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/cvs/deliantra/server/server/spell_effect.c
Revision: 1.12
Committed: Sun Aug 13 17:16:05 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.11: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_spell_effect_c =
3 * "$Id$";
4 */
5
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #include <object.h>
32 #include <living.h>
33 #ifndef __CEXTRACT__
34 #include <sproto.h>
35 #endif
36 #include <spells.h>
37 #include <sounds.h>
38
39 /* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this.
42 */
43 void cast_magic_storm(object *op, object *tmp, int lvl)
44 {
45 if (!tmp) return; /* error */
46 tmp->level=op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */
50 tmp->duration+=lvl/5;
51
52 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either.
56 */
57 if (tmp->duration>=40) tmp->duration=40;
58 tmp->stats.dam=lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61
62 }
63
64
65 int recharge(object *op, object *caster, object *spell_ob) {
66 object *wand, *tmp;
67 int ncharges;
68
69 wand = find_marked_object(op);
70 if(wand == NULL || wand->type != WAND) {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0;
73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) {
75 new_draw_info_format(NDI_UNIQUE, 0, op,
76 "The %s vibrates violently, then explodes!",query_name(wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count);
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2;
86 tmp->x = op->x;
87 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob));
93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level;
95 else {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.",
97 query_name(wand));
98 return 0;
99 }
100 if (!ncharges) ncharges = 1;
101
102 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op,
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) {
106 SET_FLAG(wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand);
109 }
110 return 1;
111 }
112
113 /******************************************************************************
114 * Start of polymorph related functions.
115 *
116 * Changed around for 0.94.3 - it will now look through and use all the
117 * possible choices for objects/monsters (before it was teh first 80 -
118 * arbitrary hardcoded limit in this file.) Doing this will be a bit
119 * slower however - while before, it traversed the archetypes once and
120 * stored them into an array, it will now potentially traverse it
121 * an average of 1.5 times. This is probably more costly on the polymorph
122 * item function, since it is possible a couple lookups might be needed before
123 * an item of proper value is generated.
124 */
125
126 /* polymorph_living - takes a living object (op) and turns it into
127 * another monster of some sort. Currently, we only deal with single
128 * space monsters.
129 */
130
131 void polymorph_living(object *op) {
132 archetype *at;
133 int nr = 0, x = op->x, y = op->y, numat=0, choice,friendly;
134 mapstruct *map = op->map;
135 object *tmp, *next, *owner;
136
137 if(op->head != NULL || op->more != NULL)
138 return;
139
140 /* High level creatures are immune, as are creatures immune to magic. Otherwise,
141 * give the creature a saving throw.
142 */
143 if (op->level>=20 || did_make_save(op, op->level, op->resist[ATNR_MAGIC]/10) ||
144 (op->resist[ATNR_MAGIC]==100))
145 return;
146
147 /* First, count up the number of legal matches */
148 for(at = first_archetype ; at != NULL; at = at->next)
149 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
150 at->more == NULL && EDITABLE((&at->clone)))
151 {
152 numat++;
153 }
154 if (!numat) return; /* no valid matches? if so, return */
155
156 /* Next make a choice, and loop through until we get to it */
157 choice = rndm(0, numat-1);
158 for(at = first_archetype ; at != NULL; at = at->next)
159 if(QUERY_FLAG((&at->clone),FLAG_MONSTER) == QUERY_FLAG(op, FLAG_MONSTER) &&
160 at->more == NULL && EDITABLE((&at->clone)))
161 {
162 if (!choice) break;
163 else choice--;
164 }
165
166 /* Look through the monster. Unapply anything they have applied,
167 * and remove any spells. Note that if this is extended
168 * to players, that would need to get fixed somehow.
169 */
170 for(tmp = op->inv; tmp != NULL; tmp = next) {
171 next = tmp->below;
172 if(QUERY_FLAG(tmp, FLAG_APPLIED))
173 manual_apply(op,tmp,0);
174 if(tmp->type == SPELL) {
175 remove_ob(tmp);
176 free_object(tmp);
177 }
178 }
179
180 /* Remove the object, preserve some values for the new object */
181 remove_ob(op);
182 owner = get_owner(op);
183 friendly = QUERY_FLAG(op, FLAG_FRIENDLY);
184 if (friendly)
185 remove_friendly_object(op);
186
187 copy_object(&(at->clone),op);
188 if (owner != NULL)
189 set_owner(op,owner);
190 if (friendly) {
191 SET_FLAG(op, FLAG_FRIENDLY);
192 op->attack_movement = PETMOVE;
193 add_friendly_object(op);
194 }
195
196 /* Put the new creature on the map */
197 op->x = x; op->y = y;
198 if ((op = insert_ob_in_map (op, map, owner,0)) == NULL)
199 return;
200
201 if (HAS_RANDOM_ITEMS(op))
202 /* No GT_APPLY here because we'll do it manually. */
203 create_treasure(op->randomitems,op,GT_INVISIBLE,map->difficulty,0);
204
205 /* Apply any objects. This limits it to the first 20 items, which
206 * I guess is reasonable.
207 */
208 for(tmp = op->inv, nr = 0; tmp != NULL && ++nr < 20; tmp = next) {
209 next = tmp->below;
210 (void) monster_check_apply(op,tmp);
211 }
212 }
213
214
215 /* polymorph_melt Destroys item from polymorph failure
216 * who is the caster of the polymorph, op is the
217 * object destroyed. We should probably do something
218 * more clever ala nethack - create an iron golem or
219 * something.
220 */
221 void polymorph_melt(object *who, object *op)
222 {
223 /* Not unique */
224 new_draw_info_format(NDI_GREY, 0, who,
225 "%s%s glows red, melts and evaporates!",
226 op->nrof?"":"The ",query_name(op));
227 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
228 remove_ob(op);
229 free_object(op);
230 return;
231 }
232
233 /* polymorph_item - changes an item to another item of similar type.
234 * who is the caster of spell, op is the object to be changed.
235 */
236 void polymorph_item(object *who, object *op) {
237 archetype *at;
238 int max_value, difficulty, tries=0,choice, charges=op->stats.food,numat=0;
239 object *new_ob;
240
241 /* We try and limit the maximum value of the changd object. */
242 max_value = op->value * 2;
243 if(max_value > 20000)
244 max_value = 20000 + (max_value - 20000) / 3;
245
246 /* Look through and try to find matching items. Can't turn into something
247 * invisible. Also, if the value is too high now, it would almost
248 * certainly be too high below.
249 */
250 for(at = first_archetype ; at != NULL; at = at->next) {
251 if(at->clone.type == op->type && !at->clone.invisible &&
252 at->clone.value > 0 && at->clone.value < max_value &&
253 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
254 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP))
255 numat++;
256 }
257
258 if(!numat)
259 return;
260
261 difficulty = op->magic * 5;
262 if (difficulty<0) difficulty=0;
263 new_ob = get_object();
264 do {
265 choice = rndm(0, numat-1);
266 for(at = first_archetype ; at != NULL; at = at->next) {
267 if(at->clone.type == op->type && !at->clone.invisible &&
268 at->clone.value > 0 && at->clone.value < max_value &&
269 !QUERY_FLAG(&at->clone, FLAG_NO_DROP) &&
270 !QUERY_FLAG(&at->clone, FLAG_STARTEQUIP)) {
271 if (!choice) break;
272 else choice--;
273 }
274 }
275 copy_object(&(at->clone),new_ob);
276 fix_generated_item(new_ob,op,difficulty,FABS(op->magic),GT_ENVIRONMENT);
277 ++tries;
278 } while (new_ob->value > max_value && tries<10);
279 if (new_ob->invisible) {
280 LOG(llevError,"polymorph_item: fix_generated_object made %s invisible?!\n", new_ob->name);
281 free_object(new_ob);
282 }
283
284 /* Unable to generate an acceptable item? Melt it */
285 if (tries==10) {
286 polymorph_melt(who, op);
287 free_object(new_ob);
288 return;
289 }
290
291 if(op->nrof && new_ob->nrof) {
292 new_ob->nrof = op->nrof;
293 /* decrease the number of items */
294 if (new_ob->nrof>2) new_ob->nrof -= rndm(0, op->nrof/2-1);
295 }
296
297 /* We don't want rings to keep sustenance/hungry status. There are propably
298 * other cases too that should be checked.
299 */
300 if(charges && op->type != RING && op->type != FOOD)
301 op->stats.food = charges;
302
303 new_ob->x = op->x;
304 new_ob->y = op->y;
305 remove_ob(op);
306 free_object(op);
307 /*
308 * Don't want objects merged or re-arranged, as it then messes up the
309 * order
310 */
311 insert_ob_in_map(new_ob,who->map,new_ob,INS_NO_MERGE | INS_NO_WALK_ON);
312 }
313
314 /* polymorh - caster who has hit object op. */
315 void polymorph(object *op, object *who) {
316
317 int tmp;
318
319 /* Can't polymorph players right now */
320 /* polymorphing generators opens up all sorts of abuses */
321 if(op->type == PLAYER || QUERY_FLAG(op, FLAG_GENERATOR))
322 return;
323
324 if(QUERY_FLAG(op, FLAG_MONSTER)) {
325 polymorph_living(op);
326 return;
327 }
328 /* If it is a living object of some other type, don't handle
329 * it now.
330 */
331 if(QUERY_FLAG(op, FLAG_ALIVE))
332 return;
333
334 /* Don't want to morph flying arrows, etc... */
335 if(FABS(op->speed) > 0.001 && !QUERY_FLAG(op, FLAG_ANIMATE))
336 return;
337
338 /* Do some sanity checking here. type=0 is unknown, objects
339 * without archetypes are not good. As are a few other
340 * cases.
341 */
342 if(op->type == 0 || op->arch == NULL ||
343 QUERY_FLAG(op,FLAG_NO_PICK)
344 || op->move_block || op->type == TREASURE)
345 return;
346
347 tmp = rndm(0, 7);
348 if (tmp) polymorph_item(who, op);
349 else polymorph_melt(who, op);
350 }
351
352
353 /* cast_polymorph -
354 * object *op is the player/monster
355 * caster is object that cast it.
356 * spell_ob is the actually spell object.
357 * dir is the direction.
358 * Returns 0 on illegal cast, otherwise 1.
359 */
360
361 int cast_polymorph(object *op, object *caster, object *spell_ob, int dir) {
362 object *tmp, *next;
363 int range, mflags, maxrange;
364 mapstruct *m;
365
366 if(dir == 0)
367 return 0;
368
369 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
370 for(range = 1;range < maxrange; range++) {
371 sint16 x=op->x+freearr_x[dir]*range,y=op->y+freearr_y[dir]*range;
372 object *image;
373
374 m = op->map;
375 mflags = get_map_flags(m, &m, x, y, &x, &y);
376
377 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
378 break;
379
380 if (GET_MAP_MOVE_BLOCK(m, x, y) & MOVE_FLY_LOW)
381 break;
382
383 /* Get the top most object */
384 for(tmp = get_map_ob(m,x,y); tmp != NULL && tmp->above != NULL;
385 tmp = tmp->above);
386
387 /* Now start polymorphing the objects, top down */
388 while (tmp!=NULL) {
389 /* Once we find the floor, no need to go further */
390 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) break;
391 next = tmp->below;
392 polymorph(tmp, op);
393 tmp = next;
394 }
395 image = arch_to_object(spell_ob->other_arch);
396 image->x = x;
397 image->y = y;
398 image->stats.food = 5;
399 image->speed_left = 0.1;
400 insert_ob_in_map(image,m,op,0);
401 }
402 return 1;
403 }
404
405
406
407 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
408 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the
411 * invoke command. If the caster attempts to create missiles with too
412 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage
414 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc...
416 */
417
418 int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg)
419 {
420 int missile_plus=0, bonus_plus=0;
421 const char *missile_name;
422 object *tmp, *missile;
423 tag_t tag;
424
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) {
429 missile_name=tmp->race;
430 }
431
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell);
433
434 if (find_archetype(missile_name)==NULL) {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n",
436 missile_name);
437 return 0;
438 }
439 missile = get_archetype(missile_name);
440
441 if (stringarg) {
442 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) {
444 artifact *al = find_artifactlist(missile->type)->items;
445
446 for ( ; al != NULL; al=al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break;
448
449 if (!al) {
450 free_object(missile);
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name,
452 stringarg);
453 return 0;
454 }
455 if (al->item->slaying) {
456 free_object(missile);
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s",
458 missile_name, stringarg);
459 return 0;
460 }
461 give_artifact_abilities(missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical -
463 * otherwise, in most cases, not enough will be created. I don't want to get into
464 * the parsing of having to do both plus and type.
465 */
466 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0;
468 } else
469 if (atoi(stringarg) < missile_plus)
470 missile_plus = atoi(stringarg);
471 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus);
479 if (missile->nrof < 1)
480 missile->nrof=1;
481
482 missile->magic = missile_plus;
483 /* Can't get any money for these objects */
484 missile->value=0;
485
486 SET_FLAG(missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile);
493 }
494 return 1;
495 }
496
497
498 /* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/
500 int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg)
501 {
502 int food_value;
503 archetype *at=NULL;
504 object *new_op;
505
506 food_value=spell_ob->stats.food +
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508
509 if(stringarg) {
510 at = find_archetype_by_object_type_name(FOOD, stringarg);
511 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value)
514 stringarg = NULL;
515 }
516
517 if(!stringarg) {
518 archetype *at_tmp;
519
520 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor.
525 */
526
527 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) {
530 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead.
533 */
534 if (at_tmp->clone.stats.food<=food_value &&
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
536 at=at_tmp;
537 }
538 }
539 }
540 /* Pretty unlikely (there are some very low food items), but you never
541 * know
542 */
543 if (!at) {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0;
546 }
547
548 food_value/=at->clone.stats.food;
549 new_op = get_object();
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value;
552
553 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1;
555
556 cast_create_obj(op, caster,new_op, dir);
557 return 1;
558 }
559
560 int probe(object *op, object *caster, object *spell_ob, int dir) {
561 int r, mflags, maxrange;
562 object *tmp;
563 mapstruct *m;
564
565
566 if(!dir) {
567 examine_monster(op,op);
568 return 1;
569 }
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
571 for(r=1;r < maxrange; r++) {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir];
573
574 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y);
576
577 if (mflags & P_OUT_OF_MAP) break;
578
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic.");
581 return 0;
582 }
583 if (mflags & P_IS_ALIVE) {
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something.");
587 if(tmp->head!=NULL)
588 tmp=tmp->head;
589 examine_monster(op,tmp);
590 return 1;
591 }
592 }
593 }
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing.");
595 return 1;
596 }
597
598
599 /* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that
604 * pl is invisible.
605 */
606 int makes_invisible_to(object *pl, object *mon)
607 {
608
609 if (!pl->invisible) return 0;
610 if (pl->type == PLAYER ) {
611 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0;
614 return 1;
615 }
616 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon))
618 return 1;
619 /* No race, can't be invisible to it */
620 if (!mon->race) return 0;
621 if (strstr(mon->race, pl->contr->invis_race)) return 1;
622 /* Nothing matched above, return 0 */
623 return 0;
624 } else {
625 /* monsters are invisible to everything */
626 return 1;
627 }
628 }
629
630 /* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways.
632 * the duration for all is cumulative.
633 * In terms of invis undead/normal invis, it is the last one cast that
634 * will determine if you are invisible to undead or normal monsters.
635 * For improved invis, if you cast it with a one of the others, you
636 * lose the improved part of it, and the above statement about undead/
637 * normal applies.
638 */
639 int cast_invisible(object *op, object *caster, object *spell_ob) {
640 object *tmp;
641
642 if(op->invisible>1000) {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further");
644 return 0;
645 }
646
647 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two.
649 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob);
651 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000;
653
654 if (op->type == PLAYER) {
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race);
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race);
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0;
660 else
661 op->contr->tmp_invis=1;
662
663 op->contr->hidden = 0;
664 }
665 if (makes_invisible_to(op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!");
667 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!");
669
670 update_object(op,UP_OBJ_FACE);
671
672 /* Only search the active objects - only these should actually do
673 * harm to the player.
674 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
676 if (tmp->enemy == op)
677 tmp->enemy = NULL;
678 return 1;
679 }
680
681 /* earth to dust spell. Basically destroys earthwalls in the area.
682 */
683 int cast_earth_to_dust(object *op,object *caster, object *spell_ob) {
684 object *tmp, *next;
685 int range,i,j, mflags;
686 sint16 sx, sy;
687 mapstruct *m;
688
689 if(op->type!=PLAYER)
690 return 0;
691
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob);
693
694 for(i= -range;i<=range;i++)
695 for(j= -range;j<=range;j++) {
696 sx = op->x + i;
697 sy = op->y + j;
698 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
700
701 if (mflags & P_OUT_OF_MAP) continue;
702
703 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next)
705 {
706 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 }
710 }
711 return 1;
712 }
713
714
715 void execute_word_of_recall(object *op) {
716 object *wor=op;
717 while(op!=NULL && op->type!=PLAYER)
718 op=op->env;
719
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you.");
723 else
724 enter_exit(op,wor);
725 }
726 remove_ob(wor);
727 free_object(wor);
728 }
729
730 /* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a
732 * time delay effect.
733 */
734 int cast_word_of_recall(object *op, object *caster, object *spell_ob) {
735 object *dummy;
736 int time;
737
738 if(op->type!=PLAYER)
739 return 0;
740
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL))
742 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." );
744 return 1;
745 }
746
747 dummy=get_archetype(FORCE_NAME);
748 if(dummy == NULL){
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0;
752 }
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob);
754 if (time <1 ) time=1;
755
756 /* value of speed really doesn't make much difference, as long as it is
757 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something.
759 */
760 dummy->speed = 0.002;
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL;
765
766 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't.
768 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map);
770 EXIT_X(dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y;
772
773 (void) insert_ob_in_ob(dummy,op);
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you.");
775 return 1;
776 }
777
778 /* cast_wonder
779 * wonder is really just a spell that will likely cast another
780 * spell.
781 */
782 int cast_wonder(object *op, object *caster, int dir, object *spell_ob) {
783 object *newspell;
784
785 if(!rndm(0, 3))
786 return cast_cone(op,caster,dir, spell_ob);
787
788 if (spell_ob->randomitems) {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level);
790 if (!newspell) {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n");
792 return 0;
793 }
794 if (newspell->type != SPELL) {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n",
796 newspell->type, newspell->name);
797 return 0;
798 }
799 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n");
802 return 0;
803 }
804 return cast_spell(op,caster,dir,newspell, NULL);
805 }
806 return 1;
807 }
808
809
810 int perceive_self(object *op) {
811 char *cp=describe_item(op, op), buf[MAX_BUF];
812 archetype *at=find_archetype(ARCH_DEPLETION);
813 object *tmp;
814 int i;
815
816 tmp=find_god(determine_god(op));
817 if (tmp)
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
819 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
821
822 tmp=present_arch_in_ob(at,op);
823
824 if(*cp=='\0' && tmp==NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
826 else {
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
828 new_draw_info(NDI_UNIQUE, 0,op,cp);
829 if (tmp!=NULL) {
830 for (i=0; i<NUM_STATS; i++) {
831 if (get_attr_value(&tmp->stats, i)<0) {
832 new_draw_info_format(NDI_UNIQUE, 0,op,
833 "Your %s is depleted by %d", statname[i],
834 -(get_attr_value(&tmp->stats,i)));
835 }
836 }
837 }
838 }
839
840 if (is_dragon_pl(op)) {
841 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) {
844 if(tmp->stats.exp == 0) {
845 sprintf(buf, "Your metabolism isn't focused on anything.");
846 } else {
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
848 }
849 new_draw_info(NDI_UNIQUE, 0,op, buf);
850 break;
851 }
852 }
853 }
854 return 1;
855 }
856
857 /* int cast_create_town_portal (object *op, object *caster, int dir)
858 *
859 * This function cast the spell of town portal for op
860 *
861 * The spell operates in two passes. During the first one a place
862 * is marked as a destination for the portal. During the second one,
863 * 2 portals are created, one in the position the player cast it and
864 * one in the destination place. The portal are synchronized and 2 forces
865 * are inserted in the player to destruct the portal next time player
866 * creates a new portal pair.
867 * This spell has a side effect that it allows people to meet each other
868 * in a permanent, private, appartements by making a town portal from it
869 * to the town or another public place. So, check if the map is unique and if
870 * so return an error
871 *
872 * Code by Tchize (david.delbecq@usa.net)
873 */
874 int cast_create_town_portal (object *op, object *caster, object *spell, int dir)
875 {
876 object *dummy, *force, *old_force, *tmp;
877 archetype *perm_portal;
878 char portal_name [1024], portal_message [1024];
879 sint16 exitx, exity;
880 mapstruct *exitmap;
881 int op_level;
882
883
884 /* Check to see if the map the player is currently on is a per player unique
885 * map. This can be determined in that per player unique maps have the
886 * full pathname listed.
887 */
888 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
889 settings.create_home_portals != TRUE )
890 {
891 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
892 return 0;
893 }
894
895 /* Check to see if the player is on a transport */
896 if (op->contr && op->contr->transport) {
897 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You need to exit the transport to cast that.\n");
898 return 0;
899 }
900
901 /* The first thing to do is to check if we have a marked destination
902 * dummy is used to make a check inventory for the force
903 */
904 dummy=arch_to_object(spell->other_arch);
905 if(dummy == NULL){
906 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
907 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name);
908 return 0;
909 }
910 force=check_inv_recursive (op,dummy);
911
912 if (force==NULL) {
913 /* Here we know there is no destination marked up.
914 * We have 2 things to do:
915 * 1. Mark the destination in the player inventory.
916 * 2. Let the player know it worked.
917 */
918 free_string (dummy->name);
919 dummy->name = add_string (op->map->path);
920 EXIT_X(dummy)= op->x;
921 EXIT_Y(dummy)= op->y;
922 insert_ob_in_ob (dummy,op);
923 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.");
924 return 1;
925 }
926 free_object (dummy);
927
928 /* Here we know where the town portal should go to
929 * We should kill any existing portal associated with the player.
930 * Than we should create the 2 portals.
931 * For each of them, we need:
932 * - To create the portal with the name of the player+destination map
933 * - set the owner of the town portal
934 * - To mark the position of the portal in the player's inventory
935 * for easier destruction.
936 *
937 * The mark works has follow:
938 * slaying: Existing town portal
939 * hp, sp : x & y of the associated portal
940 * name : name of the portal
941 * race : map the portal is in
942 */
943
944 /* First step: killing existing town portals */
945 dummy=get_archetype(spell->race);
946 if(dummy == NULL){
947 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
948 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
949 return 0;
950 }
951 perm_portal = find_archetype (spell->slaying);
952
953 /* To kill a town portal, we go trough the player's inventory,
954 * for each marked portal in player's inventory,
955 * -We try load the associated map (if impossible, consider the portal destructed)
956 * -We find any portal in the specified location.
957 * If it has the good name, we destruct it.
958 * -We destruct the force indicating that portal.
959 */
960 while ( (old_force=check_inv_recursive (op,dummy))) {
961 exitx=EXIT_X(old_force);
962 exity=EXIT_Y(old_force);
963 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
964
965 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
966 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
967 else exitmap = ready_map_name(old_force->race, 0);
968
969 if (exitmap) {
970 tmp=present_arch (perm_portal,exitmap,exitx,exity);
971 while (tmp) {
972 if (tmp->name == old_force->name) {
973 remove_ob (tmp);
974 free_object (tmp);
975 break;
976 } else {
977 tmp = tmp->above;
978 }
979 }
980 }
981 remove_ob (old_force);
982 free_object (old_force);
983 LOG (llevDebug,"\n");
984 }
985 free_object (dummy);
986
987 /* Creating the portals.
988 * The very first thing to do is to ensure
989 * access to the destination map.
990 * If we can't, don't fizzle. Simply warn player.
991 * This ensure player pays his mana for the spell
992 * because HE is responsible of forgotting.
993 * 'force' is the destination of the town portal, which we got
994 * from the players inventory above.
995 */
996
997 /* Ensure exit map is loaded*/
998 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir)))
999 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
1000 else
1001 exitmap = ready_map_name(force->name, 0);
1002
1003 /* If we were unable to load (ex. random map deleted), warn player*/
1004 if (exitmap==NULL) {
1005 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?");
1006 remove_ob(force);
1007 free_object(force);
1008 return 1;
1009 }
1010
1011 op_level = caster_level(caster, spell);
1012 if (op_level<15)
1013 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);
1014 else if (op_level<30)
1015 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);
1016 else if (op_level<60)
1017 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
1018 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);
1019
1020 /* Create a portal in front of player
1021 * dummy contain the portal and
1022 * force contain the track to kill it later
1023 */
1024
1025 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name);
1026 dummy=get_archetype(spell->slaying); /*The portal*/
1027 if(dummy == NULL) {
1028 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1029 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
1030 return 0;
1031 }
1032 EXIT_PATH(dummy) = add_string (force->name);
1033 EXIT_X(dummy)=EXIT_X(force);
1034 EXIT_Y(dummy)=EXIT_Y(force);
1035 FREE_AND_COPY(dummy->name, portal_name);
1036 FREE_AND_COPY(dummy->name_pl, portal_name);
1037 dummy->msg=add_string (portal_message);
1038 dummy->race=add_string (op->name); /*Save the owner of the portal*/
1039 cast_create_obj (op, caster, dummy, 0);
1040
1041 /* Now we need to to create a town portal marker inside the player
1042 * object, so on future castings, we can know that he has an active
1043 * town portal.
1044 */
1045 tmp=get_archetype(spell->race);
1046 if(tmp == NULL){
1047 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1048 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
1049 return 0;
1050 }
1051 tmp->race=add_string (op->map->path);
1052 FREE_AND_COPY(tmp->name, portal_name);
1053 EXIT_X(tmp)=dummy->x;
1054 EXIT_Y(tmp)=dummy->y;
1055 insert_ob_in_ob (tmp,op);
1056
1057 /* Create a portal in the destination map
1058 * dummy contain the portal and
1059 * force the track to kill it later
1060 * the 'force' variable still contains the 'reminder' of
1061 * where this portal goes to.
1062 */
1063 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path);
1064 dummy=get_archetype (spell->slaying); /*The portal*/
1065 if(dummy == NULL) {
1066 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1067 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name);
1068 return 0;
1069 }
1070 EXIT_PATH(dummy) = add_string (op->map->path);
1071 EXIT_X(dummy)=op->x;
1072 EXIT_Y(dummy)=op->y;
1073 FREE_AND_COPY(dummy->name, portal_name);
1074 FREE_AND_COPY(dummy->name_pl, portal_name);
1075 dummy->msg=add_string (portal_message);
1076 dummy->x=EXIT_X(force);
1077 dummy->y=EXIT_Y(force);
1078 dummy->race=add_string (op->name); /*Save the owner of the portal*/
1079 insert_ob_in_map(dummy,exitmap,op,0);
1080
1081 /* Now we create another town portal marker that
1082 * points back to the one we just made
1083 */
1084 tmp=get_archetype(spell->race);
1085 if(tmp == NULL){
1086 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
1087 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name);
1088 return 0;
1089 }
1090 tmp->race=add_string(force->name);
1091 FREE_AND_COPY(tmp->name, portal_name);
1092 EXIT_X(tmp)=dummy->x;
1093 EXIT_Y(tmp)=dummy->y;
1094 insert_ob_in_ob (tmp,op);
1095
1096 /* Describe the player what happened
1097 */
1098 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home.");
1099 remove_ob(force); /* Delete the force inside the player*/
1100 free_object(force);
1101 return 1;
1102 }
1103
1104
1105 /* This creates magic walls. Really, it can create most any object,
1106 * within some reason.
1107 */
1108
1109 int magic_wall(object *op,object *caster,int dir,object *spell_ob) {
1110 object *tmp, *tmp2;
1111 int i,posblocked,negblocked, maxrange;
1112 sint16 x, y;
1113 mapstruct *m;
1114 const char *name;
1115 archetype *at;
1116
1117 if(!dir) {
1118 dir=op->facing;
1119 x = op->x;
1120 y = op->y;
1121 } else {
1122 x = op->x+freearr_x[dir];
1123 y = op->y+freearr_y[dir];
1124 }
1125 m = op->map;
1126
1127 if ((spell_ob->move_block || x != op->x || y != op->y) &&
1128 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) ||
1129 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1131 return 0;
1132 }
1133 if (spell_ob->other_arch) {
1134 tmp = arch_to_object(spell_ob->other_arch);
1135 } else if (spell_ob->race) {
1136 char buf1[MAX_BUF];
1137
1138 sprintf(buf1,spell_ob->race,dir);
1139 at = find_archetype(buf1);
1140 if (!at) {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken.");
1143 return 0;
1144 }
1145 tmp = arch_to_object(at);
1146 } else {
1147 LOG(llevError,"magic_wall: spell %s lacks other_arch\n",
1148 spell_ob->name);
1149 return 0;
1150 }
1151
1152 if (tmp->type == SPELL_EFFECT) {
1153 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration +
1155 SP_level_duration_adjust(caster, spell_ob);
1156 tmp->stats.dam = spell_ob->stats.dam +
1157 SP_level_dam_adjust(caster, spell_ob);
1158 tmp->range = 0;
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1160 tmp->stats.hp = spell_ob->duration +
1161 SP_level_duration_adjust(caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 }
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) {
1167 tmp->stats.food = spell_ob->duration +
1168 SP_level_duration_adjust(caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP);
1170 }
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE);
1176 }
1177
1178 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used.
1180 */
1181 set_owner(tmp,op);
1182 set_spell_skill(op, caster, spell_ob, tmp);
1183 tmp->x = x;
1184 tmp->y = y;
1185 tmp->level = caster_level(caster, spell_ob) / 2;
1186
1187 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name);
1190 return 0;
1191 }
1192 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp);
1195
1196 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through
1200 * blocked spaces.
1201 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob);
1203 posblocked=0;
1204 negblocked=0;
1205
1206 for(i=1; i<=maxrange; i++) {
1207 int dir2;
1208
1209 dir2 = (dir<4)?(dir+2):dir-2;
1210
1211 x = tmp->x+i*freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2];
1213 m = tmp->map;
1214
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
1216 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
1217 !posblocked) {
1218 tmp2 = get_object();
1219 copy_object(tmp,tmp2);
1220 tmp2->x = x;
1221 tmp2->y = y;
1222 insert_ob_in_map(tmp2,m,op,0);
1223 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
1226
1227 } else posblocked=1;
1228
1229 x = tmp->x-i*freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2];
1231 m = tmp->map;
1232
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) &&
1234 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) &&
1235 !negblocked) {
1236 tmp2 = get_object();
1237 copy_object(tmp,tmp2);
1238 tmp2->x = x;
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2);
1243 } else negblocked=1;
1244 }
1245
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y);
1248
1249 return 1;
1250 }
1251
1252 int dimension_door(object *op,object *caster, object *spob, int dir) {
1253 uint32 dist, maxdist;
1254 int mflags;
1255 mapstruct *m;
1256 sint16 sx, sy;
1257
1258 if(op->type!=PLAYER)
1259 return 0;
1260
1261 if(!dir) {
1262 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1263 return 0;
1264 }
1265
1266 /* Given the new outdoor maps, can't let players dimension door for
1267 * ever, so put limits in.
1268 */
1269 maxdist = spob->range +
1270 SP_level_range_adjust(caster, spob);
1271
1272 if(op->contr->count) {
1273 if (op->contr->count > maxdist) {
1274 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1275 return 0;
1276 }
1277
1278 for(dist=0;dist<op->contr->count; dist++) {
1279 mflags = get_map_flags(op->map, &m,
1280 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
1281 &sx, &sy);
1282
1283 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1284
1285 if ((mflags & P_BLOCKSVIEW) &&
1286 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1287 }
1288
1289 if(dist<op->contr->count) {
1290 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
1291 op->contr->count=0;
1292 return 0;
1293 }
1294 op->contr->count=0;
1295
1296 /* Remove code that puts player on random space on maps. IMO,
1297 * a lot of maps probably have areas the player should not get to,
1298 * but may not be marked as NO_MAGIC (as they may be bounded
1299 * by such squares). Also, there are probably treasure rooms and
1300 * lots of other maps that protect areas with no magic, but the
1301 * areas themselves don't contain no magic spaces.
1302 */
1303 /* This call here is really just to normalize the coordinates */
1304 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1305 &sx, &sy);
1306 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1307 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1308 return 1; /* Maybe the penalty should be more severe... */
1309 }
1310 } else {
1311 /* Player didn't specify a distance, so lets see how far
1312 * we can move the player. Don't know why this stopped on
1313 * spaces that blocked the players view.
1314 */
1315
1316 for(dist=0; dist < maxdist; dist++) {
1317 mflags = get_map_flags(op->map, &m,
1318 op->x+freearr_x[dir] * (dist+1),
1319 op->y+freearr_y[dir] * (dist+1),
1320 &sx, &sy);
1321
1322 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1323
1324 if ((mflags & P_BLOCKSVIEW) &&
1325 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1326
1327 }
1328
1329 /* If the destination is blocked, keep backing up until we
1330 * find a place for the player.
1331 */
1332 for(;dist>0; dist--) {
1333 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1334 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1335
1336
1337 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1338
1339 }
1340 if(!dist) {
1341 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1342 return 0;
1343 }
1344 }
1345
1346 /* Actually move the player now */
1347 remove_ob(op);
1348 op->x+=freearr_x[dir]*dist;
1349 op->y+=freearr_y[dir]*dist;
1350 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1351 return 1;
1352
1353 if (op->type == PLAYER)
1354 MapNewmapCmd(op->contr);
1355 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */
1356 return 1;
1357 }
1358
1359
1360 /* cast_heal: Heals something.
1361 * op is the caster.
1362 * dir is the direction he is casting it in.
1363 * spell is the spell object.
1364 */
1365 int cast_heal(object *op,object *caster, object *spell, int dir) {
1366 object *tmp;
1367 archetype *at;
1368 object *poison;
1369 int heal = 0, success = 0;
1370
1371 tmp = find_target_for_friendly_spell(op,dir);
1372
1373 if (tmp==NULL) return 0;
1374
1375 /* Figure out how many hp this spell might cure.
1376 * could be zero if this spell heals effects, not damage.
1377 */
1378 heal = spell->stats.dam;
1379 if (spell->stats.hp)
1380 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) +
1381 spell->stats.hp;
1382
1383 if (heal) {
1384 if (tmp->stats.hp >= tmp->stats.maxhp) {
1385 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed.");
1386 }
1387 else {
1388 /* See how many points we actually heal. Instead of messages
1389 * based on type of spell, we instead do messages based
1390 * on amount of damage healed.
1391 */
1392 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1393 heal = tmp->stats.maxhp - tmp->stats.hp;
1394 tmp->stats.hp += heal;
1395
1396 if (tmp->stats.hp >= tmp->stats.maxhp) {
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!");
1398 } else if (heal > 50) {
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1400 } else if (heal > 25) {
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1402 } else if (heal > 10) {
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1404 } else {
1405 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1406 }
1407 success=1;
1408 }
1409 }
1410 if (spell->attacktype & AT_DISEASE)
1411 if (cure_disease (tmp, op))
1412 success = 1;
1413
1414 if (spell->attacktype & AT_POISON) {
1415 at = find_archetype("poisoning");
1416 poison=present_arch_in_ob(at,tmp);
1417 if (poison) {
1418 success = 1;
1419 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed");
1420 poison->stats.food = 1;
1421 }
1422 }
1423 if (spell->attacktype & AT_CONFUSION) {
1424 poison=present_in_ob_by_name(FORCE,"confusion", tmp);
1425 if (poison) {
1426 success = 1;
1427 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer");
1428 poison->duration = 1;
1429 }
1430 }
1431 if (spell->attacktype & AT_BLIND) {
1432 at=find_archetype("blindness");
1433 poison=present_arch_in_ob(at,tmp);
1434 if (poison) {
1435 success = 1;
1436 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return.");
1437 poison->stats.food = 1;
1438 }
1439 }
1440 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) {
1441 tmp->stats.sp += spell->last_sp;
1442 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp;
1443 success = 1;
1444 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!");
1445 }
1446 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) {
1447 tmp->stats.grace += spell->last_grace;
1448 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace;
1449 success = 1;
1450 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!");
1451 }
1452 if (spell->stats.food && tmp->stats.food < 999) {
1453 tmp->stats.food += spell->stats.food;
1454 if (tmp->stats.food > 999) tmp->stats.food=999;
1455 success = 1;
1456 /* We could do something a bit better like the messages for healing above */
1457 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food");
1458 }
1459 return success;
1460 }
1461
1462
1463 /* This is used for the spells that gain stats. There are no spells
1464 * right now that icnrease wis/int/pow on a temp basis, so no
1465 * good comments for those.
1466 */
1467 static const char* const no_gain_msgs[NUM_STATS] = {
1468 "You grow no stronger.",
1469 "You grow no more agile.",
1470 "You don't feel any healthier.",
1471 "no wis",
1472 "You are no easier to look at.",
1473 "no int",
1474 "no pow"
1475 };
1476
1477 int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) {
1478 object *tmp, *tmp2=NULL;
1479 object *force=NULL;
1480 int i;
1481
1482 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1483 if(dir!=0) {
1484 tmp=find_target_for_friendly_spell(op,dir);
1485 } else {
1486 tmp = op;
1487 }
1488
1489 if(tmp==NULL) return 0;
1490
1491 /* If we've already got a force of this type, don't add a new one. */
1492 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1493 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1494 if (tmp2->name == spell_ob->name) {
1495 force=tmp2; /* the old effect will be "refreshed" */
1496 break;
1497 }
1498 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1499 if ( !silent )
1500 new_draw_info_format(NDI_UNIQUE, 0, op,
1501 "You can not cast %s while %s is in effect",
1502 spell_ob->name, tmp2->name_pl);
1503 return 0;
1504 }
1505 }
1506 }
1507 if(force==NULL) {
1508 force=get_archetype(FORCE_NAME);
1509 force->subtype = FORCE_CHANGE_ABILITY;
1510 free_string(force->name);
1511 if (spell_ob->race)
1512 force->name = add_refcount(spell_ob->race);
1513 else
1514 force->name = add_refcount(spell_ob->name);
1515 free_string(force->name_pl);
1516 force->name_pl = add_refcount(spell_ob->name);
1517 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1518
1519 } else {
1520 int duration;
1521
1522 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1523 if (duration > force->duration) {
1524 force->duration = duration;
1525 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1526 } else {
1527 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1528 }
1529 return 1;
1530 }
1531 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1532 force->speed = 1.0;
1533 force->speed_left = -1.0;
1534 SET_FLAG(force, FLAG_APPLIED);
1535
1536 /* Now start processing the effects. First, protections */
1537 for (i=0; i < NROFATTACKS; i++) {
1538 if (spell_ob->resist[i]) {
1539 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob);
1540 if (force->resist[i] > 100) force->resist[i] = 100;
1541 }
1542 }
1543 if (spell_ob->stats.hp)
1544 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob);
1545
1546 if (tmp->type == PLAYER) {
1547 /* Stat adjustment spells */
1548 for (i=0; i < NUM_STATS; i++) {
1549 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm;
1550 if (stat) {
1551 sm=0;
1552 for (k=0; k<stat; k++)
1553 sm += rndm(1, 3);
1554
1555 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) {
1556 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i);
1557 if (sm<0) sm = 0;
1558 }
1559 set_attr_value(&force->stats, i, sm);
1560 if (!sm)
1561 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]);
1562 }
1563 }
1564 }
1565
1566 force->move_type = spell_ob->move_type;
1567
1568 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK))
1569 SET_FLAG(force, FLAG_SEE_IN_DARK);
1570
1571 if (QUERY_FLAG(spell_ob, FLAG_XRAYS))
1572 SET_FLAG(force, FLAG_XRAYS);
1573
1574 /* Haste/bonus speed */
1575 if (spell_ob->stats.exp) {
1576 if (op->speed > 0.5) force->stats.exp = (float) spell_ob->stats.exp / (op->speed + 0.5);
1577 else
1578 force->stats.exp = spell_ob->stats.exp;
1579 }
1580
1581 force->stats.wc = spell_ob->stats.wc;
1582 force->stats.ac = spell_ob->stats.ac;
1583 force->attacktype = spell_ob->attacktype;
1584
1585 insert_ob_in_ob(force,tmp);
1586 change_abil(tmp,force); /* Mostly to display any messages */
1587 fix_player(tmp);
1588 return 1;
1589 }
1590
1591 /* This used to be part of cast_change_ability, but it really didn't make
1592 * a lot of sense, since most of the values it derives are from the god
1593 * of the caster.
1594 */
1595
1596 int cast_bless(object *op,object *caster,object *spell_ob, int dir) {
1597 int i;
1598 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp;
1599
1600 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1601 if(dir!=0) {
1602 tmp=find_target_for_friendly_spell(op,dir);
1603 } else {
1604 tmp = op;
1605 }
1606
1607 /* If we've already got a force of this type, don't add a new one. */
1608 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) {
1609 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) {
1610 if (tmp2->name == spell_ob->name) {
1611 force=tmp2; /* the old effect will be "refreshed" */
1612 break;
1613 }
1614 else if (spell_ob->race && spell_ob->race == tmp2->name) {
1615 new_draw_info_format(NDI_UNIQUE, 0, op,
1616 "You can not cast %s while %s is in effect",
1617 spell_ob->name, tmp2->name_pl);
1618 return 0;
1619 }
1620 }
1621 }
1622 if(force==NULL) {
1623 force=get_archetype(FORCE_NAME);
1624 force->subtype = FORCE_CHANGE_ABILITY;
1625 free_string(force->name);
1626 if (spell_ob->race)
1627 force->name = add_refcount(spell_ob->race);
1628 else
1629 force->name = add_refcount(spell_ob->name);
1630 free_string(force->name_pl);
1631 force->name_pl = add_refcount(spell_ob->name);
1632 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1633 } else {
1634 int duration;
1635
1636 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1637 if (duration > force->duration) {
1638 force->duration = duration;
1639 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1640 } else {
1641 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1642 }
1643 return 0;
1644 }
1645 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50;
1646 force->speed = 1.0;
1647 force->speed_left = -1.0;
1648 SET_FLAG(force, FLAG_APPLIED);
1649
1650 if(!god) {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty.");
1652 } else {
1653 /* Only give out good benefits, and put a max on it */
1654 for (i=0; i<NROFATTACKS; i++) {
1655 if (god->resist[i]>0) {
1656 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1657 }
1658 }
1659 force->path_attuned|=god->path_attuned;
1660 if (spell_ob->attacktype) {
1661 force->attacktype|=god->attacktype | AT_PHYSICAL;
1662 if(god->slaying) force->slaying = add_string(god->slaying);
1663 }
1664 if (tmp != op) {
1665 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name);
1666 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name);
1667 } else {
1668 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1669 "You are blessed by %s!",god->name);
1670 }
1671
1672 }
1673 force->stats.wc = spell_ob->stats.wc;
1674 force->stats.ac = spell_ob->stats.ac;
1675
1676 change_abil(tmp,force); /* Mostly to display any messages */
1677 insert_ob_in_ob(force,tmp);
1678 fix_player(tmp);
1679 return 1;
1680 }
1681
1682
1683
1684 /* Alchemy code by Mark Wedel
1685 *
1686 * This code adds a new spell, called alchemy. Alchemy will turn
1687 * objects to gold nuggets, the value of the gold nuggets being
1688 * about 90% of that of the item itself. It uses the value of the
1689 * object before charisma adjustments, because the nuggets themselves
1690 * will be will be adjusted by charisma when sold.
1691 *
1692 * Large nuggets are worth 25 gp each (base). You will always get
1693 * the maximum number of large nuggets you could get.
1694 * Small nuggets are worth 1 gp each (base). You will get from 0
1695 * to the max amount of small nuggets as you could get.
1696 *
1697 * For example, if an item is worth 110 gold, you will get
1698 * 4 large nuggets, and from 0-10 small nuggets.
1699 *
1700 * There is also a chance (1:30) that you will get nothing at all
1701 * for the object. There is also a maximum weight that will be
1702 * alchemied.
1703 */
1704
1705 /* I didn't feel like passing these as arguements to the
1706 * two functions that need them. Real values are put in them
1707 * when the spell is cast, and these are freed when the spell
1708 * is finished.
1709 */
1710 static object *small, *large;
1711
1712 static void alchemy_object(object *obj, int *small_nuggets,
1713 int *large_nuggets, int *weight)
1714 {
1715 uint64 value=query_cost(obj, NULL, F_TRUE);
1716
1717 /* Give third price when we alchemy money (This should hopefully
1718 * make it so that it isn't worth it to alchemy money, sell
1719 * the nuggets, alchemy the gold from that, etc.
1720 * Otherwise, give 9 silver on the gold for other objects,
1721 * so that it would still be more affordable to haul
1722 * the stuff back to town.
1723 */
1724
1725 if (QUERY_FLAG(obj, FLAG_UNPAID))
1726 value=0;
1727 else if (obj->type==MONEY || obj->type==GEM)
1728 value /=3;
1729 else
1730 value = (value*9)/10;
1731
1732 value /= 4; // fix by GHJ, don't understand, pcg
1733
1734 if ((obj->value>0) && rndm(0, 29)) {
1735 int count;
1736
1737 count = value / large->value;
1738 *large_nuggets += count;
1739 value -= (uint64)count * (uint64)large->value;
1740 count = value / small->value;
1741 *small_nuggets += count;
1742 }
1743
1744 /* Turn 25 small nuggets into 1 large nugget. If the value
1745 * of large nuggets is not evenly divisable by the small nugget
1746 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1747 */
1748 if (*small_nuggets * small->value >= large->value) {
1749 (*large_nuggets)++;
1750 *small_nuggets -= large->value / small->value;
1751 if (*small_nuggets && large->value % small->value)
1752 (*small_nuggets)--;
1753 }
1754 weight += obj->weight;
1755 remove_ob(obj);
1756 free_object(obj);
1757 }
1758
1759 static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets,
1760 int x, int y)
1761 {
1762 object *tmp;
1763 int flag=0;
1764
1765 /* Put any nuggets below the player, but we can only pass this
1766 * flag if we are on the same space as the player
1767 */
1768 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1769
1770 if (small_nuggets) {
1771 tmp = get_object();
1772 copy_object(small, tmp);
1773 tmp-> nrof = small_nuggets;
1774 tmp->x = x;
1775 tmp->y = y;
1776 insert_ob_in_map(tmp, m, op, flag);
1777 }
1778 if (large_nuggets) {
1779 tmp = get_object();
1780 copy_object(large, tmp);
1781 tmp-> nrof = large_nuggets;
1782 tmp->x = x;
1783 tmp->y = y;
1784 insert_ob_in_map(tmp, m, op, flag);
1785 }
1786 }
1787
1788 int alchemy(object *op, object *caster, object *spell_ob)
1789 {
1790 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1791 sint16 nx, ny;
1792 object *next,*tmp;
1793 mapstruct *mp;
1794
1795 if(op->type!=PLAYER)
1796 return 0;
1797
1798 /* Put a maximum weight of items that can be alchemied. Limits the power
1799 * some, and also prevents people from alcheming every table/chair/clock
1800 * in sight
1801 */
1802 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob);
1803 weight_max *= 1000;
1804 small=get_archetype("smallnugget"),
1805 large=get_archetype("largenugget");
1806
1807 for(y= op->y-1;y<=op->y+1;y++) {
1808 for(x= op->x-1;x<=op->x+1;x++) {
1809 nx = x;
1810 ny = y;
1811
1812 mp = op->map;
1813
1814 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny);
1815
1816 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1817 continue;
1818
1819 /* Treat alchemy a little differently - most spell effects
1820 * use fly as the movement type - for alchemy, consider it
1821 * ground level effect.
1822 */
1823 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK)
1824 continue;
1825
1826 small_nuggets=0;
1827 large_nuggets=0;
1828
1829 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1830 next=tmp->above;
1831 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1832 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1833 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1834
1835 if (tmp->inv) {
1836 object *next1, *tmp1;
1837 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1838 next1 = tmp1->below;
1839 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) &&
1840 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1841 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON))
1842 alchemy_object(tmp1, &small_nuggets, &large_nuggets,
1843 &weight);
1844 }
1845 }
1846 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1847
1848 if (weight>weight_max) {
1849 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1850 free_object(large);
1851 free_object(small);
1852 return 1;
1853 }
1854 } /* is alchemable object */
1855 } /* process all objects on this space */
1856
1857 /* Insert all the nuggets at one time. This probably saves time, but
1858 * it also prevents us from alcheming nuggets that were just created
1859 * with this spell.
1860 */
1861 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1862 }
1863 }
1864 free_object(large);
1865 free_object(small);
1866 /* reset this so that if player standing on a big pile of stuff,
1867 * it is redrawn properly.
1868 */
1869 op->contr->socket.look_position = 0;
1870 return 1;
1871 }
1872
1873
1874 /* This function removes the cursed/damned status on equipped
1875 * items.
1876 */
1877 int remove_curse(object *op, object *caster, object *spell) {
1878 object *tmp;
1879 int success = 0, was_one = 0;
1880
1881 for (tmp = op->inv; tmp; tmp = tmp->below)
1882 if (QUERY_FLAG(tmp, FLAG_APPLIED) &&
1883 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) ||
1884 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) {
1885
1886 was_one++;
1887 if (tmp->level <= caster_level(caster, spell)) {
1888 success++;
1889 if (QUERY_FLAG(spell, FLAG_DAMNED))
1890 CLEAR_FLAG(tmp, FLAG_DAMNED);
1891
1892 CLEAR_FLAG(tmp, FLAG_CURSED);
1893 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
1894 tmp->value = 0; /* Still can't sell it */
1895 if (op->type == PLAYER)
1896 esrv_send_item(op, tmp);
1897 }
1898 }
1899
1900 if (op->type==PLAYER) {
1901 if (success) {
1902 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now.");
1903 } else {
1904 if (was_one)
1905 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse.");
1906 else
1907 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items.");
1908 }
1909 }
1910 return success;
1911 }
1912
1913 /* Identifies objects in the players inventory/on the ground */
1914
1915 int cast_identify(object *op, object *caster, object *spell) {
1916 object *tmp;
1917 int success = 0, num_ident;
1918
1919 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell);
1920
1921 if (num_ident < 1) num_ident=1;
1922
1923
1924 for (tmp = op->inv; tmp ; tmp = tmp->below) {
1925 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) {
1926 identify(tmp);
1927 if (op->type==PLAYER) {
1928 new_draw_info_format(NDI_UNIQUE, 0, op,
1929 "You have %s.", long_desc(tmp, op));
1930 if (tmp->msg) {
1931 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1932 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1933 }
1934 }
1935 num_ident--;
1936 success=1;
1937 if (!num_ident) break;
1938 }
1939 }
1940 /* If all the power of the spell has been used up, don't go and identify
1941 * stuff on the floor. Only identify stuff on the floor if the spell
1942 * was not fully used.
1943 */
1944 if (num_ident) {
1945 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above)
1946 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible &&
1947 need_identify(tmp)) {
1948
1949 identify(tmp);
1950 if (op->type==PLAYER) {
1951 new_draw_info_format(NDI_UNIQUE, 0,op,
1952 "On the ground is %s.", long_desc(tmp, op));
1953 if (tmp->msg) {
1954 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1955 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1956 }
1957 esrv_send_item(op, tmp);
1958 }
1959 num_ident--;
1960 success=1;
1961 if (!num_ident) break;
1962 }
1963 }
1964 if (!success)
1965 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1966 else {
1967 spell_effect(spell, op->x, op->y, op->map, op);
1968 }
1969 return success;
1970 }
1971
1972
1973 int cast_detection(object *op, object *caster, object *spell, object *skill) {
1974 object *tmp, *last, *god, *detect;
1975 int done_one, range, mflags, floor, level;
1976 sint16 x, y, nx, ny;
1977 mapstruct *m;
1978
1979 /* We precompute some values here so that we don't have to keep
1980 * doing it over and over again.
1981 */
1982 god=find_god(determine_god(op));
1983 level=caster_level(caster, spell);
1984 range = spell->range + SP_level_range_adjust(caster, spell);
1985
1986 if (!skill) skill=caster;
1987
1988 for (x = op->x - range; x <= op->x + range; x++)
1989 for (y = op->y - range; y <= op->y + range; y++) {
1990
1991 m = op->map;
1992 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1993 if (mflags & P_OUT_OF_MAP) continue;
1994
1995 /* For most of the detections, we only detect objects above the
1996 * floor. But this is not true for show invisible.
1997 * Basically, we just go and find the top object and work
1998 * down - that is easier than working up.
1999 */
2000
2001 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
2002 /* Shouldn't happen, but if there are no objects on a space, this
2003 * would happen.
2004 */
2005 if (!last) continue;
2006
2007 done_one=0;
2008 floor=0;
2009 detect = NULL;
2010 for (tmp=last; tmp; tmp=tmp->below) {
2011
2012 /* show invisible */
2013 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
2014 /* Might there be other objects that we can make visibile? */
2015 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
2016 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
2017 tmp->type==CF_HANDLE ||
2018 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
2019 tmp->type==BUTTON || tmp->type==TELEPORTER ||
2020 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
2021 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
2022 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
2023 tmp->type==TREASURE || tmp->type==BOOK ||
2024 tmp->type==HOLY_ALTAR))) {
2025 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
2026 tmp->invisible=0;
2027 done_one = 1;
2028 }
2029 }
2030 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
2031
2032 /* All detections below this point don't descend beneath the floor,
2033 * so just continue on. We could be clever and look at the type of
2034 * detection to completely break out if we don't care about objects beneath
2035 * the floor, but once we get to the floor, not likely a very big issue anyways.
2036 */
2037 if (floor) continue;
2038
2039 /* I had thought about making detect magic and detect curse
2040 * show the flash the magic item like it does for detect monster.
2041 * however, if the object is within sight, this would then make it
2042 * difficult to see what object is magical/cursed, so the
2043 * effect wouldn't be as apparant.
2044 */
2045
2046 /* detect magic */
2047 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
2048 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
2049 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
2050 is_magical(tmp)) {
2051 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
2052 /* make runes more visibile */
2053 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
2054 tmp->stats.Cha/=4;
2055 done_one = 1;
2056 }
2057 /* detect monster */
2058 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
2059 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
2060 done_one = 2;
2061 if (!detect) detect=tmp;
2062 }
2063 /* Basically, if race is set in the spell, then the creatures race must
2064 * match that. if the spell race is set to GOD, then the gods opposing
2065 * race must match.
2066 */
2067 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
2068 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
2069 (strstr(spell->race, tmp->race)))) {
2070 done_one = 2;
2071 if (!detect) detect=tmp;
2072 }
2073 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
2074 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
2075 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
2076 done_one = 1;
2077 }
2078 } /* for stack of objects on this space */
2079
2080 /* Code here puts an effect of the spell on the space, so you can see
2081 * where the magic is.
2082 */
2083 if (done_one) {
2084 object *detect_ob = arch_to_object(spell->other_arch);
2085 detect_ob->x = nx;
2086 detect_ob->y = ny;
2087 /* if this is set, we want to copy the face */
2088 if (done_one == 2 && detect) {
2089 detect_ob->face = detect->face;
2090 detect_ob->animation_id = detect->animation_id;
2091 detect_ob->anim_speed = detect->anim_speed;
2092 detect_ob->last_anim=0;
2093 /* by default, the detect_ob is already animated */
2094 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
2095 }
2096 insert_ob_in_map(detect_ob, m, op,0);
2097 }
2098 } /* for processing the surrounding spaces */
2099
2100
2101 /* Now process objects in the players inventory if detect curse or magic */
2102 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
2103 done_one = 0;
2104 for (tmp = op->inv; tmp; tmp = tmp->below) {
2105 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
2106 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
2107 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
2108 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
2109 if (op->type==PLAYER)
2110 esrv_send_item (op, tmp);
2111 }
2112 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
2113 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
2114 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
2115 if (op->type==PLAYER)
2116 esrv_send_item (op, tmp);
2117 }
2118 } /* if item is not identified */
2119 } /* for the players inventory */
2120 } /* if detect magic/curse and object is a player */
2121 return 1;
2122 }
2123
2124
2125 /**
2126 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2127 * level whos spell did cause the overcharge.
2128 */
2129 static void charge_mana_effect(object *victim, int caster_level)
2130 {
2131
2132 /* Prevent explosions for objects without mana. Without this check, doors
2133 * will explode, too.
2134 */
2135 if (victim->stats.maxsp <= 0)
2136 return;
2137
2138 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2139
2140 if (victim->stats.sp >= victim->stats.maxsp*2) {
2141 object *tmp;
2142
2143 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!");
2144
2145 /* Explodes a fireball centered at player */
2146 tmp = get_archetype(EXPLODING_FIREBALL);
2147 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1;
2148 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2;
2149 tmp->x = victim->x;
2150 tmp->y = victim->y;
2151 insert_ob_in_map(tmp, victim->map, NULL, 0);
2152 victim->stats.sp = 2*victim->stats.maxsp;
2153 }
2154 else if (victim->stats.sp >= victim->stats.maxsp*1.88) {
2155 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2156 }
2157 else if (victim->stats.sp >= victim->stats.maxsp*1.66) {
2158 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2159 }
2160 else if (victim->stats.sp >= victim->stats.maxsp*1.5) {
2161 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2162 confuse_player(victim, victim, 99);
2163 }
2164 else if (victim->stats.sp >= victim->stats.maxsp*1.25) {
2165 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices.");
2166 }
2167 }
2168
2169 /* cast_transfer
2170 * This spell transfers sp from the player to another person.
2171 * We let the target go above their normal maximum SP.
2172 */
2173
2174 int cast_transfer(object *op,object *caster, object *spell, int dir) {
2175 object *plyr=NULL;
2176 sint16 x, y;
2177 mapstruct *m;
2178 int mflags;
2179
2180 m = op->map;
2181 x = op->x+freearr_x[dir];
2182 y = op->y+freearr_y[dir];
2183
2184 mflags = get_map_flags(m, &m, x, y, &x, &y);
2185
2186 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) {
2187 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above)
2188 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2189 break;
2190 }
2191
2192
2193 /* If we did not find a player in the specified direction, transfer
2194 * to anyone on top of us. This is used for the rune of transference mostly.
2195 */
2196 if(plyr==NULL)
2197 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above)
2198 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE))
2199 break;
2200
2201 if (!plyr) {
2202 new_draw_info(NDI_BLACK, 0, op, "There is no one there.");
2203 return 0;
2204 }
2205 /* give sp */
2206 if(spell->stats.dam > 0) {
2207 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell);
2208 charge_mana_effect(plyr, caster_level(caster, spell));
2209 return 1;
2210 }
2211 /* suck sp away. Can't suck sp from yourself */
2212 else if (op != plyr) {
2213 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2214
2215 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked;
2216
2217 if (rate > 95) rate=95;
2218
2219 sucked = (plyr->stats.sp * rate) / 100;
2220 plyr->stats.sp -= sucked;
2221 if (QUERY_FLAG(op, FLAG_ALIVE)) {
2222 /* Player doesn't get full credit */
2223 sucked = (sucked * rate) / 100;
2224 op->stats.sp += sucked;
2225 if (sucked > 0) {
2226 charge_mana_effect(op, caster_level(caster, spell));
2227 }
2228 }
2229 return 1;
2230 }
2231 return 0;
2232 }
2233
2234
2235 /* counterspell: nullifies spell effects.
2236 * op is the counterspell object, dir is the direction
2237 * it was cast in.
2238 * Basically, if the object has a magic attacktype,
2239 * this may nullify it.
2240 */
2241 void counterspell(object *op,int dir)
2242 {
2243 object *tmp, *head, *next;
2244 int mflags;
2245 mapstruct *m;
2246 sint16 sx,sy;
2247
2248 sx = op->x + freearr_x[dir];
2249 sy = op->y + freearr_y[dir];
2250 m = op->map;
2251 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
2252 if (mflags & P_OUT_OF_MAP) return;
2253
2254 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2255 next = tmp->above;
2256
2257 /* Need to look at the head object - otherwise, if tmp
2258 * points to a monster, we don't have all the necessary
2259 * info for it.
2260 */
2261 if (tmp->head) head = tmp->head;
2262 else head = tmp;
2263
2264 /* don't attack our own spells */
2265 if(tmp->owner && tmp->owner == op->owner) continue;
2266
2267 /* Basically, if the object is magical and not counterspell,
2268 * we will more or less remove the object. Don't counterspell
2269 * monsters either.
2270 */
2271
2272 if (head->attacktype & AT_MAGIC &&
2273 !(head->attacktype & AT_COUNTERSPELL) &&
2274 !QUERY_FLAG(head,FLAG_MONSTER) &&
2275 (op->level > head->level)) {
2276 remove_ob(head);
2277 free_object(head);
2278 } else switch(head->type) {
2279 case SPELL_EFFECT:
2280 if(op->level > head->level) {
2281 remove_ob(head);
2282 free_object(head);
2283 }
2284 break;
2285
2286 /* I really don't get this rune code that much - that
2287 * random chance seems really low.
2288 */
2289 case RUNE:
2290 if(rndm(0, 149) == 0) {
2291 head->stats.hp--; /* weaken the rune */
2292 if(!head->stats.hp) {
2293 remove_ob(head);
2294 free_object(head);
2295 }
2296 }
2297 break;
2298 }
2299 }
2300 }
2301
2302
2303
2304 /* cast_consecrate() - a spell to make an altar your god's */
2305 int cast_consecrate(object *op, object *caster, object *spell) {
2306 char buf[MAX_BUF];
2307
2308 object *tmp, *god=find_god(determine_god(op));
2309
2310 if(!god) {
2311 new_draw_info(NDI_UNIQUE, 0,op,
2312 "You can't consecrate anything if you don't worship a god!");
2313 return 0;
2314 }
2315
2316 for(tmp=op->below;tmp;tmp=tmp->below) {
2317 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2318 if(tmp->type==HOLY_ALTAR) {
2319
2320 if(tmp->level > caster_level(caster, spell)) {
2321 new_draw_info_format(NDI_UNIQUE, 0,op,
2322 "You are not powerful enough to reconsecrate the %s", tmp->name);
2323 return 0;
2324 } else {
2325 /* If we got here, we are consecrating an altar */
2326 if(tmp->name) free_string(tmp->name);
2327 sprintf(buf,"Altar of %s",god->name);
2328 tmp->name = add_string(buf);
2329 tmp->level = caster_level(caster, spell);
2330 tmp->other_arch = god->arch;
2331 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2332 new_draw_info_format(NDI_UNIQUE,0, op,
2333 "You consecrated the altar to %s!",god->name);
2334 return 1;
2335 }
2336 }
2337 }
2338 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!");
2339 return 0;
2340 }
2341
2342 /* animate_weapon -
2343 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2344 * The golem is based on the archetype specified, modified by the caster's level
2345 * and the attributes of the weapon. The weapon is inserted in the golem's
2346 * inventory so that it falls to the ground when the golem dies.
2347 * This code was very odd - code early on would only let players use the spell,
2348 * yet the code wass full of player checks. I've presumed that the code
2349 * that only let players use it was correct, and removed all the other
2350 * player checks. MSW 2003-01-06
2351 */
2352
2353 int animate_weapon(object *op,object *caster,object *spell, int dir) {
2354 object *weapon, *tmp;
2355 char buf[MAX_BUF];
2356 int a, i;
2357 sint16 x, y;
2358 mapstruct *m;
2359 materialtype_t *mt;
2360
2361 if(!spell->other_arch){
2362 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!");
2363 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name);
2364 return 0;
2365 }
2366 /* exit if it's not a player using this spell. */
2367 if(op->type!=PLAYER) return 0;
2368
2369 /* if player already has a golem, abort */
2370 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) {
2371 control_golem(op->contr->ranges[range_golem],dir);
2372 return 0;
2373 }
2374
2375 /* if no direction specified, pick one */
2376 if(!dir)
2377 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9);
2378
2379 m = op->map;
2380 x = op->x+freearr_x[dir];
2381 y = op->y+freearr_y[dir];
2382
2383 /* if there's no place to put the golem, abort */
2384 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2385 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) {
2386 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way.");
2387 return 0;
2388 }
2389
2390 /* Use the weapon marked by the player. */
2391 weapon = find_marked_object(op);
2392
2393 if (!weapon) {
2394 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2395 return 0;
2396 }
2397 if (spell->race && strcmp(weapon->arch->name, spell->race)) {
2398 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon.");
2399 return 0;
2400 }
2401 if (weapon->type != WEAPON) {
2402 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it.");
2403 return 0;
2404 }
2405 if (QUERY_FLAG(weapon, FLAG_APPLIED)) {
2406 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell",
2407 query_name(weapon));
2408 return 0;
2409 }
2410
2411 if (weapon->nrof > 1) {
2412 tmp = get_split_ob(weapon, 1);
2413 esrv_send_item(op, weapon);
2414 weapon = tmp;
2415 }
2416
2417 /* create the golem object */
2418 tmp=arch_to_object(spell->other_arch);
2419
2420 /* if animated by a player, give the player control of the golem */
2421 CLEAR_FLAG(tmp, FLAG_MONSTER);
2422 SET_FLAG(tmp, FLAG_FRIENDLY);
2423 tmp->stats.exp=0;
2424 add_friendly_object(tmp);
2425 tmp->type=GOLEM;
2426 set_owner(tmp,op);
2427 set_spell_skill(op, caster, spell, tmp);
2428 op->contr->ranges[range_golem]=tmp;
2429 op->contr->shoottype=range_golem;
2430 op->contr->golem_count = tmp->count;
2431
2432 /* Give the weapon to the golem now. A bit of a hack to check the
2433 * removed flag - it should only be set if get_split_object was
2434 * used above.
2435 */
2436 if (!QUERY_FLAG(weapon, FLAG_REMOVED))
2437 remove_ob (weapon);
2438 insert_ob_in_ob (weapon, tmp);
2439 esrv_send_item(op, weapon);
2440 /* To do everything necessary to let a golem use the weapon is a pain,
2441 * so instead, just set it as equipped (otherwise, we need to update
2442 * body_info, skills, etc)
2443 */
2444 SET_FLAG (tmp, FLAG_USE_WEAPON);
2445 SET_FLAG(weapon, FLAG_APPLIED);
2446 fix_player(tmp);
2447
2448 /* There used to be 'odd' code that basically seemed to take the absolute
2449 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2450 * if you're using a crappy weapon, it shouldn't be as good.
2451 */
2452
2453 /* modify weapon's animated wc */
2454 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell)
2455 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2456 if(tmp->stats.wc<-127) tmp->stats.wc = -127;
2457
2458 /* Modify hit points for weapon */
2459 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2460 SP_level_duration_adjust(caster, spell) +
2461 + 8 * weapon->magic + 12 * weapon->stats.Con;
2462 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10;
2463 tmp->stats.hp = tmp->stats.maxhp;
2464
2465 /* Modify weapon's damage */
2466 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell)
2467 + weapon->stats.dam
2468 + weapon->magic
2469 + 5 * weapon->stats.Str;
2470 if(tmp->stats.dam<0) tmp->stats.dam=127;
2471
2472
2473 /* attacktype */
2474 if ( ! tmp->attacktype)
2475 tmp->attacktype = AT_PHYSICAL;
2476
2477 mt = NULL;
2478 if (op->materialname != NULL)
2479 mt = name_to_material(op->materialname);
2480 if (mt != NULL) {
2481 for (i=0; i < NROFATTACKS; i++)
2482 tmp->resist[i] = 50 - (mt->save[i] * 5);
2483 a = mt->save[0];
2484 } else {
2485 for (i=0; i < NROFATTACKS; i++)
2486 tmp->resist[i] = 5;
2487 a = 10;
2488 }
2489 /* Set weapon's immunity */
2490 tmp->resist[ATNR_CONFUSION] = 100;
2491 tmp->resist[ATNR_POISON] = 100;
2492 tmp->resist[ATNR_SLOW] = 100;
2493 tmp->resist[ATNR_PARALYZE] = 100;
2494 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2495 tmp->resist[ATNR_FEAR] = 100;
2496 tmp->resist[ATNR_DEPLETE] = 100;
2497 tmp->resist[ATNR_DEATH] = 100;
2498 tmp->resist[ATNR_BLIND] = 100;
2499
2500 /* Improve weapon's armour value according to best save vs. physical of its material */
2501
2502 if (a > 14) a = 14;
2503 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a));
2504
2505 /* Determine golem's speed */
2506 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell);
2507
2508 if(tmp->speed > 3.33) tmp->speed = 3.33;
2509
2510 if (!spell->race) {
2511 sprintf(buf, "animated %s", weapon->name);
2512 if(tmp->name) free_string(tmp->name);
2513 tmp->name = add_string(buf);
2514
2515 tmp->face = weapon->face;
2516 tmp->animation_id = weapon->animation_id;
2517 tmp->anim_speed = weapon->anim_speed;
2518 tmp->last_anim = weapon->last_anim;
2519 tmp->state = weapon->state;
2520 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) {
2521 SET_FLAG(tmp,FLAG_ANIMATE);
2522 } else {
2523 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2524 }
2525 update_ob_speed(tmp);
2526 }
2527
2528 /* make experience increase in proportion to the strength of the summoned creature. */
2529 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell));
2530
2531 tmp->speed_left= -1;
2532 tmp->x=x;
2533 tmp->y=y;
2534 tmp->direction=dir;
2535 insert_ob_in_map(tmp,m,op,0);
2536 return 1;
2537 }
2538
2539 /* cast_daylight() - changes the map darkness level *lower* */
2540
2541 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2542 * This changes the light level for the entire map.
2543 */
2544
2545 int cast_change_map_lightlevel( object *op, object *caster, object *spell ) {
2546 int success;
2547
2548 if(!op->map) return 0; /* shouldnt happen */
2549
2550 success=change_map_light(op->map,spell->stats.dam);
2551 if(!success) {
2552 if (spell->stats.dam < 0)
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here.");
2554 else
2555 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here.");
2556 }
2557 return success;
2558 }
2559
2560
2561
2562
2563
2564 /* create an aura spell object and put it in the player's inventory.
2565 * as usual, op is player, caster is the object casting the spell,
2566 * spell is the spell object itself.
2567 */
2568 int create_aura(object *op, object *caster, object *spell)
2569 {
2570 int refresh=0;
2571 object *new_aura;
2572
2573 new_aura = present_arch_in_ob(spell->other_arch, op);
2574 if (new_aura) refresh=1;
2575 else new_aura = arch_to_object(spell->other_arch);
2576
2577 new_aura->duration = spell->duration +
2578 10* SP_level_duration_adjust(caster,spell);
2579
2580 new_aura->stats.dam = spell->stats.dam
2581 +SP_level_dam_adjust(caster,spell);
2582
2583 set_owner(new_aura,op);
2584 set_spell_skill(op, caster, spell, new_aura);
2585 new_aura->attacktype= spell->attacktype;
2586
2587 new_aura->level = caster_level(caster, spell);
2588 if (refresh)
2589 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2590 else
2591 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2592 insert_ob_in_ob(new_aura, op);
2593 return 1;
2594 }
2595
2596
2597 /* move aura function. An aura is a part of someone's inventory,
2598 * which he carries with him, but which acts on the map immediately
2599 * around him.
2600 * Aura parameters:
2601 * duration: duration counter.
2602 * attacktype: aura's attacktype
2603 * other_arch: archetype to drop where we attack
2604 */
2605
2606 void move_aura(object *aura) {
2607 int i, mflags;
2608 object *env;
2609 mapstruct *m;
2610
2611 /* auras belong in inventories */
2612 env = aura->env;
2613
2614 /* no matter what we've gotta remove the aura...
2615 * we'll put it back if its time isn't up.
2616 */
2617 remove_ob(aura);
2618
2619 /* exit if we're out of gas */
2620 if(aura->duration--< 0) {
2621 free_object(aura);
2622 return;
2623 }
2624
2625 /* auras only exist in inventories */
2626 if(env == NULL || env->map==NULL) {
2627 free_object(aura);
2628 return;
2629 }
2630 aura->x = env->x;
2631 aura->y = env->y;
2632
2633 /* we need to jump out of the inventory for a bit
2634 * in order to hit the map conveniently.
2635 */
2636 insert_ob_in_map(aura,env->map,aura,0);
2637
2638 for(i=1;i<9;i++) {
2639 sint16 nx, ny;
2640 nx = aura->x + freearr_x[i];
2641 ny = aura->y + freearr_y[i];
2642 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2643
2644 /* Consider the movement tyep of the person with the aura as
2645 * movement type of the aura. Eg, if the player is flying, the aura
2646 * is flying also, if player is walking, it is on the ground, etc.
2647 */
2648 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) {
2649 hit_map(aura,i,aura->attacktype,0);
2650
2651 if(aura->other_arch) {
2652 object *new_ob;
2653
2654 new_ob = arch_to_object(aura->other_arch);
2655 new_ob->x = nx;
2656 new_ob->y = ny;
2657 insert_ob_in_map(new_ob,m,aura,0);
2658 }
2659 }
2660 }
2661 /* put the aura back in the player's inventory */
2662 remove_ob(aura);
2663 insert_ob_in_ob(aura, env);
2664 }
2665
2666 /* moves the peacemaker spell.
2667 * op is the piece object.
2668 */
2669
2670 void move_peacemaker(object *op) {
2671 object *tmp;
2672
2673 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
2674 int atk_lev, def_lev;
2675 object *victim=tmp;
2676
2677 if (tmp->head) victim=tmp->head;
2678 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue;
2679 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue;
2680 if (victim->stats.exp == 0) continue;
2681
2682 def_lev = MAX(1,victim->level);
2683 atk_lev = MAX(1,op->level);
2684
2685 if (rndm(0, atk_lev-1) > def_lev) {
2686 /* make this sucker peaceful. */
2687
2688 change_exp(get_owner(op),victim->stats.exp, op->skill, 0);
2689 victim->stats.exp=0;
2690 #if 0
2691 /* No idea why these were all set to zero - if something
2692 * makes this creature agressive, he should still do damage.
2693 */
2694 victim->stats.dam = 0;
2695 victim->stats.sp = 0;
2696 victim->stats.grace = 0;
2697 victim->stats.Pow = 0;
2698 #endif
2699 victim->attack_movement = RANDO2;
2700 SET_FLAG(victim,FLAG_UNAGGRESSIVE);
2701 SET_FLAG(victim,FLAG_RUN_AWAY);
2702 SET_FLAG(victim,FLAG_RANDOM_MOVE);
2703 CLEAR_FLAG(victim,FLAG_MONSTER);
2704 if(victim->name) {
2705 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name);
2706 }
2707 }
2708 }
2709 }
2710
2711
2712 /* This writes a rune that contains the appropriate message.
2713 * There really isn't any adjustments we make.
2714 */
2715
2716 int write_mark(object *op, object *spell, const char *msg) {
2717 char rune[HUGE_BUF];
2718 object *tmp;
2719
2720 if (!msg || msg[0] == 0) {
2721 new_draw_info(NDI_UNIQUE, 0, op, "Write what?");
2722 return 0;
2723 }
2724
2725 if (strcasestr_local(msg, "endmsg")) {
2726 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2727 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg);
2728 return 0;
2729 }
2730 if (!spell->other_arch) return 0;
2731 tmp = arch_to_object(spell->other_arch);
2732 strncpy(rune, msg, HUGE_BUF-2);
2733 rune[HUGE_BUF-2] = 0;
2734 strcat(rune, "\n");
2735 tmp->race = add_string (op->name); /*Save the owner of the rune*/
2736 tmp->msg = add_string(rune);
2737 tmp->x = op->x;
2738 tmp->y = op->y;
2739 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2740 return 1;
2741 }