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Revision: 1.115
Committed: Sun Nov 29 09:41:28 2009 UTC (14 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.114: +1 -1 lines
Log Message:
speed is positive inside the server

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.77 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.35 *
4 root 1.83 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.54 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.35 *
8 root 1.110 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.35 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.35 *
18 root 1.110 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.54 *
22 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.35 */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27     #include <living.h>
28 root 1.36 #include <sproto.h>
29 elmex 1.1 #include <spells.h>
30     #include <sounds.h>
31    
32     /* cast_magic_storm: This is really used mostly for spell
33     * fumbles at the like. tmp is the object to propogate.
34     * op is what is casting this.
35     */
36 root 1.8 void
37     cast_magic_storm (object *op, object *tmp, int lvl)
38 elmex 1.1 {
39 root 1.8 if (!tmp)
40     return; /* error */
41 root 1.27
42 root 1.8 tmp->level = op->level;
43     tmp->range += lvl / 5; /* increase the area of destruction */
44     tmp->duration += lvl / 5;
45    
46     /* Put a cap on duration for this - if the player fails in their
47     * apartment, don't want it to go on so long that it kills them
48     * multiple times. Also, damge already increases with level,
49     * so don't really need to increase the duration as much either.
50     */
51     if (tmp->duration >= 40)
52     tmp->duration = 40;
53 root 1.27
54 root 1.8 tmp->stats.dam = lvl; /* nasty recoils! */
55     tmp->stats.maxhp = tmp->count; /* tract single parent */
56 elmex 1.1
57 root 1.27 tmp->insert_at (op, op);
58 elmex 1.1 }
59    
60 root 1.8 int
61     recharge (object *op, object *caster, object *spell_ob)
62     {
63     object *wand, *tmp;
64     int ncharges;
65    
66     wand = find_marked_object (op);
67 root 1.84 if (!wand || wand->type != WAND)
68 root 1.8 {
69     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70     return 0;
71 elmex 1.1 }
72 root 1.8 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73     {
74     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 root 1.64 op->play_sound (sound_find ("ob_explode"));
76 root 1.91 wand->destroy ();
77 root 1.113 tmp = get_archetype (shstr_fireball);
78 root 1.8 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 root 1.27
80 root 1.8 if (!tmp->stats.dam)
81     tmp->stats.dam = 1;
82 root 1.27
83 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
84 root 1.27
85 root 1.8 if (tmp->stats.hp < 2)
86     tmp->stats.hp = 2;
87 root 1.27
88     tmp->insert_at (op);
89 root 1.8 return 1;
90     }
91    
92     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 root 1.27
94 root 1.8 if (wand->inv && wand->inv->level)
95     ncharges /= wand->inv->level;
96     else
97     {
98     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99     return 0;
100 elmex 1.1 }
101 root 1.27
102 root 1.8 if (!ncharges)
103     ncharges = 1;
104 elmex 1.1
105 root 1.8 wand->stats.food += ncharges;
106     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 root 1.27
108 root 1.57 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 root 1.8 {
110     SET_FLAG (wand, FLAG_ANIMATE);
111 root 1.57 wand->set_speed (wand->arch->speed);
112 elmex 1.1 }
113 root 1.26
114 root 1.8 return 1;
115 elmex 1.1 }
116    
117     /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118     * based on whether a crossbow or bow is equiped. If neither, it defaults to
119     * arrows.
120     * Sets the plus based on the casters level. It is also settable with the
121     * invoke command. If the caster attempts to create missiles with too
122     * great a plus, the default is used.
123     * The # of arrows created also goes up with level, so if a 30th level mage
124     * wants LOTS of arrows, and doesn't care what the plus is he could
125     * create nonnmagic arrows, or even -1, etc...
126     */
127 root 1.8 int
128 root 1.104 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129 elmex 1.1 {
130 root 1.74 int bonus_plus = 0;
131     const char *missile_name = "arrow";
132 root 1.8
133 root 1.74 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 root 1.8 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 root 1.12 missile_name = tmp->race;
136 elmex 1.1
137 root 1.74 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138    
139     archetype *missile_arch = archetype::find (missile_name);
140 elmex 1.1
141 root 1.74 if (!missile_arch)
142 root 1.8 {
143     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144     return 0;
145     }
146 root 1.12
147 root 1.74 object *missile = missile_arch->instance ();
148 elmex 1.1
149 root 1.104 if (spellparam)
150 root 1.8 {
151     /* If it starts with a letter, presume it is a description */
152 root 1.104 if (isalpha (*spellparam))
153 root 1.8 {
154     artifact *al = find_artifactlist (missile->type)->items;
155 elmex 1.1
156 root 1.45 for (; al; al = al->next)
157 root 1.104 if (!strcasecmp (al->item->name, spellparam))
158 root 1.8 break;
159    
160     if (!al)
161     {
162 root 1.91 missile->destroy ();
163 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 root 1.8 return 0;
165     }
166 root 1.12
167 root 1.8 if (al->item->slaying)
168     {
169 root 1.91 missile->destroy ();
170 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 root 1.8 return 0;
172     }
173 root 1.12
174 root 1.8 give_artifact_abilities (missile, al->item);
175 root 1.74 /* These special arrows cost something extra. Don't have them also be magical -
176     * otherwise, in most cases, not enough will be created. I don't want to get into
177 root 1.8 * the parsing of having to do both plus and type.
178     */
179     bonus_plus = 1 + (al->item->value / 5);
180     missile_plus = 0;
181     }
182 root 1.104 else if (atoi (spellparam) < missile_plus)
183     missile_plus = atoi (spellparam);
184 root 1.8 }
185 root 1.12
186 root 1.74 missile_plus = clamp (missile_plus, -4, 4);
187 root 1.8
188     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
189     missile->nrof -= 3 * (missile_plus + bonus_plus);
190 root 1.12
191 root 1.8 if (missile->nrof < 1)
192     missile->nrof = 1;
193    
194     missile->magic = missile_plus;
195     /* Can't get any money for these objects */
196     missile->value = 0;
197 elmex 1.1
198 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
199 elmex 1.1
200 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
201     pick_up (op, missile);
202    
203 root 1.8 return 1;
204 elmex 1.1 }
205    
206    
207     /* allows the choice of what sort of food object to make.
208 root 1.104 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209 root 1.8 int
210 root 1.104 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211 elmex 1.1 {
212 root 1.8 int food_value;
213     archetype *at = NULL;
214     object *new_op;
215    
216 root 1.76 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217 root 1.8
218 root 1.104 if (spellparam)
219 root 1.8 {
220 root 1.104 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 root 1.8 if (at == NULL)
222 root 1.104 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 root 1.57 if (at == NULL || at->stats.food > food_value)
224 root 1.104 spellparam = NULL;
225 root 1.8 }
226    
227 root 1.104 if (!spellparam)
228 root 1.8 {
229     archetype *at_tmp;
230    
231     /* We try to find the archetype with the maximum food value.
232     * This removes the dependancy of hard coded food values in this
233     * function, and addition of new food types is automatically added.
234     * We don't use flesh types because the weight values of those need
235     * to be altered from the donor.
236     */
237 root 1.5
238 root 1.8 /* We assume the food items don't have multiple parts */
239 elmex 1.58 for_all_archetypes (at_tmp)
240 root 1.8 {
241 root 1.57 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 root 1.8 {
243     /* Basically, if the food value is something that is creatable
244     * under the limits of the spell and it is higher than
245     * the item we have now, take it instead.
246     */
247 elmex 1.59 if (at_tmp->stats.food <= food_value
248     && (!at
249     || at_tmp->stats.food > at->stats.food
250     || (at_tmp->stats.food == at->stats.food
251     && at_tmp->weight < at->weight)))
252 root 1.8 at = at_tmp;
253 root 1.5 }
254     }
255 elmex 1.1 }
256 root 1.65
257 root 1.8 /* Pretty unlikely (there are some very low food items), but you never
258     * know
259     */
260     if (!at)
261     {
262     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
263     return 0;
264 elmex 1.1 }
265    
266 root 1.57 food_value /= at->stats.food;
267 root 1.8 new_op = arch_to_object (at);
268     new_op->nrof = food_value;
269 elmex 1.1
270 root 1.8 new_op->value = 0;
271     if (new_op->nrof < 1)
272     new_op->nrof = 1;
273 elmex 1.1
274 root 1.8 cast_create_obj (op, caster, new_op, dir);
275     return 1;
276 elmex 1.1 }
277 root 1.8
278     int
279     probe (object *op, object *caster, object *spell_ob, int dir)
280     {
281     int r, mflags, maxrange;
282     object *tmp;
283 root 1.13 maptile *m;
284 elmex 1.1
285 root 1.8 if (!dir)
286     {
287     examine_monster (op, op);
288     return 1;
289 elmex 1.1 }
290 root 1.65
291 root 1.8 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
292     for (r = 1; r < maxrange; r++)
293     {
294     sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
295 elmex 1.1
296 root 1.8 m = op->map;
297     mflags = get_map_flags (m, &m, x, y, &x, &y);
298 elmex 1.1
299 root 1.8 if (mflags & P_OUT_OF_MAP)
300     break;
301 elmex 1.1
302 root 1.8 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303     {
304     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305     return 0;
306 root 1.5 }
307 root 1.84
308 root 1.8 if (mflags & P_IS_ALIVE)
309     {
310 root 1.84 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 root 1.8 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312     {
313     new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314     if (tmp->head != NULL)
315     tmp = tmp->head;
316     examine_monster (op, tmp);
317     return 1;
318     }
319 root 1.5 }
320 elmex 1.1 }
321 root 1.65
322 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323     return 1;
324 elmex 1.1 }
325    
326     /* This checks to see if 'pl' is invisible to 'mon'.
327     * does race check, undead check, etc
328     * Returns TRUE if mon can't see pl, false
329     * otherwise. This doesn't check range, walls, etc. It
330     * only checks the racial adjustments, and in fact that
331     * pl is invisible.
332     */
333 root 1.8 int
334     makes_invisible_to (object *pl, object *mon)
335 elmex 1.1 {
336 root 1.8 if (!pl->invisible)
337     return 0;
338 root 1.68
339 root 1.8 if (pl->type == PLAYER)
340     {
341     /* If race isn't set, then invisible unless it is undead */
342     if (!pl->contr->invis_race)
343     {
344     if (QUERY_FLAG (mon, FLAG_UNDEAD))
345     return 0;
346 root 1.68
347 root 1.8 return 1;
348     }
349 root 1.68
350 root 1.8 /* invis_race is set if we get here */
351 root 1.95 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 root 1.8 return 1;
353 root 1.68
354 root 1.8 /* No race, can't be invisible to it */
355     if (!mon->race)
356 root 1.5 return 0;
357 root 1.68
358 root 1.94 if (mon->race.contains (pl->contr->invis_race))
359 root 1.5 return 1;
360 root 1.68
361 root 1.8 /* Nothing matched above, return 0 */
362     return 0;
363     }
364     else
365     {
366     /* monsters are invisible to everything */
367     return 1;
368 elmex 1.1 }
369     }
370    
371     /* Makes the player or character invisible.
372     * Note the spells to 'stack', but perhaps in odd ways.
373     * the duration for all is cumulative.
374     * In terms of invis undead/normal invis, it is the last one cast that
375     * will determine if you are invisible to undead or normal monsters.
376     * For improved invis, if you cast it with a one of the others, you
377     * lose the improved part of it, and the above statement about undead/
378     * normal applies.
379     */
380 root 1.8 int
381     cast_invisible (object *op, object *caster, object *spell_ob)
382     {
383     if (op->invisible > 1000)
384     {
385     new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
386     return 0;
387 elmex 1.1 }
388    
389 root 1.8 /* Remove the switch with 90% duplicate code - just handle the differences with
390     * and if statement or two.
391     */
392     op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
393     /* max duration */
394     if (op->invisible > 1000)
395     op->invisible = 1000;
396    
397     if (op->type == PLAYER)
398     {
399     op->contr->invis_race = spell_ob->race;
400    
401     if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
402     op->contr->tmp_invis = 0;
403     else
404     op->contr->tmp_invis = 1;
405    
406     op->contr->hidden = 0;
407     }
408 root 1.42
409 root 1.8 if (makes_invisible_to (op, op))
410     new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
411     else
412     new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
413    
414 root 1.42 update_object (op, UP_OBJ_CHANGE);
415 root 1.8
416     /* Only search the active objects - only these should actually do
417     * harm to the player.
418     */
419 root 1.33 for_all_actives (tmp)
420 root 1.8 if (tmp->enemy == op)
421 root 1.33 tmp->enemy = 0;
422    
423 root 1.8 return 1;
424 elmex 1.1 }
425    
426     /* earth to dust spell. Basically destroys earthwalls in the area.
427     */
428 root 1.8 int
429     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430     {
431     int range, i, j, mflags;
432     sint16 sx, sy;
433 root 1.13 maptile *m;
434 elmex 1.1
435 root 1.8 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 elmex 1.1
437 root 1.8 for (i = -range; i <= range; i++)
438     for (j = -range; j <= range; j++)
439     {
440     sx = op->x + i;
441     sy = op->y + j;
442     m = op->map;
443     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 elmex 1.1
445 root 1.8 if (mflags & P_OUT_OF_MAP)
446     continue;
447 elmex 1.1
448 root 1.102 // earth to dust tears down everything that can be torn down
449     for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 root 1.8 {
451     next = tmp->above;
452 root 1.102
453 root 1.8 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455     }
456     }
457 root 1.31
458 root 1.8 return 1;
459 elmex 1.1 }
460    
461 root 1.8 void
462     execute_word_of_recall (object *op)
463     {
464 root 1.31 if (object *pl = op->in_player ())
465     {
466     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
467     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468     else
469 root 1.82 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 root 1.31 }
471 root 1.14
472 root 1.91 op->destroy ();
473 elmex 1.1 }
474    
475     /* Word of recall causes the player to return 'home'.
476     * we put a force into the player object, so that there is a
477     * time delay effect.
478     */
479 root 1.8 int
480     cast_word_of_recall (object *op, object *caster, object *spell_ob)
481     {
482     object *dummy;
483     int time;
484 elmex 1.1
485 root 1.8 if (op->type != PLAYER)
486     return 0;
487 elmex 1.1
488 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 elmex 1.1 {
490 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491     return 1;
492 elmex 1.1 }
493    
494 root 1.8 dummy = get_archetype (FORCE_NAME);
495 root 1.84
496     if (!dummy)
497 root 1.8 {
498     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500     return 0;
501     }
502 root 1.29
503 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504     if (time < 1)
505     time = 1;
506    
507     /* value of speed really doesn't make much difference, as long as it is
508     * positive. Lower value may be useful so that the problem doesn't
509     * do anything really odd if it say a -1000 or something.
510     */
511 root 1.26 dummy->set_speed (0.002);
512 root 1.8 dummy->speed_left = -dummy->speed * time;
513     dummy->type = SPELL_EFFECT;
514     dummy->subtype = SP_WORD_OF_RECALL;
515    
516     /* If we could take advantage of enter_player_savebed() here, it would be
517     * nice, but until the map load fails, we can't.
518     */
519     EXIT_PATH (dummy) = op->contr->savebed_map;
520 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
521     EXIT_Y (dummy) = op->contr->bed_y;
522 root 1.8
523 root 1.31 op->insert (dummy);
524    
525 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 root 1.31
527 root 1.8 return 1;
528 elmex 1.1 }
529    
530     /* cast_wonder
531     * wonder is really just a spell that will likely cast another
532     * spell.
533     */
534 root 1.8 int
535     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536     {
537     object *newspell;
538 elmex 1.1
539 root 1.8 if (!rndm (0, 3))
540     return cast_cone (op, caster, dir, spell_ob);
541 elmex 1.1
542 root 1.8 if (spell_ob->randomitems)
543     {
544     newspell = generate_treasure (spell_ob->randomitems, caster->level);
545     if (!newspell)
546     {
547     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548     return 0;
549 root 1.5 }
550 root 1.8 if (newspell->type != SPELL)
551     {
552     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553     return 0;
554 root 1.5 }
555 root 1.8 /* Prevent inifinit recursion */
556     if (newspell->subtype == SP_WONDER)
557     {
558     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559     return 0;
560 root 1.5 }
561 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
562 elmex 1.1 }
563 root 1.8 return 1;
564 elmex 1.1 }
565    
566 root 1.8 int
567     perceive_self (object *op)
568     {
569 root 1.43 const char *cp = describe_item (op, op);
570 root 1.113 archetype *at = archetype::find (shstr_depletion);
571 root 1.8
572 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 root 1.60
574 root 1.100 if (!op->is_player ())
575     return 0;
576    
577     if (object *race = archetype::find (op->race))
578     buf << " - You are a G<male|female> " << &race->name << ".\n";
579 root 1.60
580     if (object *god = find_god (determine_god (op)))
581 root 1.87 buf << " - You worship " << &god->name << ".\n";
582 root 1.8 else
583 root 1.87 buf << " - You worship no god.\n";
584 root 1.8
585 root 1.60 object *tmp = present_arch_in_ob (at, op);
586 root 1.8
587 root 1.87 if (*cp == '\0' && !tmp)
588     buf << " - You feel very mundane. ";
589 root 1.8 else
590     {
591 root 1.87 buf << " - You have: " << cp << ".\n";
592 root 1.51
593     if (tmp)
594 root 1.60 for (int i = 0; i < NUM_STATS; i++)
595 root 1.51 if (tmp->stats.stat (i) < 0)
596 root 1.87 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 elmex 1.1 }
598    
599 root 1.8 if (is_dragon_pl (op))
600 root 1.60 /* now grab the 'dragon_ability'-force from the player's inventory */
601     for (tmp = op->inv; tmp; tmp = tmp->below)
602     {
603 root 1.69 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 root 1.60 {
605     if (tmp->stats.exp == 0)
606 root 1.87 buf << " - Your metabolism isn't focused on anything.\n";
607 root 1.60 else
608 root 1.87 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 root 1.60
610     break;
611     }
612     }
613 root 1.36
614 root 1.100 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615 root 1.36
616 root 1.8 return 1;
617 elmex 1.1 }
618    
619     /* This creates magic walls. Really, it can create most any object,
620     * within some reason.
621     */
622 root 1.8 int
623     magic_wall (object *op, object *caster, int dir, object *spell_ob)
624     {
625 root 1.27 object *tmp;
626 root 1.8 int i, posblocked, negblocked, maxrange;
627     sint16 x, y;
628 root 1.13 maptile *m;
629 root 1.8 const char *name;
630     archetype *at;
631    
632     if (!dir)
633     {
634     dir = op->facing;
635     x = op->x;
636     y = op->y;
637     }
638     else
639     {
640     x = op->x + freearr_x[dir];
641     y = op->y + freearr_y[dir];
642     }
643 root 1.25
644 root 1.8 m = op->map;
645    
646     if ((spell_ob->move_block || x != op->x || y != op->y) &&
647     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649     {
650     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
651     return 0;
652     }
653 root 1.25
654 root 1.8 if (spell_ob->other_arch)
655 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
656 root 1.8 else if (spell_ob->race)
657     {
658     char buf1[MAX_BUF];
659    
660     sprintf (buf1, spell_ob->race, dir);
661 root 1.10 at = archetype::find (buf1);
662 root 1.8 if (!at)
663     {
664     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666     return 0;
667 root 1.5 }
668 root 1.27
669 root 1.8 tmp = arch_to_object (at);
670     }
671     else
672     {
673     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674     return 0;
675     }
676    
677     if (tmp->type == SPELL_EFFECT)
678     {
679     tmp->attacktype = spell_ob->attacktype;
680     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682     tmp->range = 0;
683     }
684     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
685     {
686     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687     tmp->stats.maxhp = tmp->stats.hp;
688     }
689 root 1.25
690 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
691     {
692     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693     SET_FLAG (tmp, FLAG_IS_USED_UP);
694 elmex 1.1 }
695 root 1.25
696 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697     {
698     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699     tmp->stats.maxhp = tmp->stats.hp;
700     SET_FLAG (tmp, FLAG_TEAR_DOWN);
701     SET_FLAG (tmp, FLAG_ALIVE);
702     }
703    
704     /* This can't really hurt - if the object doesn't kill anything,
705 root 1.25 * these fields just won't be used. Do not set the owner for
706     * earthwalls, though, so they survive restarts.
707 root 1.8 */
708 root 1.25 if (tmp->type != EARTHWALL) //TODO
709     tmp->set_owner (op);
710    
711 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
712 root 1.89 tmp->level = casting_level (caster, spell_ob) / 2;
713 elmex 1.1
714 root 1.8 name = tmp->name;
715 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
716 root 1.8 {
717     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
718     return 0;
719 elmex 1.1 }
720 root 1.25
721 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
722 root 1.57 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 root 1.8 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
724    
725     /* This code causes the wall to extend some distance in
726     * each direction, or until an obstruction is encountered.
727     * posblocked and negblocked help determine how far the
728     * created wall can extend, it won't go extend through
729     * blocked spaces.
730     */
731     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
732     posblocked = 0;
733     negblocked = 0;
734    
735     for (i = 1; i <= maxrange; i++)
736     {
737     int dir2;
738    
739     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
740    
741     x = tmp->x + i * freearr_x[dir2];
742     y = tmp->y + i * freearr_y[dir2];
743     m = tmp->map;
744    
745     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
746     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
747     {
748 root 1.27 object *tmp2 = tmp->clone ();
749     m->insert (tmp2, x, y, op);
750    
751 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
752 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
754 root 1.8
755     }
756     else
757     posblocked = 1;
758    
759     x = tmp->x - i * freearr_x[dir2];
760     y = tmp->y - i * freearr_y[dir2];
761     m = tmp->map;
762    
763     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
764     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
765     {
766 root 1.27 object *tmp2 = tmp->clone ();
767     m->insert (tmp2, x, y, op);
768    
769 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
771 root 1.8 }
772     else
773     negblocked = 1;
774 elmex 1.1 }
775    
776 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
777     update_all_los (op->map, op->x, op->y);
778 elmex 1.1
779 root 1.8 return 1;
780 elmex 1.1 }
781    
782 root 1.8 int
783 root 1.104 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784 root 1.8 {
785     uint32 dist, maxdist;
786     int mflags;
787 root 1.13 maptile *m;
788 root 1.8 sint16 sx, sy;
789 elmex 1.1
790 root 1.8 if (op->type != PLAYER)
791     return 0;
792 elmex 1.1
793 root 1.8 if (!dir)
794     {
795     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796     return 0;
797 elmex 1.1 }
798    
799 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
800     * ever, so put limits in.
801     */
802     maxdist = spob->range + SP_level_range_adjust (caster, spob);
803    
804 root 1.104 if (spellparam)
805 root 1.8 {
806 root 1.104 int count = atoi (spellparam);
807    
808     if (count > maxdist)
809 root 1.8 {
810     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811     return 0;
812 root 1.5 }
813    
814 root 1.104 for (dist = 0; dist < count; dist++)
815 root 1.8 {
816     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 root 1.5
818 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819     break;
820 root 1.5
821 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822     break;
823 root 1.5 }
824    
825 root 1.104 if (dist < count)
826 root 1.8 {
827     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828     return 0;
829     }
830 root 1.27
831 root 1.8 /* Remove code that puts player on random space on maps. IMO,
832     * a lot of maps probably have areas the player should not get to,
833     * but may not be marked as NO_MAGIC (as they may be bounded
834     * by such squares). Also, there are probably treasure rooms and
835     * lots of other maps that protect areas with no magic, but the
836     * areas themselves don't contain no magic spaces.
837     */
838     /* This call here is really just to normalize the coordinates */
839     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841     {
842     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843     return 1; /* Maybe the penalty should be more severe... */
844 root 1.5 }
845 root 1.8 }
846     else
847     {
848     /* Player didn't specify a distance, so lets see how far
849     * we can move the player. Don't know why this stopped on
850     * spaces that blocked the players view.
851     */
852 root 1.5
853 root 1.8 for (dist = 0; dist < maxdist; dist++)
854     {
855     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856 root 1.5
857 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858     break;
859 root 1.5
860 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861     break;
862 root 1.5
863     }
864    
865 root 1.8 /* If the destination is blocked, keep backing up until we
866     * find a place for the player.
867     */
868     for (; dist > 0; dist--)
869     {
870     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872     continue;
873 root 1.5
874    
875 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876     break;
877 root 1.5
878     }
879 root 1.8 if (!dist)
880     {
881     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882     return 0;
883 root 1.5 }
884 elmex 1.1 }
885    
886 root 1.8 /* Actually move the player now */
887 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 root 1.8 return 1;
889 elmex 1.1
890 root 1.115 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891 root 1.112
892 root 1.8 return 1;
893 elmex 1.1 }
894    
895     /* cast_heal: Heals something.
896     * op is the caster.
897     * dir is the direction he is casting it in.
898     * spell is the spell object.
899     */
900 root 1.8 int
901     cast_heal (object *op, object *caster, object *spell, int dir)
902     {
903     object *tmp;
904     archetype *at;
905     object *poison;
906     int heal = 0, success = 0;
907    
908     tmp = find_target_for_friendly_spell (op, dir);
909    
910 root 1.40 if (!tmp)
911 root 1.8 return 0;
912    
913     /* Figure out how many hp this spell might cure.
914     * could be zero if this spell heals effects, not damage.
915     */
916     heal = spell->stats.dam;
917     if (spell->stats.hp)
918     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
919    
920     if (heal)
921     {
922     if (tmp->stats.hp >= tmp->stats.maxhp)
923 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 root 1.8 else
925     {
926     /* See how many points we actually heal. Instead of messages
927     * based on type of spell, we instead do messages based
928     * on amount of damage healed.
929     */
930 root 1.70 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 root 1.8 heal = tmp->stats.maxhp - tmp->stats.hp;
932 root 1.70
933 root 1.8 tmp->stats.hp += heal;
934    
935     if (tmp->stats.hp >= tmp->stats.maxhp)
936 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
937 root 1.8 else if (heal > 50)
938 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
939 root 1.8 else if (heal > 25)
940 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
941 root 1.8 else if (heal > 10)
942 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
943 root 1.8 else
944 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
945    
946 root 1.8 success = 1;
947     }
948     }
949 root 1.40
950 root 1.8 if (spell->attacktype & AT_DISEASE)
951 root 1.70 if (cure_disease (tmp, op, spell))
952 root 1.8 success = 1;
953    
954     if (spell->attacktype & AT_POISON)
955     {
956 root 1.113 at = archetype::find (shstr_poisoning);
957 root 1.8 poison = present_arch_in_ob (at, tmp);
958     if (poison)
959     {
960     success = 1;
961     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962     poison->stats.food = 1;
963 root 1.5 }
964 elmex 1.1 }
965 root 1.40
966 root 1.8 if (spell->attacktype & AT_CONFUSION)
967     {
968 root 1.113 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
969 root 1.8 if (poison)
970     {
971     success = 1;
972     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973     poison->duration = 1;
974 root 1.5 }
975 elmex 1.1 }
976 root 1.40
977 root 1.8 if (spell->attacktype & AT_BLIND)
978     {
979 root 1.113 at = archetype::find (shstr_blindness);
980 root 1.8 poison = present_arch_in_ob (at, tmp);
981     if (poison)
982     {
983     success = 1;
984     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
985     poison->stats.food = 1;
986 root 1.5 }
987 elmex 1.1 }
988 root 1.40
989 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990     {
991     tmp->stats.sp += spell->last_sp;
992     if (tmp->stats.sp > tmp->stats.maxsp)
993     tmp->stats.sp = tmp->stats.maxsp;
994     success = 1;
995     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
996     }
997 root 1.40
998 root 1.8 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999     {
1000     tmp->stats.grace += spell->last_grace;
1001     if (tmp->stats.grace > tmp->stats.maxgrace)
1002     tmp->stats.grace = tmp->stats.maxgrace;
1003     success = 1;
1004     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 elmex 1.1 }
1006 root 1.40
1007 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1008     {
1009     tmp->stats.food += spell->stats.food;
1010 root 1.70
1011 root 1.8 if (tmp->stats.food > 999)
1012     tmp->stats.food = 999;
1013 root 1.70
1014 root 1.8 success = 1;
1015     /* We could do something a bit better like the messages for healing above */
1016     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017     }
1018 root 1.40
1019 root 1.8 return success;
1020 elmex 1.1 }
1021    
1022     /* This is used for the spells that gain stats. There are no spells
1023     * right now that icnrease wis/int/pow on a temp basis, so no
1024     * good comments for those.
1025     */
1026 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1027     "You grow no stronger.",
1028     "You grow no more agile.",
1029     "You don't feel any healthier.",
1030 root 1.55 "You didn't grow any more intelligent.",
1031     "You do not feel any wiser.",
1032     "You don't feel any more powerful."
1033 root 1.8 "You are no easier to look at.",
1034 elmex 1.1 };
1035    
1036 root 1.8 int
1037 root 1.105 change_ability_duration (object *spell, object *caster)
1038     {
1039     return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040     }
1041    
1042     int
1043 root 1.8 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044     {
1045 root 1.88 object *force = 0;
1046 root 1.8 int i;
1047    
1048     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 root 1.27 object *tmp = dir
1050 root 1.88 ? find_target_for_friendly_spell (op, dir)
1051     : op;
1052 root 1.8
1053 root 1.27 if (!tmp)
1054 root 1.8 return 0;
1055    
1056     /* If we've already got a force of this type, don't add a new one. */
1057 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 root 1.8 {
1059     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060     {
1061     if (tmp2->name == spell_ob->name)
1062     {
1063     force = tmp2; /* the old effect will be "refreshed" */
1064     break;
1065 root 1.5 }
1066 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067     {
1068     if (!silent)
1069 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1070     "You can not cast %s while %s is in effect",
1071     &spell_ob->name, &tmp2->name_pl);
1072 root 1.88
1073 root 1.8 return 0;
1074 root 1.5 }
1075     }
1076 elmex 1.1 }
1077 root 1.88
1078 root 1.108 int duration = change_ability_duration (spell_ob, caster);
1079 root 1.88
1080 root 1.108 if (force)
1081 root 1.8 {
1082     if (duration > force->duration)
1083     {
1084     force->duration = duration;
1085     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086     }
1087     else
1088 root 1.88 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1089 root 1.55
1090 root 1.8 return 1;
1091     }
1092 root 1.55
1093 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1094     "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095     TICK2TIME (duration));
1096    
1097     force = get_archetype (FORCE_NAME);
1098     force->subtype = FORCE_CHANGE_ABILITY;
1099     force->duration = duration;
1100    
1101     if (spell_ob->race)
1102     force->name = spell_ob->race;
1103     else
1104     force->name = spell_ob->name;
1105    
1106     force->name_pl = spell_ob->name;
1107    
1108 root 1.8 force->speed = 1.0;
1109     force->speed_left = -1.0;
1110     SET_FLAG (force, FLAG_APPLIED);
1111    
1112     /* Now start processing the effects. First, protections */
1113     for (i = 0; i < NROFATTACKS; i++)
1114     {
1115     if (spell_ob->resist[i])
1116     {
1117     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1118     if (force->resist[i] > 100)
1119     force->resist[i] = 100;
1120 root 1.5 }
1121 elmex 1.1 }
1122 root 1.55
1123 root 1.8 if (spell_ob->stats.hp)
1124     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1125    
1126     if (tmp->type == PLAYER)
1127     {
1128     /* Stat adjustment spells */
1129     for (i = 0; i < NUM_STATS; i++)
1130     {
1131 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1132 root 1.8 {
1133 root 1.51 sint8 sm = 0;
1134     for (sint8 k = 0; k < stat; k++)
1135 root 1.8 sm += rndm (1, 3);
1136    
1137 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1138     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1139    
1140     force->stats.stat (i) = sm;
1141    
1142 root 1.8 if (!sm)
1143     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1144 root 1.5 }
1145     }
1146 elmex 1.1 }
1147    
1148 root 1.8 force->move_type = spell_ob->move_type;
1149 elmex 1.1
1150 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1151     SET_FLAG (force, FLAG_SEE_IN_DARK);
1152 elmex 1.1
1153 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1154     SET_FLAG (force, FLAG_XRAYS);
1155 elmex 1.1
1156 root 1.8 /* Haste/bonus speed */
1157     if (spell_ob->stats.exp)
1158     {
1159     if (op->speed > 0.5f)
1160     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1161     else
1162     force->stats.exp = spell_ob->stats.exp;
1163 elmex 1.1 }
1164    
1165 root 1.8 force->stats.wc = spell_ob->stats.wc;
1166     force->stats.ac = spell_ob->stats.ac;
1167     force->attacktype = spell_ob->attacktype;
1168    
1169     insert_ob_in_ob (force, tmp);
1170     change_abil (tmp, force); /* Mostly to display any messages */
1171 root 1.24 tmp->update_stats ();
1172 root 1.55
1173 root 1.8 return 1;
1174 elmex 1.1 }
1175    
1176     /* This used to be part of cast_change_ability, but it really didn't make
1177     * a lot of sense, since most of the values it derives are from the god
1178     * of the caster.
1179     */
1180 root 1.8 int
1181     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182     {
1183     int i;
1184 root 1.85 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1185 root 1.8
1186     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1187     if (dir != 0)
1188     {
1189     tmp = find_target_for_friendly_spell (op, dir);
1190 root 1.85
1191     if (!tmp)
1192     return 0;
1193 root 1.8 }
1194     else
1195 root 1.85 tmp = op;
1196 root 1.8
1197     /* If we've already got a force of this type, don't add a new one. */
1198 root 1.85 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 root 1.8 {
1200     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201     {
1202     if (tmp2->name == spell_ob->name)
1203     {
1204     force = tmp2; /* the old effect will be "refreshed" */
1205     break;
1206 root 1.5 }
1207 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1208     {
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1210     return 0;
1211 root 1.5 }
1212     }
1213 elmex 1.1 }
1214 root 1.85
1215 root 1.8 if (force == NULL)
1216     {
1217     force = get_archetype (FORCE_NAME);
1218     force->subtype = FORCE_CHANGE_ABILITY;
1219     if (spell_ob->race)
1220     force->name = spell_ob->race;
1221     else
1222     force->name = spell_ob->name;
1223     force->name_pl = spell_ob->name;
1224     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1225     }
1226     else
1227     {
1228     int duration;
1229    
1230     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1231     if (duration > force->duration)
1232     {
1233     force->duration = duration;
1234     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 root 1.5 }
1236 root 1.8 else
1237     {
1238     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1239     }
1240     return 0;
1241 elmex 1.1 }
1242 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1243     force->speed = 1.0;
1244     force->speed_left = -1.0;
1245     SET_FLAG (force, FLAG_APPLIED);
1246 elmex 1.1
1247 root 1.8 if (!god)
1248     {
1249     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250     }
1251     else
1252     {
1253     /* Only give out good benefits, and put a max on it */
1254     for (i = 0; i < NROFATTACKS; i++)
1255 root 1.113 if (god->resist[i] > 0)
1256     force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1257    
1258 root 1.8 force->path_attuned |= god->path_attuned;
1259 root 1.7
1260 root 1.8 if (spell_ob->attacktype)
1261     force->slaying = god->slaying;
1262 root 1.7
1263 root 1.8 if (tmp != op)
1264     {
1265     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1266     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1267     }
1268     else
1269     {
1270     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 root 1.5 }
1272 elmex 1.1
1273     }
1274 root 1.8 force->stats.wc = spell_ob->stats.wc;
1275     force->stats.ac = spell_ob->stats.ac;
1276 elmex 1.1
1277 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1278     insert_ob_in_ob (force, tmp);
1279 root 1.24 tmp->update_stats ();
1280 root 1.8 return 1;
1281 elmex 1.1 }
1282    
1283     /* Alchemy code by Mark Wedel
1284     *
1285     * This code adds a new spell, called alchemy. Alchemy will turn
1286 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1287     *
1288     * The value of the gold nuggets being about 90% of that of the item
1289     * itself. It uses the value of the object before charisma adjustments,
1290     * because the nuggets themselves will be will be adjusted by charisma
1291     * when sold.
1292 elmex 1.1 *
1293     * There is also a chance (1:30) that you will get nothing at all
1294     * for the object. There is also a maximum weight that will be
1295 root 1.37 * alchemised.
1296 elmex 1.1 */
1297 root 1.8 static void
1298 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299 root 1.8 {
1300     uint64 value = query_cost (obj, NULL, F_TRUE);
1301    
1302 root 1.75 /* Give third price when we alchemy money (this should hopefully
1303 root 1.8 * make it so that it isn't worth it to alchemy money, sell
1304     * the nuggets, alchemy the gold from that, etc.
1305     * Otherwise, give 9 silver on the gold for other objects,
1306     * so that it would still be more affordable to haul
1307     * the stuff back to town.
1308     */
1309     if (QUERY_FLAG (obj, FLAG_UNPAID))
1310     value = 0;
1311     else if (obj->type == MONEY || obj->type == GEM)
1312     value /= 3;
1313     else
1314 root 1.39 value = value * 9 / 10;
1315 root 1.8
1316 root 1.37 if (obj->value > 0 && rndm (0, 29))
1317 root 1.38 total_value += value;
1318 root 1.8
1319 root 1.38 total_weight += obj->total_weight ();
1320 root 1.8
1321 root 1.91 obj->destroy ();
1322 root 1.8 }
1323    
1324     int
1325     alchemy (object *op, object *caster, object *spell_ob)
1326 elmex 1.1 {
1327 root 1.8 if (op->type != PLAYER)
1328     return 0;
1329    
1330 root 1.66 archetype *nugget[3];
1331    
1332 root 1.113 nugget[0] = archetype::find (shstr_pyrite3);
1333     nugget[1] = archetype::find (shstr_pyrite2);
1334     nugget[2] = archetype::find (shstr_pyrite);
1335 root 1.39
1336 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1337     * some, and also prevents people from alchemising every table/chair/clock
1338 root 1.8 * in sight
1339     */
1340 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1341     int weight_max = duration * 1000;
1342     uint64 value_max = duration * 1000;
1343 elmex 1.1
1344 root 1.39 int weight = 0;
1345 root 1.38
1346     for (int y = op->y - 1; y <= op->y + 1; y++)
1347 root 1.8 {
1348 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1349 root 1.8 {
1350 root 1.38 uint64 value = 0;
1351    
1352     sint16 nx = x;
1353     sint16 ny = y;
1354 elmex 1.1
1355 root 1.39 maptile *mp = op->map;
1356 root 1.5
1357 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1358 root 1.5
1359 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1360     continue;
1361    
1362     /* Treat alchemy a little differently - most spell effects
1363     * use fly as the movement type - for alchemy, consider it
1364     * ground level effect.
1365     */
1366     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1367     continue;
1368    
1369 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1370 root 1.8 {
1371     next = tmp->above;
1372 root 1.37
1373 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1374     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1375     {
1376     if (tmp->inv)
1377     {
1378     object *next1, *tmp1;
1379    
1380 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 root 1.8 {
1382     next1 = tmp1->below;
1383     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1384     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1385 root 1.38 alchemy_object (tmp1, value, weight);
1386 root 1.5 }
1387     }
1388 root 1.37
1389 root 1.38 alchemy_object (tmp, value, weight);
1390 root 1.8
1391     if (weight > weight_max)
1392 root 1.38 break;
1393     }
1394     }
1395    
1396 root 1.66 value -= rndm (value >> 4);
1397 root 1.38 value = min (value, value_max);
1398    
1399 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400     if (int nrof = value / nugget [i]->value)
1401     {
1402     value -= nrof * nugget[i]->value;
1403    
1404     object *tmp = arch_to_object (nugget[i]);
1405     tmp->nrof = nrof;
1406     tmp->flag [FLAG_IDENTIFIED] = true;
1407 root 1.67 op->map->insert (tmp, x, y, op, 0);
1408 root 1.66 }
1409 root 1.38
1410     if (weight > weight_max)
1411     goto bailout;
1412 root 1.8 }
1413     }
1414 root 1.17
1415 root 1.38 bailout:
1416 root 1.8 return 1;
1417 elmex 1.1 }
1418    
1419     /* This function removes the cursed/damned status on equipped
1420     * items.
1421     */
1422 root 1.8 int
1423     remove_curse (object *op, object *caster, object *spell)
1424     {
1425     int success = 0, was_one = 0;
1426    
1427 root 1.106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1428 root 1.8 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431     {
1432     was_one++;
1433 root 1.80
1434 root 1.89 if (tmp->level <= casting_level (caster, spell))
1435 root 1.8 {
1436     success++;
1437     if (QUERY_FLAG (spell, FLAG_DAMNED))
1438     CLEAR_FLAG (tmp, FLAG_DAMNED);
1439    
1440     CLEAR_FLAG (tmp, FLAG_CURSED);
1441     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1442     tmp->value = 0; /* Still can't sell it */
1443 root 1.80
1444     if (object *pl = tmp->visible_to ())
1445     esrv_update_item (UPD_FLAGS, pl, tmp);
1446 root 1.8 }
1447     }
1448    
1449     if (op->type == PLAYER)
1450     {
1451     if (success)
1452 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1453 root 1.8 else
1454     {
1455     if (was_one)
1456     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1457     else
1458     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1459 root 1.5 }
1460 elmex 1.1 }
1461 root 1.21
1462 root 1.8 return success;
1463 elmex 1.1 }
1464    
1465     /* Identifies objects in the players inventory/on the ground */
1466 root 1.8 int
1467     cast_identify (object *op, object *caster, object *spell)
1468     {
1469     object *tmp;
1470 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 root 1.8
1472 root 1.101 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473 root 1.8
1474     for (tmp = op->inv; tmp; tmp = tmp->below)
1475     {
1476     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477     {
1478     identify (tmp);
1479 root 1.21
1480 root 1.8 if (op->type == PLAYER)
1481     {
1482 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 root 1.21
1484 root 1.8 if (tmp->msg)
1485 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 root 1.5 }
1487 root 1.21
1488 root 1.101 if (!--num_ident)
1489 root 1.8 break;
1490 root 1.5 }
1491 elmex 1.1 }
1492 root 1.21
1493 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1494     * stuff on the floor. Only identify stuff on the floor if the spell
1495     * was not fully used.
1496     */
1497     if (num_ident)
1498     {
1499 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1500 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1501     {
1502 root 1.21 identify (tmp);
1503 root 1.8
1504 root 1.80 if (object *pl = tmp->visible_to ())
1505 root 1.8 {
1506 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507 root 1.21
1508 root 1.8 if (tmp->msg)
1509 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1510 root 1.8 }
1511 root 1.21
1512 root 1.101 if (!--num_ident)
1513 root 1.8 break;
1514     }
1515     }
1516 root 1.21
1517 root 1.73 if (buf.empty ())
1518     {
1519     op->failmsg ("You can't reach anything unidentified.");
1520     return 0;
1521     }
1522 root 1.8 else
1523 root 1.73 {
1524     if (op->contr)
1525     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526 root 1.21
1527 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1528     return 1;
1529     }
1530 elmex 1.1 }
1531    
1532 root 1.8 int
1533     cast_detection (object *op, object *caster, object *spell, object *skill)
1534     {
1535     object *tmp, *last, *god, *detect;
1536     int done_one, range, mflags, floor, level;
1537     sint16 x, y, nx, ny;
1538 root 1.13 maptile *m;
1539 root 1.8
1540     /* We precompute some values here so that we don't have to keep
1541     * doing it over and over again.
1542     */
1543     god = find_god (determine_god (op));
1544 root 1.89 level = casting_level (caster, spell);
1545 root 1.8 range = spell->range + SP_level_range_adjust (caster, spell);
1546    
1547     if (!skill)
1548     skill = caster;
1549    
1550 root 1.98 unordered_mapwalk (op, -range, -range, range, range)
1551     {
1552     /* For most of the detections, we only detect objects above the
1553     * floor. But this is not true for show invisible.
1554     * Basically, we just go and find the top object and work
1555     * down - that is easier than working up.
1556     */
1557    
1558     for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559     last = tmp;
1560    
1561     /* Shouldn't happen, but if there are no objects on a space, this
1562     * would happen.
1563     */
1564     if (!last)
1565     continue;
1566    
1567     done_one = 0;
1568     floor = 0;
1569     detect = NULL;
1570     for (tmp = last; tmp; tmp = tmp->below)
1571     {
1572     /* show invisible */
1573     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1574     /* Might there be other objects that we can make visible? */
1575 elmex 1.103 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1576     || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1577 root 1.111 || tmp->type == T_HANDLE
1578 elmex 1.103 || tmp->type == TRAPDOOR
1579     || tmp->type == EXIT
1580     || tmp->type == HOLE
1581     || tmp->type == BUTTON
1582     || tmp->type == TELEPORTER
1583     || tmp->type == GATE
1584     || tmp->type == LOCKED_DOOR
1585     || tmp->type == WEAPON
1586     || tmp->type == ALTAR
1587     || tmp->type == SIGN
1588     || tmp->type == TRIGGER_PEDESTAL
1589     || tmp->type == SPECIAL_KEY
1590     || tmp->type == TREASURE
1591     || tmp->type == BOOK
1592     || tmp->type == HOLY_ALTAR
1593     || tmp->type == CONTAINER)))
1594 root 1.98 {
1595     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596     {
1597     tmp->invisible = 0;
1598     done_one = 1;
1599     }
1600     }
1601    
1602     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603     floor = 1;
1604    
1605     /* All detections below this point don't descend beneath the floor,
1606     * so just continue on. We could be clever and look at the type of
1607     * detection to completely break out if we don't care about objects beneath
1608     * the floor, but once we get to the floor, not likely a very big issue anyways.
1609     */
1610     if (floor)
1611     continue;
1612    
1613     /* I had thought about making detect magic and detect curse
1614     * show the flash the magic item like it does for detect monster.
1615     * however, if the object is within sight, this would then make it
1616     * difficult to see what object is magical/cursed, so the
1617     * effect wouldn't be as apparent.
1618     */
1619    
1620     /* detect magic */
1621     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623     {
1624     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625     /* make runes more visibile */
1626     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627     tmp->stats.Cha /= 4;
1628    
1629     done_one = 1;
1630     }
1631    
1632     /* detect monster */
1633     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1634     {
1635     done_one = 2;
1636    
1637     if (!detect)
1638     detect = tmp;
1639     }
1640    
1641     /* Basically, if race is set in the spell, then the creatures race must
1642     * match that. if the spell race is set to GOD, then the gods opposing
1643     * race must match.
1644     */
1645     if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1646     ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647     spell->race.contains (tmp->race)))
1648     {
1649     done_one = 2;
1650    
1651     if (!detect)
1652     detect = tmp;
1653     }
1654 root 1.21
1655 root 1.98 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1656     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657     {
1658     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1659     done_one = 1;
1660     }
1661     } /* for stack of objects on this space */
1662 elmex 1.1
1663 root 1.98 /* Code here puts an effect of the spell on the space, so you can see
1664     * where the magic is.
1665     */
1666     if (done_one)
1667     {
1668     object *detect_ob = arch_to_object (spell->other_arch);
1669 root 1.8
1670 root 1.98 /* if this is set, we want to copy the face */
1671     if (done_one == 2 && detect)
1672     {
1673     detect_ob->face = detect->face;
1674     detect_ob->animation_id = detect->animation_id;
1675     detect_ob->anim_speed = detect->anim_speed;
1676     detect_ob->last_anim = 0;
1677     /* by default, the detect_ob is already animated */
1678     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1679     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1680     }
1681 root 1.27
1682 root 1.98 m->insert (detect_ob, nx, ny, op);
1683     }
1684     } /* for processing the surrounding spaces */
1685 root 1.5
1686    
1687 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1688     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1689     {
1690     done_one = 0;
1691 root 1.80
1692 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1693     {
1694     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695     {
1696     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697     {
1698     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 root 1.80
1700     if (object *pl = tmp->visible_to ())
1701     esrv_update_item (UPD_FLAGS, pl, tmp);
1702 root 1.5 }
1703 root 1.80
1704 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1705     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1706     {
1707     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1708 root 1.80
1709     if (object *pl = tmp->visible_to ())
1710     esrv_update_item (UPD_FLAGS, pl, tmp);
1711 root 1.5 }
1712 root 1.8 } /* if item is not identified */
1713     } /* for the players inventory */
1714     } /* if detect magic/curse and object is a player */
1715 root 1.80
1716 root 1.8 return 1;
1717 elmex 1.1 }
1718    
1719    
1720     /**
1721     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1722     * level whos spell did cause the overcharge.
1723     */
1724 root 1.8 static void
1725     charge_mana_effect (object *victim, int caster_level)
1726 elmex 1.1 {
1727    
1728 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1729     * will explode, too.
1730     */
1731     if (victim->stats.maxsp <= 0)
1732     return;
1733 elmex 1.1
1734 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1735 elmex 1.1
1736 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1737     {
1738     new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1739     victim->stats.sp = 2 * victim->stats.maxsp;
1740 elmex 1.99 create_exploding_ball_at (victim, caster_level);
1741 elmex 1.1 }
1742 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747     {
1748     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1749     confuse_player (victim, victim, 99);
1750 elmex 1.1 }
1751 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 elmex 1.1 }
1754    
1755     /* cast_transfer
1756     * This spell transfers sp from the player to another person.
1757     * We let the target go above their normal maximum SP.
1758     */
1759    
1760 root 1.8 int
1761     cast_transfer (object *op, object *caster, object *spell, int dir)
1762     {
1763     object *plyr = NULL;
1764     sint16 x, y;
1765 root 1.13 maptile *m;
1766 root 1.8 int mflags;
1767    
1768     m = op->map;
1769     x = op->x + freearr_x[dir];
1770     y = op->y + freearr_y[dir];
1771    
1772     mflags = get_map_flags (m, &m, x, y, &x, &y);
1773    
1774     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775     {
1776 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778     break;
1779 elmex 1.1 }
1780    
1781    
1782 root 1.8 /* If we did not find a player in the specified direction, transfer
1783     * to anyone on top of us. This is used for the rune of transference mostly.
1784     */
1785     if (plyr == NULL)
1786 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788     break;
1789 elmex 1.1
1790 root 1.8 if (!plyr)
1791     {
1792     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793     return 0;
1794 elmex 1.1 }
1795 root 1.8 /* give sp */
1796     if (spell->stats.dam > 0)
1797     {
1798     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 root 1.89 charge_mana_effect (plyr, casting_level (caster, spell));
1800 root 1.8 return 1;
1801 elmex 1.1 }
1802 root 1.8 /* suck sp away. Can't suck sp from yourself */
1803     else if (op != plyr)
1804     {
1805     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1806    
1807     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1808    
1809     if (rate > 95)
1810     rate = 95;
1811    
1812     sucked = (plyr->stats.sp * rate) / 100;
1813     plyr->stats.sp -= sucked;
1814     if (QUERY_FLAG (op, FLAG_ALIVE))
1815     {
1816     /* Player doesn't get full credit */
1817     sucked = (sucked * rate) / 100;
1818     op->stats.sp += sucked;
1819     if (sucked > 0)
1820     {
1821 root 1.89 charge_mana_effect (op, casting_level (caster, spell));
1822 root 1.5 }
1823     }
1824 root 1.8 return 1;
1825 elmex 1.1 }
1826 root 1.8 return 0;
1827 elmex 1.1 }
1828    
1829    
1830     /* counterspell: nullifies spell effects.
1831     * op is the counterspell object, dir is the direction
1832     * it was cast in.
1833     * Basically, if the object has a magic attacktype,
1834     * this may nullify it.
1835     */
1836 root 1.8 void
1837     counterspell (object *op, int dir)
1838 elmex 1.1 {
1839 root 1.8 object *tmp, *head, *next;
1840     int mflags;
1841 root 1.13 maptile *m;
1842 root 1.8 sint16 sx, sy;
1843    
1844     sx = op->x + freearr_x[dir];
1845     sy = op->y + freearr_y[dir];
1846     m = op->map;
1847     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848     if (mflags & P_OUT_OF_MAP)
1849     return;
1850 elmex 1.1
1851 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 root 1.8 {
1853     next = tmp->above;
1854 elmex 1.1
1855 root 1.8 /* Need to look at the head object - otherwise, if tmp
1856     * points to a monster, we don't have all the necessary
1857     * info for it.
1858     */
1859     if (tmp->head)
1860     head = tmp->head;
1861     else
1862     head = tmp;
1863    
1864     /* don't attack our own spells */
1865     if (tmp->owner && tmp->owner == op->owner)
1866     continue;
1867    
1868     /* Basically, if the object is magical and not counterspell,
1869     * we will more or less remove the object. Don't counterspell
1870     * monsters either.
1871     */
1872 elmex 1.1
1873 elmex 1.44 if (head->attacktype & AT_MAGIC
1874     && !(head->attacktype & AT_COUNTERSPELL)
1875     && !QUERY_FLAG (head, FLAG_MONSTER)
1876     && (op->level > head->level))
1877 root 1.91 head->destroy ();
1878 root 1.8 else
1879     switch (head->type)
1880     {
1881     case SPELL_EFFECT:
1882 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1883     // about sanctuary in spell_util.C
1884     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885     continue;
1886    
1887 root 1.8 if (op->level > head->level)
1888 root 1.91 head->destroy ();
1889 root 1.17
1890 root 1.5 break;
1891    
1892 root 1.8 /* I really don't get this rune code that much - that
1893     * random chance seems really low.
1894     */
1895     case RUNE:
1896     if (rndm (0, 149) == 0)
1897     {
1898     head->stats.hp--; /* weaken the rune */
1899     if (!head->stats.hp)
1900 root 1.91 head->destroy ();
1901 root 1.8 }
1902 root 1.5 break;
1903 root 1.8 }
1904 elmex 1.1 }
1905     }
1906    
1907     /* cast_consecrate() - a spell to make an altar your god's */
1908 root 1.8 int
1909     cast_consecrate (object *op, object *caster, object *spell)
1910     {
1911     char buf[MAX_BUF];
1912 elmex 1.1
1913 root 1.8 object *tmp, *god = find_god (determine_god (op));
1914 elmex 1.1
1915 root 1.8 if (!god)
1916     {
1917     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1918     return 0;
1919 elmex 1.1 }
1920 root 1.8
1921     for (tmp = op->below; tmp; tmp = tmp->below)
1922     {
1923     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924     break;
1925     if (tmp->type == HOLY_ALTAR)
1926     {
1927    
1928 root 1.89 if (tmp->level > casting_level (caster, spell))
1929 root 1.8 {
1930     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931     return 0;
1932     }
1933     else
1934     {
1935     /* If we got here, we are consecrating an altar */
1936     sprintf (buf, "Altar of %s", &god->name);
1937     tmp->name = buf;
1938 root 1.89 tmp->level = casting_level (caster, spell);
1939 root 1.8 tmp->other_arch = god->arch;
1940 root 1.80
1941 root 1.8 if (op->type == PLAYER)
1942     esrv_update_item (UPD_NAME, op, tmp);
1943 root 1.80
1944 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945     return 1;
1946 root 1.5 }
1947     }
1948 elmex 1.1 }
1949 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950     return 0;
1951 elmex 1.1 }
1952    
1953     /* animate_weapon -
1954     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955     * The golem is based on the archetype specified, modified by the caster's level
1956     * and the attributes of the weapon. The weapon is inserted in the golem's
1957     * inventory so that it falls to the ground when the golem dies.
1958     * This code was very odd - code early on would only let players use the spell,
1959     * yet the code wass full of player checks. I've presumed that the code
1960     * that only let players use it was correct, and removed all the other
1961     * player checks. MSW 2003-01-06
1962     */
1963 root 1.8 int
1964     animate_weapon (object *op, object *caster, object *spell, int dir)
1965     {
1966     object *weapon, *tmp;
1967     char buf[MAX_BUF];
1968     int a, i;
1969     sint16 x, y;
1970 root 1.13 maptile *m;
1971 root 1.8
1972     if (!spell->other_arch)
1973     {
1974     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1975     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1976     return 0;
1977 elmex 1.1 }
1978 root 1.8 /* exit if it's not a player using this spell. */
1979     if (op->type != PLAYER)
1980     return 0;
1981 elmex 1.1
1982 root 1.8 /* if player already has a golem, abort */
1983 root 1.49 if (object *golem = op->contr->golem)
1984 root 1.8 {
1985 root 1.46 control_golem (golem, dir);
1986 root 1.8 return 0;
1987 elmex 1.1 }
1988    
1989 root 1.8 /* if no direction specified, pick one */
1990     if (!dir)
1991 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 root 1.8
1993     m = op->map;
1994     x = op->x + freearr_x[dir];
1995     y = op->y + freearr_y[dir];
1996    
1997     /* if there's no place to put the golem, abort */
1998 root 1.84 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999     || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 root 1.8 {
2001     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002     return 0;
2003 elmex 1.1 }
2004    
2005 root 1.8 /* Use the weapon marked by the player. */
2006     weapon = find_marked_object (op);
2007 elmex 1.1
2008 root 1.8 if (!weapon)
2009     {
2010     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011     return 0;
2012     }
2013 root 1.93
2014     if (spell->race && weapon->arch->archname != spell->race)
2015 root 1.8 {
2016     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2017     return 0;
2018     }
2019 root 1.93
2020 root 1.8 if (weapon->type != WEAPON)
2021     {
2022     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023     return 0;
2024 elmex 1.1 }
2025 root 1.93
2026 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027     {
2028     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2029     return 0;
2030 elmex 1.1 }
2031 root 1.8
2032 root 1.80 weapon = weapon->split ();
2033 root 1.8
2034     /* create the golem object */
2035     tmp = arch_to_object (spell->other_arch);
2036    
2037     /* if animated by a player, give the player control of the golem */
2038     CLEAR_FLAG (tmp, FLAG_MONSTER);
2039     tmp->stats.exp = 0;
2040     add_friendly_object (tmp);
2041     tmp->type = GOLEM;
2042 root 1.19 tmp->set_owner (op);
2043 root 1.49 op->contr->golem = tmp;
2044 root 1.46 set_spell_skill (op, caster, spell, tmp);
2045 root 1.8
2046     /* Give the weapon to the golem now. A bit of a hack to check the
2047 root 1.79 * removed flag - it should only be set if weapon->split was
2048 root 1.8 * used above.
2049     */
2050     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 root 1.16 weapon->remove ();
2052 root 1.46
2053 root 1.80 tmp->insert (weapon);
2054    
2055 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2056     * so instead, just set it as equipped (otherwise, we need to update
2057     * body_info, skills, etc)
2058     */
2059     SET_FLAG (tmp, FLAG_USE_WEAPON);
2060     SET_FLAG (weapon, FLAG_APPLIED);
2061 root 1.24 tmp->update_stats ();
2062 root 1.8
2063     /* There used to be 'odd' code that basically seemed to take the absolute
2064     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2065     * if you're using a crappy weapon, it shouldn't be as good.
2066     */
2067    
2068     /* modify weapon's animated wc */
2069     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2070     if (tmp->stats.wc < -127)
2071     tmp->stats.wc = -127;
2072    
2073     /* Modify hit points for weapon */
2074     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2075     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2076     if (tmp->stats.maxhp < 0)
2077     tmp->stats.maxhp = 10;
2078     tmp->stats.hp = tmp->stats.maxhp;
2079    
2080     /* Modify weapon's damage */
2081     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2082     if (tmp->stats.dam < 0)
2083     tmp->stats.dam = 127;
2084    
2085    
2086     /* attacktype */
2087     if (!tmp->attacktype)
2088     tmp->attacktype = AT_PHYSICAL;
2089    
2090 root 1.114 for (i = 0; i < NROFATTACKS; i++)
2091     tmp->resist[i] = 50 - (op->material->save[i] * 5);
2092    
2093     a = op->material->save[0];
2094 root 1.63
2095 root 1.8 /* Set weapon's immunity */
2096     tmp->resist[ATNR_CONFUSION] = 100;
2097     tmp->resist[ATNR_POISON] = 100;
2098     tmp->resist[ATNR_SLOW] = 100;
2099     tmp->resist[ATNR_PARALYZE] = 100;
2100     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2101     tmp->resist[ATNR_FEAR] = 100;
2102     tmp->resist[ATNR_DEPLETE] = 100;
2103     tmp->resist[ATNR_DEATH] = 100;
2104     tmp->resist[ATNR_BLIND] = 100;
2105    
2106     /* Improve weapon's armour value according to best save vs. physical of its material */
2107    
2108     if (a > 14)
2109     a = 14;
2110 root 1.63
2111 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2112    
2113     /* Determine golem's speed */
2114 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2115 root 1.8
2116     if (!spell->race)
2117     {
2118     sprintf (buf, "animated %s", &weapon->name);
2119     tmp->name = buf;
2120    
2121     tmp->face = weapon->face;
2122     tmp->animation_id = weapon->animation_id;
2123     tmp->anim_speed = weapon->anim_speed;
2124     tmp->last_anim = weapon->last_anim;
2125     tmp->state = weapon->state;
2126 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2127 elmex 1.1 }
2128    
2129 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2130 root 1.113 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2131 root 1.8
2132     tmp->speed_left = -1;
2133     tmp->direction = dir;
2134 root 1.27
2135     m->insert (tmp, x, y, op);
2136 root 1.8 return 1;
2137 elmex 1.1 }
2138    
2139     /* cast_daylight() - changes the map darkness level *lower* */
2140    
2141     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2142     * This changes the light level for the entire map.
2143     */
2144 root 1.8 int
2145     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2146     {
2147     int success;
2148 elmex 1.1
2149 root 1.8 if (!op->map)
2150     return 0; /* shouldnt happen */
2151 elmex 1.1
2152 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2153    
2154 root 1.8 if (!success)
2155     {
2156     if (spell->stats.dam < 0)
2157     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2158     else
2159     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2160 elmex 1.1 }
2161 root 1.92
2162 root 1.8 return success;
2163 elmex 1.1 }
2164    
2165     /* create an aura spell object and put it in the player's inventory.
2166     * as usual, op is player, caster is the object casting the spell,
2167     * spell is the spell object itself.
2168     */
2169 root 1.8 int
2170     create_aura (object *op, object *caster, object *spell)
2171 elmex 1.1 {
2172 root 1.8 int refresh = 0;
2173     object *new_aura;
2174 elmex 1.1
2175 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2176     if (new_aura)
2177     refresh = 1;
2178     else
2179     new_aura = arch_to_object (spell->other_arch);
2180    
2181     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2182    
2183     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2184    
2185     set_spell_skill (op, caster, spell, new_aura);
2186     new_aura->attacktype = spell->attacktype;
2187    
2188 root 1.89 new_aura->level = casting_level (caster, spell);
2189 root 1.71
2190 root 1.8 if (refresh)
2191     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2192     else
2193     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194 root 1.71
2195 root 1.8 insert_ob_in_ob (new_aura, op);
2196 root 1.71 new_aura->set_owner (op);
2197    
2198 root 1.8 return 1;
2199 elmex 1.1 }
2200    
2201     /* move aura function. An aura is a part of someone's inventory,
2202     * which he carries with him, but which acts on the map immediately
2203     * around him.
2204     * Aura parameters:
2205     * duration: duration counter.
2206     * attacktype: aura's attacktype
2207     * other_arch: archetype to drop where we attack
2208     */
2209 root 1.8 void
2210     move_aura (object *aura)
2211     {
2212     /* auras belong in inventories */
2213 root 1.72 object *env = aura->env;
2214     object *owner = aura->owner;
2215 root 1.8
2216     /* no matter what we've gotta remove the aura...
2217     * we'll put it back if its time isn't up.
2218     */
2219 root 1.16 aura->remove ();
2220 root 1.8
2221     /* exit if we're out of gas */
2222     if (aura->duration-- < 0)
2223     {
2224 root 1.91 aura->destroy ();
2225 root 1.8 return;
2226     }
2227    
2228     /* auras only exist in inventories */
2229 root 1.72 if (!env || !env->map)
2230 root 1.8 {
2231 root 1.91 aura->destroy ();
2232 root 1.8 return;
2233     }
2234 root 1.17
2235 root 1.8 /* we need to jump out of the inventory for a bit
2236     * in order to hit the map conveniently.
2237     */
2238 root 1.27 aura->insert_at (env, aura);
2239 root 1.8
2240 root 1.72 for (int i = 1; i < 9; i++)
2241 root 1.8 {
2242 root 1.72 mapxy pos (env);
2243     pos.move (i);
2244 root 1.8
2245 root 1.72 /* Consider the movement type of the person with the aura as
2246     * movement type of the aura. Eg, if the player is flying, the aura
2247 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2248     */
2249 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2250 elmex 1.6 {
2251 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2252 root 1.5
2253 root 1.8 if (aura->other_arch)
2254 root 1.72 pos.insert (arch_to_object (aura->other_arch), aura);
2255 root 1.5 }
2256 elmex 1.1 }
2257 root 1.27
2258 root 1.8 /* put the aura back in the player's inventory */
2259 root 1.72 env->insert (aura);
2260     aura->set_owner (owner);
2261 elmex 1.1 }
2262    
2263     /* moves the peacemaker spell.
2264     * op is the piece object.
2265 root 1.8 */
2266     void
2267     move_peacemaker (object *op)
2268     {
2269 root 1.93 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2270 root 1.8 {
2271     int atk_lev, def_lev;
2272 root 1.81 object *victim = tmp->head_ ();
2273 elmex 1.1
2274 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2275     continue;
2276 root 1.81
2277 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2278     continue;
2279 root 1.81
2280 root 1.8 if (victim->stats.exp == 0)
2281     continue;
2282 elmex 1.1
2283 root 1.113 def_lev = max (1, victim->level);
2284     atk_lev = max (1, op->level);
2285 elmex 1.1
2286 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2287     {
2288     /* make this sucker peaceful. */
2289 elmex 1.1
2290 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2291 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2292 root 1.8 victim->stats.exp = 0;
2293 elmex 1.1 #if 0
2294 root 1.8 /* No idea why these were all set to zero - if something
2295     * makes this creature agressive, he should still do damage.
2296     */
2297     victim->stats.dam = 0;
2298     victim->stats.sp = 0;
2299     victim->stats.grace = 0;
2300     victim->stats.Pow = 0;
2301 elmex 1.1 #endif
2302 root 1.8 victim->attack_movement = RANDO2;
2303     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2304     SET_FLAG (victim, FLAG_RUN_AWAY);
2305     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2306     CLEAR_FLAG (victim, FLAG_MONSTER);
2307 root 1.81
2308 root 1.8 if (victim->name)
2309 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2310 root 1.5 }
2311 elmex 1.1 }
2312 root 1.8 }
2313    
2314 elmex 1.1 /* This writes a rune that contains the appropriate message.
2315     * There really isn't any adjustments we make.
2316     */
2317 root 1.8 int
2318     write_mark (object *op, object *spell, const char *msg)
2319     {
2320     if (!msg || msg[0] == 0)
2321     {
2322     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2323     return 0;
2324 elmex 1.1 }
2325    
2326 sf-marcmagus 1.109 if (!msg_is_safe (msg))
2327 root 1.8 {
2328     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2329 sf-marcmagus 1.109 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2330 root 1.8 return 0;
2331 elmex 1.1 }
2332 root 1.97
2333 root 1.8 if (!spell->other_arch)
2334     return 0;
2335 root 1.9
2336 root 1.97 object *tmp = arch_to_object (spell->other_arch);
2337 root 1.9
2338 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2339 root 1.97 tmp->msg = msg;
2340 root 1.27
2341     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342 root 1.97
2343 root 1.8 return 1;
2344 elmex 1.1 }
2345 root 1.97