exist in inventories */ if(env == NULL || env->map==NULL) { free_object(aura); return; } aura->x = env->x; aura->y = env->y; /* we need to jump out of the inventory for a bit * in order to hit the map conveniently. */ insert_ob_in_map(aura,env->map,aura,0); for(i=1;i<9;i++) { sint16 nx, ny; nx = aura->x + freearr_x[i]; ny = aura->y + freearr_y[i]; mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); /* Consider the movement tyep of the person with the aura as * movement type of the aura. Eg, if the player is flying, the aura * is flying also, if player is walking, it is on the ground, etc. */ if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { hit_map(aura,i,aura->attacktype,0); if(aura->other_arch) { object *new_ob; new_ob = arch_to_object(aura->other_arch); new_ob->x = nx; new_ob->y = ny; insert_ob_in_map(new_ob,m,aura,0); } } } /* put the aura back in the player's inventory */ remove_ob(aura); insert_ob_in_ob(aura, env); } /* moves the peacemaker spell. * op is the piece object. */ void move_peacemaker(object *op) { object *tmp; for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { int atk_lev, def_lev; object *victim=tmp; if (tmp->head) victim=tmp->head; if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; if (victim->stats.exp == 0) continue; def_lev = MAX(1,victim->level); atk_lev = MAX(1,op->level); if (rndm(0, atk_lev-1) > def_lev) { /* make this sucker peaceful. */ change_exp(get_owner(op),victim->stats.exp, op->skill, 0); victim->stats.exp=0; #if 0 /* No idea why these were all set to zero - if something * makes this creature agressive, he should still do damage. */ victim->stats.dam = 0; victim->stats.sp = 0; victim->stats.grace = 0; victim->stats.Pow = 0; #endif victim->attack_movement = RANDO2; SET_FLAG(victim,FLAG_UNAGGRESSIVE); SET_FLAG(victim,FLAG_RUN_AWAY); SET_FLAG(victim,FLAG_RANDOM_MOVE); CLEAR_FLAG(victim,FLAG_MONSTER); if(victim->name) { new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); } } } } /* This writes a rune that contains the appropriate message. * There really isn't any adjustments we make. */ int write_mark(object *op, object *spell, const char *msg) { char rune[HUGE_BUF]; object *tmp; if (!msg || msg[0] == 0) { new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); return 0; } if (strcasestr_local(msg, "endmsg")) { new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); return 0; } if (!spell->other_arch) return 0; tmp = arch_to_object(spell->other_arch); strncpy(rune, msg, HUGE_BUF-2); rune[HUGE_BUF-2] = 0; strcat(rune, "\n"); tmp->race = add_string (op->name); /*Save the owner of the rune*/ tmp->msg = add_string(rune); tmp->x = op->x; tmp->y = op->y; insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); return 1; }