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Revision: 1.38
Committed: Wed Feb 7 23:30:03 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +46 -72 lines
Log Message:
also limit generated value in spell alchemy to some level-dependent maximum.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.35 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 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     if (wand == NULL || wand->type != WAND)
68     {
69     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70     return 0;
71 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     play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
76     esrv_del_item (op->contr, wand->count);
77 root 1.17 wand->destroy ();
78 root 1.8 tmp = get_archetype ("fireball");
79     tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 root 1.27
81 root 1.8 if (!tmp->stats.dam)
82     tmp->stats.dam = 1;
83 root 1.27
84 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
85 root 1.27
86 root 1.8 if (tmp->stats.hp < 2)
87     tmp->stats.hp = 2;
88 root 1.27
89     tmp->insert_at (op);
90 root 1.8 return 1;
91     }
92    
93     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94 root 1.27
95 root 1.8 if (wand->inv && wand->inv->level)
96     ncharges /= wand->inv->level;
97     else
98     {
99     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100     return 0;
101 elmex 1.1 }
102 root 1.27
103 root 1.8 if (!ncharges)
104     ncharges = 1;
105 elmex 1.1
106 root 1.8 wand->stats.food += ncharges;
107     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 root 1.27
109 root 1.8 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110     {
111     SET_FLAG (wand, FLAG_ANIMATE);
112 root 1.26 wand->set_speed (wand->arch->clone.speed);
113 elmex 1.1 }
114 root 1.26
115 root 1.8 return 1;
116 elmex 1.1 }
117    
118     /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
119     * based on whether a crossbow or bow is equiped. If neither, it defaults to
120     * arrows.
121     * Sets the plus based on the casters level. It is also settable with the
122     * invoke command. If the caster attempts to create missiles with too
123     * great a plus, the default is used.
124     * The # of arrows created also goes up with level, so if a 30th level mage
125     * wants LOTS of arrows, and doesn't care what the plus is he could
126     * create nonnmagic arrows, or even -1, etc...
127     */
128    
129 root 1.8 int
130     cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131 elmex 1.1 {
132 root 1.8 int missile_plus = 0, bonus_plus = 0;
133     const char *missile_name;
134     object *tmp, *missile;
135    
136     missile_name = "arrow";
137    
138     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
139     if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 root 1.12 missile_name = tmp->race;
141 elmex 1.1
142 root 1.8 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 elmex 1.1
144 root 1.10 if (archetype::find (missile_name) == NULL)
145 root 1.8 {
146     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147     return 0;
148     }
149 root 1.12
150 root 1.8 missile = get_archetype (missile_name);
151 elmex 1.1
152 root 1.8 if (stringarg)
153     {
154     /* If it starts with a letter, presume it is a description */
155     if (isalpha (*stringarg))
156     {
157     artifact *al = find_artifactlist (missile->type)->items;
158 elmex 1.1
159 root 1.8 for (; al != NULL; al = al->next)
160     if (!strcasecmp (al->item->name, stringarg))
161     break;
162    
163     if (!al)
164     {
165 root 1.17 missile->destroy ();
166 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
167     return 0;
168     }
169 root 1.12
170 root 1.8 if (al->item->slaying)
171     {
172 root 1.17 missile->destroy ();
173 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174     return 0;
175     }
176 root 1.12
177 root 1.8 give_artifact_abilities (missile, al->item);
178     /* These special arrows cost something extra. Don't have them also be magical -
179     * otherwise, in most cases, not enough will be created. I don't want to get into
180     * the parsing of having to do both plus and type.
181     */
182     bonus_plus = 1 + (al->item->value / 5);
183     missile_plus = 0;
184     }
185     else if (atoi (stringarg) < missile_plus)
186     missile_plus = atoi (stringarg);
187     }
188 root 1.12
189 root 1.8 if (missile_plus > 4)
190     missile_plus = 4;
191     else if (missile_plus < -4)
192     missile_plus = -4;
193    
194     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195     missile->nrof -= 3 * (missile_plus + bonus_plus);
196 root 1.12
197 root 1.8 if (missile->nrof < 1)
198     missile->nrof = 1;
199    
200     missile->magic = missile_plus;
201     /* Can't get any money for these objects */
202     missile->value = 0;
203 elmex 1.1
204 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
205 elmex 1.1
206 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207     pick_up (op, missile);
208    
209 root 1.8 return 1;
210 elmex 1.1 }
211    
212    
213     /* allows the choice of what sort of food object to make.
214     * If stringarg is NULL, it will create food dependent on level --PeterM*/
215 root 1.8 int
216     cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
217 elmex 1.1 {
218 root 1.8 int food_value;
219     archetype *at = NULL;
220     object *new_op;
221    
222     food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
223    
224     if (stringarg)
225     {
226     at = find_archetype_by_object_type_name (FOOD, stringarg);
227     if (at == NULL)
228     at = find_archetype_by_object_type_name (DRINK, stringarg);
229     if (at == NULL || at->clone.stats.food > food_value)
230     stringarg = NULL;
231     }
232    
233     if (!stringarg)
234     {
235     archetype *at_tmp;
236    
237     /* We try to find the archetype with the maximum food value.
238     * This removes the dependancy of hard coded food values in this
239     * function, and addition of new food types is automatically added.
240     * We don't use flesh types because the weight values of those need
241     * to be altered from the donor.
242     */
243 root 1.5
244 root 1.8 /* We assume the food items don't have multiple parts */
245     for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246     {
247     if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248     {
249     /* Basically, if the food value is something that is creatable
250     * under the limits of the spell and it is higher than
251     * the item we have now, take it instead.
252     */
253     if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
254     at = at_tmp;
255 root 1.5 }
256     }
257 elmex 1.1 }
258 root 1.8 /* Pretty unlikely (there are some very low food items), but you never
259     * know
260     */
261     if (!at)
262     {
263     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264     return 0;
265 elmex 1.1 }
266    
267 root 1.8 food_value /= at->clone.stats.food;
268     new_op = arch_to_object (at);
269     new_op->nrof = food_value;
270 elmex 1.1
271 root 1.8 new_op->value = 0;
272     if (new_op->nrof < 1)
273     new_op->nrof = 1;
274 elmex 1.1
275 root 1.8 cast_create_obj (op, caster, new_op, dir);
276     return 1;
277 elmex 1.1 }
278 root 1.8
279     int
280     probe (object *op, object *caster, object *spell_ob, int dir)
281     {
282     int r, mflags, maxrange;
283     object *tmp;
284 root 1.13 maptile *m;
285 elmex 1.1
286    
287 root 1.8 if (!dir)
288     {
289     examine_monster (op, op);
290     return 1;
291 elmex 1.1 }
292 root 1.8 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293     for (r = 1; r < maxrange; r++)
294     {
295     sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 elmex 1.1
297 root 1.8 m = op->map;
298     mflags = get_map_flags (m, &m, x, y, &x, &y);
299 elmex 1.1
300 root 1.8 if (mflags & P_OUT_OF_MAP)
301     break;
302 elmex 1.1
303 root 1.8 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304     {
305     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306     return 0;
307 root 1.5 }
308 root 1.8 if (mflags & P_IS_ALIVE)
309     {
310 root 1.22 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; 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 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322     return 1;
323 elmex 1.1 }
324    
325    
326     /* This checks to see if 'pl' is invisible to 'mon'.
327     * does race check, undead check, etc
328     * Returns TRUE if mon can't see pl, false
329     * otherwise. This doesn't check range, walls, etc. It
330     * only checks the racial adjustments, and in fact that
331     * pl is invisible.
332     */
333 root 1.8 int
334     makes_invisible_to (object *pl, object *mon)
335 elmex 1.1 {
336    
337 root 1.8 if (!pl->invisible)
338     return 0;
339     if (pl->type == PLAYER)
340     {
341     /* If race isn't set, then invisible unless it is undead */
342     if (!pl->contr->invis_race)
343     {
344     if (QUERY_FLAG (mon, FLAG_UNDEAD))
345     return 0;
346     return 1;
347     }
348     /* invis_race is set if we get here */
349     if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350     return 1;
351     /* No race, can't be invisible to it */
352     if (!mon->race)
353 root 1.5 return 0;
354 root 1.8 if (strstr (mon->race, pl->contr->invis_race))
355 root 1.5 return 1;
356 root 1.8 /* Nothing matched above, return 0 */
357     return 0;
358     }
359     else
360     {
361     /* monsters are invisible to everything */
362     return 1;
363 elmex 1.1 }
364     }
365    
366     /* Makes the player or character invisible.
367     * Note the spells to 'stack', but perhaps in odd ways.
368     * the duration for all is cumulative.
369     * In terms of invis undead/normal invis, it is the last one cast that
370     * will determine if you are invisible to undead or normal monsters.
371     * For improved invis, if you cast it with a one of the others, you
372     * lose the improved part of it, and the above statement about undead/
373     * normal applies.
374     */
375 root 1.8 int
376     cast_invisible (object *op, object *caster, object *spell_ob)
377     {
378     object *tmp;
379 elmex 1.1
380 root 1.8 if (op->invisible > 1000)
381     {
382     new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
383     return 0;
384 elmex 1.1 }
385    
386 root 1.8 /* Remove the switch with 90% duplicate code - just handle the differences with
387     * and if statement or two.
388     */
389     op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
390     /* max duration */
391     if (op->invisible > 1000)
392     op->invisible = 1000;
393    
394     if (op->type == PLAYER)
395     {
396     op->contr->invis_race = spell_ob->race;
397    
398     if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
399     op->contr->tmp_invis = 0;
400     else
401     op->contr->tmp_invis = 1;
402    
403     op->contr->hidden = 0;
404     }
405     if (makes_invisible_to (op, op))
406     new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
407     else
408     new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409    
410     update_object (op, UP_OBJ_FACE);
411    
412     /* Only search the active objects - only these should actually do
413     * harm to the player.
414     */
415 root 1.33 for_all_actives (tmp)
416 root 1.8 if (tmp->enemy == op)
417 root 1.33 tmp->enemy = 0;
418    
419 root 1.8 return 1;
420 elmex 1.1 }
421    
422     /* earth to dust spell. Basically destroys earthwalls in the area.
423     */
424 root 1.8 int
425     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426     {
427     object *tmp, *next;
428     int range, i, j, mflags;
429     sint16 sx, sy;
430 root 1.13 maptile *m;
431 elmex 1.1
432 root 1.8 if (op->type != PLAYER)
433     return 0;
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 1.8 // earth to dust tears down everything that can be teared down
449 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
450 root 1.8 {
451     next = tmp->above;
452     if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454     }
455     }
456 root 1.31
457 root 1.8 return 1;
458 elmex 1.1 }
459    
460 root 1.8 void
461     execute_word_of_recall (object *op)
462     {
463 root 1.31 if (object *pl = op->in_player ())
464     {
465     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467     else
468     {
469     // remove first so we do not call update_stats
470     op->remove ();
471     pl->enter_exit (op);
472     }
473     }
474 root 1.14
475 root 1.31 op->destroy ();
476 elmex 1.1 }
477    
478     /* Word of recall causes the player to return 'home'.
479     * we put a force into the player object, so that there is a
480     * time delay effect.
481     */
482 root 1.8 int
483     cast_word_of_recall (object *op, object *caster, object *spell_ob)
484     {
485     object *dummy;
486     int time;
487 elmex 1.1
488 root 1.8 if (op->type != PLAYER)
489     return 0;
490 elmex 1.1
491 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 elmex 1.1 {
493 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494     return 1;
495 elmex 1.1 }
496    
497 root 1.8 dummy = get_archetype (FORCE_NAME);
498     if (dummy == NULL)
499     {
500     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502     return 0;
503     }
504 root 1.29
505 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
506     if (time < 1)
507     time = 1;
508    
509     /* value of speed really doesn't make much difference, as long as it is
510     * positive. Lower value may be useful so that the problem doesn't
511     * do anything really odd if it say a -1000 or something.
512     */
513 root 1.26 dummy->set_speed (0.002);
514 root 1.8 dummy->speed_left = -dummy->speed * time;
515     dummy->type = SPELL_EFFECT;
516     dummy->subtype = SP_WORD_OF_RECALL;
517    
518     /* If we could take advantage of enter_player_savebed() here, it would be
519     * nice, but until the map load fails, we can't.
520     */
521     EXIT_PATH (dummy) = op->contr->savebed_map;
522 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
523     EXIT_Y (dummy) = op->contr->bed_y;
524 root 1.8
525 root 1.31 op->insert (dummy);
526    
527 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 root 1.31
529 root 1.8 return 1;
530 elmex 1.1 }
531    
532     /* cast_wonder
533     * wonder is really just a spell that will likely cast another
534     * spell.
535     */
536 root 1.8 int
537     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538     {
539     object *newspell;
540 elmex 1.1
541 root 1.8 if (!rndm (0, 3))
542     return cast_cone (op, caster, dir, spell_ob);
543 elmex 1.1
544 root 1.8 if (spell_ob->randomitems)
545     {
546     newspell = generate_treasure (spell_ob->randomitems, caster->level);
547     if (!newspell)
548     {
549     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
550     return 0;
551 root 1.5 }
552 root 1.8 if (newspell->type != SPELL)
553     {
554     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
555     return 0;
556 root 1.5 }
557 root 1.8 /* Prevent inifinit recursion */
558     if (newspell->subtype == SP_WONDER)
559     {
560     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
561     return 0;
562 root 1.5 }
563 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
564 elmex 1.1 }
565 root 1.8 return 1;
566 elmex 1.1 }
567    
568 root 1.8 int
569     perceive_self (object *op)
570     {
571     char *cp = describe_item (op, op), buf[MAX_BUF];
572 root 1.10 archetype *at = archetype::find (ARCH_DEPLETION);
573 root 1.8 object *tmp;
574     int i;
575    
576     tmp = find_god (determine_god (op));
577     if (tmp)
578     new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579     else
580     new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
581    
582     tmp = present_arch_in_ob (at, op);
583    
584     if (*cp == '\0' && tmp == NULL)
585     new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
586     else
587     {
588     new_draw_info (NDI_UNIQUE, 0, op, "You have:");
589     new_draw_info (NDI_UNIQUE, 0, op, cp);
590     if (tmp != NULL)
591     {
592     for (i = 0; i < NUM_STATS; i++)
593     {
594     if (get_attr_value (&tmp->stats, i) < 0)
595     {
596     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 root 1.5 }
598     }
599     }
600 elmex 1.1 }
601    
602 root 1.8 if (is_dragon_pl (op))
603     {
604     /* now grab the 'dragon_ability'-force from the player's inventory */
605     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606     {
607     if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
608     {
609     if (tmp->stats.exp == 0)
610 root 1.36 sprintf (buf, "Your metabolism isn't focused on anything.");
611 root 1.8 else
612 root 1.36 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
613    
614 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
615     break;
616 root 1.5 }
617     }
618 elmex 1.1 }
619 root 1.36
620 root 1.8 return 1;
621 elmex 1.1 }
622    
623     /* int cast_create_town_portal (object *op, object *caster, int dir)
624     *
625     * This function cast the spell of town portal for op
626     *
627     * The spell operates in two passes. During the first one a place
628     * is marked as a destination for the portal. During the second one,
629     * 2 portals are created, one in the position the player cast it and
630     * one in the destination place. The portal are synchronized and 2 forces
631     * are inserted in the player to destruct the portal next time player
632     * creates a new portal pair.
633     * This spell has a side effect that it allows people to meet each other
634     * in a permanent, private, appartements by making a town portal from it
635     * to the town or another public place. So, check if the map is unique and if
636     * so return an error
637     *
638     * Code by Tchize (david.delbecq@usa.net)
639     */
640 root 1.8 int
641     cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642 elmex 1.1 {
643 root 1.31 object *dummy, *force, *old_force;
644 root 1.8 archetype *perm_portal;
645     char portal_name[1024], portal_message[1024];
646 root 1.13 maptile *exitmap;
647 root 1.8 int op_level;
648    
649     /* Check to see if the map the player is currently on is a per player unique
650     * map. This can be determined in that per player unique maps have the
651     * full pathname listed.
652     */
653     if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 elmex 1.1 {
655 root 1.8 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656     return 0;
657 elmex 1.1 }
658    
659 root 1.8 /* The first thing to do is to check if we have a marked destination
660     * dummy is used to make a check inventory for the force
661     */
662     dummy = arch_to_object (spell->other_arch);
663     if (dummy == NULL)
664     {
665     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 root 1.17 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 root 1.8 return 0;
668 elmex 1.1 }
669 root 1.18
670 root 1.8 force = check_inv_recursive (op, dummy);
671 elmex 1.1
672 root 1.8 if (force == NULL)
673     {
674     /* Here we know there is no destination marked up.
675     * We have 2 things to do:
676     * 1. Mark the destination in the player inventory.
677     * 2. Let the player know it worked.
678     */
679     dummy->name = op->map->path;
680     EXIT_X (dummy) = op->x;
681     EXIT_Y (dummy) = op->y;
682     insert_ob_in_ob (dummy, op);
683     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.");
684     return 1;
685     }
686 root 1.17
687     dummy->destroy ();
688 root 1.8
689     /* Here we know where the town portal should go to
690     * We should kill any existing portal associated with the player.
691     * Than we should create the 2 portals.
692     * For each of them, we need:
693     * - To create the portal with the name of the player+destination map
694     * - set the owner of the town portal
695     * - To mark the position of the portal in the player's inventory
696     * for easier destruction.
697     *
698     * The mark works has follow:
699     * slaying: Existing town portal
700     * hp, sp : x & y of the associated portal
701     * name : name of the portal
702     * race : map the portal is in
703     */
704    
705     /* First step: killing existing town portals */
706     dummy = get_archetype (spell->race);
707     if (dummy == NULL)
708     {
709     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 root 1.17 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 root 1.8 return 0;
712     }
713 root 1.18
714 root 1.10 perm_portal = archetype::find (spell->slaying);
715 root 1.8
716     /* To kill a town portal, we go trough the player's inventory,
717     * for each marked portal in player's inventory,
718     * -We try load the associated map (if impossible, consider the portal destructed)
719     * -We find any portal in the specified location.
720     * If it has the good name, we destruct it.
721     * -We destruct the force indicating that portal.
722     */
723     while ((old_force = check_inv_recursive (op, dummy)))
724     {
725 root 1.31 exitmap = maptile::find_sync (old_force->race, op->map);
726 elmex 1.1
727 root 1.8 if (exitmap)
728     {
729 root 1.31 exitmap->load_sync ();
730    
731 root 1.28 int exitx = EXIT_X (old_force);
732     int exity = EXIT_Y (old_force);
733    
734 root 1.31 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 root 1.8 {
736     if (tmp->name == old_force->name)
737     {
738 root 1.17 tmp->destroy ();
739 root 1.8 break;
740     }
741 root 1.5 }
742     }
743 root 1.17
744     old_force->destroy ();
745 root 1.8 }
746 root 1.17
747     dummy->destroy ();
748 root 1.8
749     /* Creating the portals.
750     * The very first thing to do is to ensure
751     * access to the destination map.
752     * If we can't, don't fizzle. Simply warn player.
753     * This ensure player pays his mana for the spell
754     * because HE is responsible of forgotting.
755     * 'force' is the destination of the town portal, which we got
756     * from the players inventory above.
757     */
758    
759     /* Ensure exit map is loaded */
760 root 1.31 exitmap = maptile::find_sync (force->name);
761 elmex 1.1
762 root 1.8 /* If we were unable to load (ex. random map deleted), warn player */
763 root 1.28 if (!exitmap)
764 root 1.8 {
765     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 root 1.17 force->destroy ();
767 root 1.8 return 1;
768     }
769    
770 root 1.31 exitmap->load_sync ();
771    
772 root 1.8 op_level = caster_level (caster, spell);
773     if (op_level < 15)
774     snprintf (portal_message, 1024,
775     "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776     &op->name);
777     else if (op_level < 30)
778     snprintf (portal_message, 1024,
779     "\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);
780     else if (op_level < 60)
781     snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782     else
783     snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784     &op->name);
785    
786     /* Create a portal in front of player
787     * dummy contain the portal and
788     * force contain the track to kill it later
789     */
790     snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791     dummy = get_archetype (spell->slaying); /*The portal */
792     if (dummy == NULL)
793     {
794     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 root 1.17 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 root 1.8 return 0;
797     }
798 root 1.18
799 root 1.8 EXIT_PATH (dummy) = force->name;
800     EXIT_X (dummy) = EXIT_X (force);
801     EXIT_Y (dummy) = EXIT_Y (force);
802     dummy->name = dummy->name_pl = portal_name;
803     dummy->msg = portal_message;
804     dummy->race = op->name; /*Save the owner of the portal */
805     cast_create_obj (op, caster, dummy, 0);
806    
807     /* Now we need to to create a town portal marker inside the player
808     * object, so on future castings, we can know that he has an active
809     * town portal.
810     */
811 root 1.31 object *tmp = get_archetype (spell->race);
812    
813     if (!tmp)
814 root 1.8 {
815     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 root 1.17 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 root 1.8 return 0;
818     }
819 root 1.18
820 root 1.8 tmp->race = op->map->path;
821     tmp->name = portal_name;
822     EXIT_X (tmp) = dummy->x;
823     EXIT_Y (tmp) = dummy->y;
824 root 1.27 op->insert (tmp);
825 root 1.8
826     /* Create a portal in the destination map
827     * dummy contain the portal and
828     * force the track to kill it later
829     * the 'force' variable still contains the 'reminder' of
830     * where this portal goes to.
831     */
832 root 1.28 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 root 1.8 dummy = get_archetype (spell->slaying); /*The portal */
834     if (dummy == NULL)
835     {
836     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 root 1.17 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 root 1.8 return 0;
839     }
840 root 1.18
841 root 1.8 EXIT_PATH (dummy) = op->map->path;
842     EXIT_X (dummy) = op->x;
843     EXIT_Y (dummy) = op->y;
844     dummy->name = dummy->name_pl = portal_name;
845     dummy->msg = portal_message;
846     dummy->race = op->name; /*Save the owner of the portal */
847 root 1.27 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848 root 1.8
849     /* Now we create another town portal marker that
850     * points back to the one we just made
851     */
852     tmp = get_archetype (spell->race);
853     if (tmp == NULL)
854     {
855     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 root 1.17 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 root 1.8 return 0;
858     }
859 root 1.18
860 root 1.8 tmp->race = force->name;
861     tmp->name = portal_name;
862     EXIT_X (tmp) = dummy->x;
863     EXIT_Y (tmp) = dummy->y;
864     insert_ob_in_ob (tmp, op);
865    
866     /* Describe the player what happened
867     */
868     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 root 1.17 force->destroy ();
870    
871 root 1.8 return 1;
872 elmex 1.1 }
873    
874     /* This creates magic walls. Really, it can create most any object,
875     * within some reason.
876     */
877 root 1.8 int
878     magic_wall (object *op, object *caster, int dir, object *spell_ob)
879     {
880 root 1.27 object *tmp;
881 root 1.8 int i, posblocked, negblocked, maxrange;
882     sint16 x, y;
883 root 1.13 maptile *m;
884 root 1.8 const char *name;
885     archetype *at;
886    
887     if (!dir)
888     {
889     dir = op->facing;
890     x = op->x;
891     y = op->y;
892     }
893     else
894     {
895     x = op->x + freearr_x[dir];
896     y = op->y + freearr_y[dir];
897     }
898 root 1.25
899 root 1.8 m = op->map;
900    
901     if ((spell_ob->move_block || x != op->x || y != op->y) &&
902     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
903     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904     {
905     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
906     return 0;
907     }
908 root 1.25
909 root 1.8 if (spell_ob->other_arch)
910 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
911 root 1.8 else if (spell_ob->race)
912     {
913     char buf1[MAX_BUF];
914    
915     sprintf (buf1, spell_ob->race, dir);
916 root 1.10 at = archetype::find (buf1);
917 root 1.8 if (!at)
918     {
919     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921     return 0;
922 root 1.5 }
923 root 1.27
924 root 1.8 tmp = arch_to_object (at);
925     }
926     else
927     {
928     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
929     return 0;
930     }
931    
932     if (tmp->type == SPELL_EFFECT)
933     {
934     tmp->attacktype = spell_ob->attacktype;
935     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
936     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
937     tmp->range = 0;
938     }
939     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
940     {
941     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942     tmp->stats.maxhp = tmp->stats.hp;
943     }
944 root 1.25
945 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
946     {
947     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948     SET_FLAG (tmp, FLAG_IS_USED_UP);
949 elmex 1.1 }
950 root 1.25
951 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
952     {
953     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
954     tmp->stats.maxhp = tmp->stats.hp;
955     SET_FLAG (tmp, FLAG_TEAR_DOWN);
956     SET_FLAG (tmp, FLAG_ALIVE);
957     }
958    
959     /* This can't really hurt - if the object doesn't kill anything,
960 root 1.25 * these fields just won't be used. Do not set the owner for
961     * earthwalls, though, so they survive restarts.
962 root 1.8 */
963 root 1.25 if (tmp->type != EARTHWALL) //TODO
964     tmp->set_owner (op);
965    
966 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
967     tmp->level = caster_level (caster, spell_ob) / 2;
968 elmex 1.1
969 root 1.8 name = tmp->name;
970 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
971 root 1.8 {
972     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973     return 0;
974 elmex 1.1 }
975 root 1.25
976 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
977     if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
978     insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979    
980     /* This code causes the wall to extend some distance in
981     * each direction, or until an obstruction is encountered.
982     * posblocked and negblocked help determine how far the
983     * created wall can extend, it won't go extend through
984     * blocked spaces.
985     */
986     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
987     posblocked = 0;
988     negblocked = 0;
989    
990     for (i = 1; i <= maxrange; i++)
991     {
992     int dir2;
993    
994     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
995    
996     x = tmp->x + i * freearr_x[dir2];
997     y = tmp->y + i * freearr_y[dir2];
998     m = tmp->map;
999    
1000     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1001     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1002     {
1003 root 1.27 object *tmp2 = tmp->clone ();
1004     m->insert (tmp2, x, y, op);
1005    
1006 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
1007     if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1008 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 root 1.8
1010     }
1011     else
1012     posblocked = 1;
1013    
1014     x = tmp->x - i * freearr_x[dir2];
1015     y = tmp->y - i * freearr_y[dir2];
1016     m = tmp->map;
1017    
1018     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1019     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020     {
1021 root 1.27 object *tmp2 = tmp->clone ();
1022     m->insert (tmp2, x, y, op);
1023    
1024 root 1.8 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1025 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 root 1.8 }
1027     else
1028     negblocked = 1;
1029 elmex 1.1 }
1030    
1031 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1032     update_all_los (op->map, op->x, op->y);
1033 elmex 1.1
1034 root 1.8 return 1;
1035 elmex 1.1 }
1036    
1037 root 1.8 int
1038     dimension_door (object *op, object *caster, object *spob, int dir)
1039     {
1040     uint32 dist, maxdist;
1041     int mflags;
1042 root 1.13 maptile *m;
1043 root 1.8 sint16 sx, sy;
1044 elmex 1.1
1045 root 1.8 if (op->type != PLAYER)
1046     return 0;
1047 elmex 1.1
1048 root 1.8 if (!dir)
1049     {
1050     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1051     return 0;
1052 elmex 1.1 }
1053    
1054 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
1055     * ever, so put limits in.
1056     */
1057     maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058    
1059     if (op->contr->count)
1060     {
1061     if (op->contr->count > maxdist)
1062     {
1063     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064     return 0;
1065 root 1.5 }
1066    
1067 root 1.8 for (dist = 0; dist < op->contr->count; dist++)
1068     {
1069     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 root 1.5
1071 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072     break;
1073 root 1.5
1074 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075     break;
1076 root 1.5 }
1077    
1078 root 1.8 if (dist < op->contr->count)
1079     {
1080     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081     op->contr->count = 0;
1082     return 0;
1083     }
1084 root 1.27
1085 root 1.8 op->contr->count = 0;
1086    
1087     /* Remove code that puts player on random space on maps. IMO,
1088     * a lot of maps probably have areas the player should not get to,
1089     * but may not be marked as NO_MAGIC (as they may be bounded
1090     * by such squares). Also, there are probably treasure rooms and
1091     * lots of other maps that protect areas with no magic, but the
1092     * areas themselves don't contain no magic spaces.
1093     */
1094     /* This call here is really just to normalize the coordinates */
1095     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1096     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097     {
1098     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099     return 1; /* Maybe the penalty should be more severe... */
1100 root 1.5 }
1101 root 1.8 }
1102     else
1103     {
1104     /* Player didn't specify a distance, so lets see how far
1105     * we can move the player. Don't know why this stopped on
1106     * spaces that blocked the players view.
1107     */
1108 root 1.5
1109 root 1.8 for (dist = 0; dist < maxdist; dist++)
1110     {
1111     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1112 root 1.5
1113 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114     break;
1115 root 1.5
1116 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117     break;
1118 root 1.5
1119     }
1120    
1121 root 1.8 /* If the destination is blocked, keep backing up until we
1122     * find a place for the player.
1123     */
1124     for (; dist > 0; dist--)
1125     {
1126     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1127     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128     continue;
1129 root 1.5
1130    
1131 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132     break;
1133 root 1.5
1134     }
1135 root 1.8 if (!dist)
1136     {
1137     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1138     return 0;
1139 root 1.5 }
1140 elmex 1.1 }
1141    
1142 root 1.8 /* Actually move the player now */
1143 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1144 root 1.8 return 1;
1145 elmex 1.1
1146 root 1.8 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1147     return 1;
1148 elmex 1.1 }
1149    
1150    
1151     /* cast_heal: Heals something.
1152     * op is the caster.
1153     * dir is the direction he is casting it in.
1154     * spell is the spell object.
1155     */
1156 root 1.8 int
1157     cast_heal (object *op, object *caster, object *spell, int dir)
1158     {
1159     object *tmp;
1160     archetype *at;
1161     object *poison;
1162     int heal = 0, success = 0;
1163    
1164     tmp = find_target_for_friendly_spell (op, dir);
1165    
1166     if (tmp == NULL)
1167     return 0;
1168    
1169     /* Figure out how many hp this spell might cure.
1170     * could be zero if this spell heals effects, not damage.
1171     */
1172     heal = spell->stats.dam;
1173     if (spell->stats.hp)
1174     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1175    
1176     if (heal)
1177     {
1178     if (tmp->stats.hp >= tmp->stats.maxhp)
1179     {
1180     new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181     }
1182     else
1183     {
1184     /* See how many points we actually heal. Instead of messages
1185     * based on type of spell, we instead do messages based
1186     * on amount of damage healed.
1187     */
1188     if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1189     heal = tmp->stats.maxhp - tmp->stats.hp;
1190     tmp->stats.hp += heal;
1191    
1192     if (tmp->stats.hp >= tmp->stats.maxhp)
1193     {
1194     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195     }
1196     else if (heal > 50)
1197     {
1198     new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199     }
1200     else if (heal > 25)
1201     {
1202     new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203     }
1204     else if (heal > 10)
1205     {
1206     new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207     }
1208     else
1209     {
1210     new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211     }
1212     success = 1;
1213     }
1214     }
1215     if (spell->attacktype & AT_DISEASE)
1216     if (cure_disease (tmp, op))
1217     success = 1;
1218    
1219     if (spell->attacktype & AT_POISON)
1220     {
1221 root 1.10 at = archetype::find ("poisoning");
1222 root 1.8 poison = present_arch_in_ob (at, tmp);
1223     if (poison)
1224     {
1225     success = 1;
1226     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227     poison->stats.food = 1;
1228 root 1.5 }
1229 elmex 1.1 }
1230 root 1.8 if (spell->attacktype & AT_CONFUSION)
1231     {
1232     poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233     if (poison)
1234     {
1235     success = 1;
1236     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237     poison->duration = 1;
1238 root 1.5 }
1239 elmex 1.1 }
1240 root 1.8 if (spell->attacktype & AT_BLIND)
1241     {
1242 root 1.10 at = archetype::find ("blindness");
1243 root 1.8 poison = present_arch_in_ob (at, tmp);
1244     if (poison)
1245     {
1246     success = 1;
1247     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1248     poison->stats.food = 1;
1249 root 1.5 }
1250 elmex 1.1 }
1251 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252     {
1253     tmp->stats.sp += spell->last_sp;
1254     if (tmp->stats.sp > tmp->stats.maxsp)
1255     tmp->stats.sp = tmp->stats.maxsp;
1256     success = 1;
1257     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1258     }
1259     if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260     {
1261     tmp->stats.grace += spell->last_grace;
1262     if (tmp->stats.grace > tmp->stats.maxgrace)
1263     tmp->stats.grace = tmp->stats.maxgrace;
1264     success = 1;
1265     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1266 elmex 1.1 }
1267 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1268     {
1269     tmp->stats.food += spell->stats.food;
1270     if (tmp->stats.food > 999)
1271     tmp->stats.food = 999;
1272     success = 1;
1273     /* We could do something a bit better like the messages for healing above */
1274     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1275     }
1276     return success;
1277 elmex 1.1 }
1278    
1279    
1280     /* This is used for the spells that gain stats. There are no spells
1281     * right now that icnrease wis/int/pow on a temp basis, so no
1282     * good comments for those.
1283     */
1284 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1285     "You grow no stronger.",
1286     "You grow no more agile.",
1287     "You don't feel any healthier.",
1288     "no wis",
1289     "You are no easier to look at.",
1290     "no int",
1291     "no pow"
1292 elmex 1.1 };
1293    
1294 root 1.8 int
1295     cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1296     {
1297     object *force = NULL;
1298     int i;
1299    
1300     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1301 root 1.27 object *tmp = dir
1302     ? find_target_for_friendly_spell (op, dir)
1303     : op;
1304 root 1.8
1305 root 1.27 if (!tmp)
1306 root 1.8 return 0;
1307    
1308     /* If we've already got a force of this type, don't add a new one. */
1309 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 root 1.8 {
1311     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1312     {
1313     if (tmp2->name == spell_ob->name)
1314     {
1315     force = tmp2; /* the old effect will be "refreshed" */
1316     break;
1317 root 1.5 }
1318 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319     {
1320     if (!silent)
1321     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1322     return 0;
1323 root 1.5 }
1324     }
1325 elmex 1.1 }
1326 root 1.8 if (force == NULL)
1327     {
1328     force = get_archetype (FORCE_NAME);
1329     force->subtype = FORCE_CHANGE_ABILITY;
1330     if (spell_ob->race)
1331     force->name = spell_ob->race;
1332     else
1333     force->name = spell_ob->name;
1334     force->name_pl = spell_ob->name;
1335     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336    
1337     }
1338     else
1339     {
1340     int duration;
1341    
1342     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343     if (duration > force->duration)
1344     {
1345     force->duration = duration;
1346     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347     }
1348     else
1349     {
1350     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1351     }
1352     return 1;
1353     }
1354     force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1355     force->speed = 1.0;
1356     force->speed_left = -1.0;
1357     SET_FLAG (force, FLAG_APPLIED);
1358    
1359     /* Now start processing the effects. First, protections */
1360     for (i = 0; i < NROFATTACKS; i++)
1361     {
1362     if (spell_ob->resist[i])
1363     {
1364     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1365     if (force->resist[i] > 100)
1366     force->resist[i] = 100;
1367 root 1.5 }
1368 elmex 1.1 }
1369 root 1.8 if (spell_ob->stats.hp)
1370     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1371    
1372     if (tmp->type == PLAYER)
1373     {
1374     /* Stat adjustment spells */
1375     for (i = 0; i < NUM_STATS; i++)
1376     {
1377     sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1378    
1379     if (stat)
1380     {
1381     sm = 0;
1382     for (k = 0; k < stat; k++)
1383     sm += rndm (1, 3);
1384    
1385     if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1386     {
1387     sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1388     if (sm < 0)
1389     sm = 0;
1390 root 1.5 }
1391 root 1.8 set_attr_value (&force->stats, i, sm);
1392     if (!sm)
1393     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 root 1.5 }
1395     }
1396 elmex 1.1 }
1397    
1398 root 1.8 force->move_type = spell_ob->move_type;
1399 elmex 1.1
1400 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1401     SET_FLAG (force, FLAG_SEE_IN_DARK);
1402 elmex 1.1
1403 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1404     SET_FLAG (force, FLAG_XRAYS);
1405 elmex 1.1
1406 root 1.8 /* Haste/bonus speed */
1407     if (spell_ob->stats.exp)
1408     {
1409     if (op->speed > 0.5f)
1410     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1411     else
1412     force->stats.exp = spell_ob->stats.exp;
1413 elmex 1.1 }
1414    
1415 root 1.8 force->stats.wc = spell_ob->stats.wc;
1416     force->stats.ac = spell_ob->stats.ac;
1417     force->attacktype = spell_ob->attacktype;
1418    
1419     insert_ob_in_ob (force, tmp);
1420     change_abil (tmp, force); /* Mostly to display any messages */
1421 root 1.24 tmp->update_stats ();
1422 root 1.8 return 1;
1423 elmex 1.1 }
1424    
1425     /* This used to be part of cast_change_ability, but it really didn't make
1426     * a lot of sense, since most of the values it derives are from the god
1427     * of the caster.
1428     */
1429    
1430 root 1.8 int
1431     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432     {
1433     int i;
1434     object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1435    
1436     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1437     if (dir != 0)
1438     {
1439     tmp = find_target_for_friendly_spell (op, dir);
1440     }
1441     else
1442     {
1443     tmp = op;
1444     }
1445    
1446     /* If we've already got a force of this type, don't add a new one. */
1447     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1448     {
1449     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450     {
1451     if (tmp2->name == spell_ob->name)
1452     {
1453     force = tmp2; /* the old effect will be "refreshed" */
1454     break;
1455 root 1.5 }
1456 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1457     {
1458     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1459     return 0;
1460 root 1.5 }
1461     }
1462 elmex 1.1 }
1463 root 1.8 if (force == NULL)
1464     {
1465     force = get_archetype (FORCE_NAME);
1466     force->subtype = FORCE_CHANGE_ABILITY;
1467     if (spell_ob->race)
1468     force->name = spell_ob->race;
1469     else
1470     force->name = spell_ob->name;
1471     force->name_pl = spell_ob->name;
1472     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1473     }
1474     else
1475     {
1476     int duration;
1477    
1478     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1479     if (duration > force->duration)
1480     {
1481     force->duration = duration;
1482     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1483 root 1.5 }
1484 root 1.8 else
1485     {
1486     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1487     }
1488     return 0;
1489 elmex 1.1 }
1490 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1491     force->speed = 1.0;
1492     force->speed_left = -1.0;
1493     SET_FLAG (force, FLAG_APPLIED);
1494 elmex 1.1
1495 root 1.8 if (!god)
1496     {
1497     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498     }
1499     else
1500     {
1501     /* Only give out good benefits, and put a max on it */
1502     for (i = 0; i < NROFATTACKS; i++)
1503     {
1504     if (god->resist[i] > 0)
1505     {
1506     force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1507 root 1.5 }
1508     }
1509 root 1.8 force->path_attuned |= god->path_attuned;
1510 root 1.7
1511 root 1.8 if (spell_ob->attacktype)
1512     force->slaying = god->slaying;
1513 root 1.7
1514 root 1.8 if (tmp != op)
1515     {
1516     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1517     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1518     }
1519     else
1520     {
1521     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1522 root 1.5 }
1523 elmex 1.1
1524     }
1525 root 1.8 force->stats.wc = spell_ob->stats.wc;
1526     force->stats.ac = spell_ob->stats.ac;
1527 elmex 1.1
1528 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1529     insert_ob_in_ob (force, tmp);
1530 root 1.24 tmp->update_stats ();
1531 root 1.8 return 1;
1532 elmex 1.1 }
1533    
1534     /* Alchemy code by Mark Wedel
1535     *
1536     * This code adds a new spell, called alchemy. Alchemy will turn
1537     * objects to gold nuggets, the value of the gold nuggets being
1538     * about 90% of that of the item itself. It uses the value of the
1539     * object before charisma adjustments, because the nuggets themselves
1540     * will be will be adjusted by charisma when sold.
1541     *
1542     * Large nuggets are worth 25 gp each (base). You will always get
1543     * the maximum number of large nuggets you could get.
1544     * Small nuggets are worth 1 gp each (base). You will get from 0
1545     * to the max amount of small nuggets as you could get.
1546     *
1547     * For example, if an item is worth 110 gold, you will get
1548     * 4 large nuggets, and from 0-10 small nuggets.
1549     *
1550     * There is also a chance (1:30) that you will get nothing at all
1551     * for the object. There is also a maximum weight that will be
1552 root 1.37 * alchemised.
1553 elmex 1.1 */
1554 root 1.8 static void
1555 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556 root 1.8 {
1557     uint64 value = query_cost (obj, NULL, F_TRUE);
1558    
1559     /* Give third price when we alchemy money (This should hopefully
1560     * make it so that it isn't worth it to alchemy money, sell
1561     * the nuggets, alchemy the gold from that, etc.
1562     * Otherwise, give 9 silver on the gold for other objects,
1563     * so that it would still be more affordable to haul
1564     * the stuff back to town.
1565     */
1566     if (QUERY_FLAG (obj, FLAG_UNPAID))
1567     value = 0;
1568     else if (obj->type == MONEY || obj->type == GEM)
1569     value /= 3;
1570     else
1571     value = (value * 9) / 10;
1572    
1573     value /= 4; // fix by GHJ, don't understand, pcg
1574    
1575 root 1.37 if (obj->value > 0 && rndm (0, 29))
1576 root 1.38 total_value += value;
1577 root 1.8
1578 root 1.38 total_weight += obj->total_weight ();
1579 root 1.8
1580 root 1.17 obj->destroy ();
1581 root 1.8 }
1582    
1583     static void
1584 root 1.38 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1585 root 1.8 {
1586     int flag = 0;
1587    
1588     /* Put any nuggets below the player, but we can only pass this
1589     * flag if we are on the same space as the player
1590     */
1591     if (x == op->x && y == op->y && op->map == m)
1592     flag = INS_BELOW_ORIGINATOR;
1593    
1594     if (small_nuggets)
1595     {
1596 root 1.38 object *tmp = small->clone ();
1597 root 1.8 tmp->nrof = small_nuggets;
1598 root 1.27 m->insert (tmp, x, y, op, flag);
1599 root 1.8 }
1600 root 1.18
1601 root 1.8 if (large_nuggets)
1602     {
1603 root 1.38 object *tmp = large->clone ();
1604 root 1.8 tmp->nrof = large_nuggets;
1605 root 1.27 m->insert (tmp, x, y, op, flag);
1606 root 1.8 }
1607 root 1.38
1608     if (object *pl = m->at (x, y).player ())
1609     if (pl->contr->ns)
1610     pl->contr->ns->look_position = 0;
1611 root 1.8 }
1612    
1613     int
1614     alchemy (object *op, object *caster, object *spell_ob)
1615 elmex 1.1 {
1616 root 1.38 int weight = 0, mflags;
1617 root 1.13 maptile *mp;
1618 elmex 1.1
1619 root 1.8 if (op->type != PLAYER)
1620     return 0;
1621    
1622 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1623     * some, and also prevents people from alchemising every table/chair/clock
1624 root 1.8 * in sight
1625     */
1626 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1627     int weight_max = duration * 1000;
1628     uint64 value_max = duration * 1000;
1629 elmex 1.1
1630 root 1.38 object *large = get_archetype ("largenugget");
1631     object *small = get_archetype ("smallnugget");
1632    
1633     for (int y = op->y - 1; y <= op->y + 1; y++)
1634 root 1.8 {
1635 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1636 root 1.8 {
1637 root 1.38 uint64 value = 0;
1638    
1639     sint16 nx = x;
1640     sint16 ny = y;
1641 elmex 1.1
1642 root 1.8 mp = op->map;
1643 root 1.5
1644 root 1.8 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1645 root 1.5
1646 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1647     continue;
1648    
1649     /* Treat alchemy a little differently - most spell effects
1650     * use fly as the movement type - for alchemy, consider it
1651     * ground level effect.
1652     */
1653     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1654     continue;
1655    
1656 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1657 root 1.8 {
1658     next = tmp->above;
1659 root 1.37
1660 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1661     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1662     {
1663     if (tmp->inv)
1664     {
1665     object *next1, *tmp1;
1666    
1667 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1668 root 1.8 {
1669     next1 = tmp1->below;
1670     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1671     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1672 root 1.38 alchemy_object (tmp1, value, weight);
1673 root 1.5 }
1674     }
1675 root 1.37
1676 root 1.38 alchemy_object (tmp, value, weight);
1677 root 1.8
1678     if (weight > weight_max)
1679 root 1.38 break;
1680     }
1681     }
1682    
1683     value = min (value, value_max);
1684    
1685     uint64 count = value / large->value;
1686     int large_nuggets = count;
1687     value -= count * large->value;
1688    
1689     count = value / small->value;
1690     int small_nuggets = count;
1691 root 1.5
1692 root 1.8 /* Insert all the nuggets at one time. This probably saves time, but
1693     * it also prevents us from alcheming nuggets that were just created
1694     * with this spell.
1695     */
1696 root 1.38 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1697    
1698     if (weight > weight_max)
1699     goto bailout;
1700 root 1.8 }
1701     }
1702 root 1.17
1703 root 1.38 bailout:
1704 root 1.17 large->destroy ();
1705     small->destroy ();
1706 root 1.8 return 1;
1707 elmex 1.1 }
1708    
1709    
1710     /* This function removes the cursed/damned status on equipped
1711     * items.
1712     */
1713 root 1.8 int
1714     remove_curse (object *op, object *caster, object *spell)
1715     {
1716     object *tmp;
1717     int success = 0, was_one = 0;
1718    
1719     for (tmp = op->inv; tmp; tmp = tmp->below)
1720     if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1721     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1722     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1723     {
1724     was_one++;
1725     if (tmp->level <= caster_level (caster, spell))
1726     {
1727     success++;
1728     if (QUERY_FLAG (spell, FLAG_DAMNED))
1729     CLEAR_FLAG (tmp, FLAG_DAMNED);
1730    
1731     CLEAR_FLAG (tmp, FLAG_CURSED);
1732     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1733     tmp->value = 0; /* Still can't sell it */
1734     if (op->type == PLAYER)
1735     esrv_send_item (op, tmp);
1736     }
1737     }
1738    
1739     if (op->type == PLAYER)
1740     {
1741     if (success)
1742 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1743 root 1.8 else
1744     {
1745     if (was_one)
1746     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1747     else
1748     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1749 root 1.5 }
1750 elmex 1.1 }
1751 root 1.21
1752 root 1.8 return success;
1753 elmex 1.1 }
1754    
1755     /* Identifies objects in the players inventory/on the ground */
1756    
1757 root 1.8 int
1758     cast_identify (object *op, object *caster, object *spell)
1759     {
1760     object *tmp;
1761     int success = 0, num_ident;
1762    
1763     num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1764    
1765     if (num_ident < 1)
1766     num_ident = 1;
1767    
1768     for (tmp = op->inv; tmp; tmp = tmp->below)
1769     {
1770     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1771     {
1772     identify (tmp);
1773 root 1.21
1774 root 1.8 if (op->type == PLAYER)
1775     {
1776     new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1777 root 1.21
1778 root 1.8 if (tmp->msg)
1779     {
1780     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1781     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1782 root 1.5 }
1783     }
1784 root 1.21
1785 root 1.8 num_ident--;
1786     success = 1;
1787     if (!num_ident)
1788     break;
1789 root 1.5 }
1790 elmex 1.1 }
1791 root 1.21
1792 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1793     * stuff on the floor. Only identify stuff on the floor if the spell
1794     * was not fully used.
1795     */
1796     if (num_ident)
1797     {
1798 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1799 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1800     {
1801 root 1.21 identify (tmp);
1802 root 1.8
1803     if (op->type == PLAYER)
1804     {
1805     new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1806 root 1.21
1807 root 1.8 if (tmp->msg)
1808     {
1809     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1810     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1811     }
1812 root 1.21
1813 root 1.8 esrv_send_item (op, tmp);
1814     }
1815 root 1.21
1816 root 1.5 num_ident--;
1817 root 1.8 success = 1;
1818     if (!num_ident)
1819     break;
1820     }
1821     }
1822 root 1.21
1823 root 1.8 if (!success)
1824     new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1825     else
1826 root 1.21 spell_effect (spell, op->x, op->y, op->map, op);
1827    
1828 root 1.8 return success;
1829 elmex 1.1 }
1830    
1831 root 1.8 int
1832     cast_detection (object *op, object *caster, object *spell, object *skill)
1833     {
1834     object *tmp, *last, *god, *detect;
1835     int done_one, range, mflags, floor, level;
1836     sint16 x, y, nx, ny;
1837 root 1.13 maptile *m;
1838 root 1.8
1839     /* We precompute some values here so that we don't have to keep
1840     * doing it over and over again.
1841     */
1842     god = find_god (determine_god (op));
1843     level = caster_level (caster, spell);
1844     range = spell->range + SP_level_range_adjust (caster, spell);
1845    
1846     if (!skill)
1847     skill = caster;
1848    
1849     for (x = op->x - range; x <= op->x + range; x++)
1850     for (y = op->y - range; y <= op->y + range; y++)
1851     {
1852     m = op->map;
1853     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1854     if (mflags & P_OUT_OF_MAP)
1855     continue;
1856    
1857     /* For most of the detections, we only detect objects above the
1858     * floor. But this is not true for show invisible.
1859     * Basically, we just go and find the top object and work
1860     * down - that is easier than working up.
1861     */
1862 elmex 1.1
1863 root 1.22 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1864 root 1.8 last = tmp;
1865 root 1.21
1866 root 1.8 /* Shouldn't happen, but if there are no objects on a space, this
1867     * would happen.
1868     */
1869     if (!last)
1870     continue;
1871 elmex 1.1
1872 root 1.8 done_one = 0;
1873     floor = 0;
1874     detect = NULL;
1875     for (tmp = last; tmp; tmp = tmp->below)
1876     {
1877     /* show invisible */
1878     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1879 root 1.21 /* Might there be other objects that we can make visible? */
1880 root 1.8 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1881     (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1882     tmp->type == CF_HANDLE ||
1883     tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1884     tmp->type == BUTTON || tmp->type == TELEPORTER ||
1885     tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1886     tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1887     tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1888     tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1889     {
1890     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1891     {
1892     tmp->invisible = 0;
1893     done_one = 1;
1894     }
1895     }
1896 root 1.21
1897 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1898     floor = 1;
1899 elmex 1.1
1900 root 1.8 /* All detections below this point don't descend beneath the floor,
1901     * so just continue on. We could be clever and look at the type of
1902     * detection to completely break out if we don't care about objects beneath
1903     * the floor, but once we get to the floor, not likely a very big issue anyways.
1904     */
1905     if (floor)
1906     continue;
1907 root 1.5
1908 root 1.8 /* I had thought about making detect magic and detect curse
1909     * show the flash the magic item like it does for detect monster.
1910     * however, if the object is within sight, this would then make it
1911     * difficult to see what object is magical/cursed, so the
1912     * effect wouldn't be as apparant.
1913 root 1.5 */
1914    
1915 root 1.8 /* detect magic */
1916     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1917     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1918     {
1919     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1920     /* make runes more visibile */
1921     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1922     tmp->stats.Cha /= 4;
1923     done_one = 1;
1924     }
1925     /* detect monster */
1926     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1927     {
1928     done_one = 2;
1929     if (!detect)
1930     detect = tmp;
1931     }
1932     /* Basically, if race is set in the spell, then the creatures race must
1933     * match that. if the spell race is set to GOD, then the gods opposing
1934     * race must match.
1935 root 1.5 */
1936 root 1.8 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1937     ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1938     (strstr (spell->race, tmp->race))))
1939     {
1940     done_one = 2;
1941     if (!detect)
1942     detect = tmp;
1943     }
1944     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1945     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1946     {
1947     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1948     done_one = 1;
1949     }
1950     } /* for stack of objects on this space */
1951 root 1.5
1952 root 1.8 /* Code here puts an effect of the spell on the space, so you can see
1953     * where the magic is.
1954     */
1955     if (done_one)
1956     {
1957     object *detect_ob = arch_to_object (spell->other_arch);
1958    
1959     /* if this is set, we want to copy the face */
1960     if (done_one == 2 && detect)
1961     {
1962     detect_ob->face = detect->face;
1963     detect_ob->animation_id = detect->animation_id;
1964     detect_ob->anim_speed = detect->anim_speed;
1965     detect_ob->last_anim = 0;
1966     /* by default, the detect_ob is already animated */
1967     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1968     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1969     }
1970 root 1.27
1971     m->insert (detect_ob, nx, ny, op);
1972 root 1.8 }
1973     } /* for processing the surrounding spaces */
1974 root 1.5
1975    
1976 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1977     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1978     {
1979     done_one = 0;
1980     for (tmp = op->inv; tmp; tmp = tmp->below)
1981     {
1982     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1983     {
1984     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1985     {
1986     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1987     if (op->type == PLAYER)
1988     esrv_send_item (op, tmp);
1989 root 1.5 }
1990 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1991     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1992     {
1993     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1994     if (op->type == PLAYER)
1995     esrv_send_item (op, tmp);
1996 root 1.5 }
1997 root 1.8 } /* if item is not identified */
1998     } /* for the players inventory */
1999     } /* if detect magic/curse and object is a player */
2000     return 1;
2001 elmex 1.1 }
2002    
2003    
2004     /**
2005     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2006     * level whos spell did cause the overcharge.
2007     */
2008 root 1.8 static void
2009     charge_mana_effect (object *victim, int caster_level)
2010 elmex 1.1 {
2011    
2012 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
2013     * will explode, too.
2014     */
2015     if (victim->stats.maxsp <= 0)
2016     return;
2017 elmex 1.1
2018 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2019 elmex 1.1
2020 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
2021     {
2022     object *tmp;
2023 elmex 1.1
2024 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2025 elmex 1.1
2026 root 1.8 /* Explodes a fireball centered at player */
2027     tmp = get_archetype (EXPLODING_FIREBALL);
2028     tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2029     tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2030 root 1.27
2031     tmp->insert_at (victim);
2032 root 1.8 victim->stats.sp = 2 * victim->stats.maxsp;
2033 elmex 1.1 }
2034 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2035 root 1.27 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2036 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2037 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2038 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2039     {
2040     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2041     confuse_player (victim, victim, 99);
2042 elmex 1.1 }
2043 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2044 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2045 elmex 1.1 }
2046    
2047     /* cast_transfer
2048     * This spell transfers sp from the player to another person.
2049     * We let the target go above their normal maximum SP.
2050     */
2051    
2052 root 1.8 int
2053     cast_transfer (object *op, object *caster, object *spell, int dir)
2054     {
2055     object *plyr = NULL;
2056     sint16 x, y;
2057 root 1.13 maptile *m;
2058 root 1.8 int mflags;
2059    
2060     m = op->map;
2061     x = op->x + freearr_x[dir];
2062     y = op->y + freearr_y[dir];
2063    
2064     mflags = get_map_flags (m, &m, x, y, &x, &y);
2065    
2066     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2067     {
2068 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2069 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2070     break;
2071 elmex 1.1 }
2072    
2073    
2074 root 1.8 /* If we did not find a player in the specified direction, transfer
2075     * to anyone on top of us. This is used for the rune of transference mostly.
2076     */
2077     if (plyr == NULL)
2078 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2079 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2080     break;
2081 elmex 1.1
2082 root 1.8 if (!plyr)
2083     {
2084     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2085     return 0;
2086 elmex 1.1 }
2087 root 1.8 /* give sp */
2088     if (spell->stats.dam > 0)
2089     {
2090     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2091     charge_mana_effect (plyr, caster_level (caster, spell));
2092     return 1;
2093 elmex 1.1 }
2094 root 1.8 /* suck sp away. Can't suck sp from yourself */
2095     else if (op != plyr)
2096     {
2097     /* old dragin magic used floats. easier to just use ints and divide by 100 */
2098    
2099     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2100    
2101     if (rate > 95)
2102     rate = 95;
2103    
2104     sucked = (plyr->stats.sp * rate) / 100;
2105     plyr->stats.sp -= sucked;
2106     if (QUERY_FLAG (op, FLAG_ALIVE))
2107     {
2108     /* Player doesn't get full credit */
2109     sucked = (sucked * rate) / 100;
2110     op->stats.sp += sucked;
2111     if (sucked > 0)
2112     {
2113     charge_mana_effect (op, caster_level (caster, spell));
2114 root 1.5 }
2115     }
2116 root 1.8 return 1;
2117 elmex 1.1 }
2118 root 1.8 return 0;
2119 elmex 1.1 }
2120    
2121    
2122     /* counterspell: nullifies spell effects.
2123     * op is the counterspell object, dir is the direction
2124     * it was cast in.
2125     * Basically, if the object has a magic attacktype,
2126     * this may nullify it.
2127     */
2128 root 1.8 void
2129     counterspell (object *op, int dir)
2130 elmex 1.1 {
2131 root 1.8 object *tmp, *head, *next;
2132     int mflags;
2133 root 1.13 maptile *m;
2134 root 1.8 sint16 sx, sy;
2135    
2136     sx = op->x + freearr_x[dir];
2137     sy = op->y + freearr_y[dir];
2138     m = op->map;
2139     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2140     if (mflags & P_OUT_OF_MAP)
2141     return;
2142 elmex 1.1
2143 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2144 root 1.8 {
2145     next = tmp->above;
2146 elmex 1.1
2147 root 1.8 /* Need to look at the head object - otherwise, if tmp
2148     * points to a monster, we don't have all the necessary
2149     * info for it.
2150     */
2151     if (tmp->head)
2152     head = tmp->head;
2153     else
2154     head = tmp;
2155    
2156     /* don't attack our own spells */
2157     if (tmp->owner && tmp->owner == op->owner)
2158     continue;
2159    
2160     /* Basically, if the object is magical and not counterspell,
2161     * we will more or less remove the object. Don't counterspell
2162     * monsters either.
2163     */
2164 elmex 1.1
2165 root 1.8 if (head->attacktype & AT_MAGIC &&
2166     !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2167 root 1.17 head->destroy ();
2168 root 1.8 else
2169     switch (head->type)
2170     {
2171     case SPELL_EFFECT:
2172     if (op->level > head->level)
2173 root 1.17 head->destroy ();
2174    
2175 root 1.5 break;
2176    
2177 root 1.8 /* I really don't get this rune code that much - that
2178     * random chance seems really low.
2179     */
2180     case RUNE:
2181     if (rndm (0, 149) == 0)
2182     {
2183     head->stats.hp--; /* weaken the rune */
2184     if (!head->stats.hp)
2185 root 1.17 head->destroy ();
2186 root 1.8 }
2187 root 1.5 break;
2188 root 1.8 }
2189 elmex 1.1 }
2190     }
2191    
2192    
2193    
2194     /* cast_consecrate() - a spell to make an altar your god's */
2195 root 1.8 int
2196     cast_consecrate (object *op, object *caster, object *spell)
2197     {
2198     char buf[MAX_BUF];
2199 elmex 1.1
2200 root 1.8 object *tmp, *god = find_god (determine_god (op));
2201 elmex 1.1
2202 root 1.8 if (!god)
2203     {
2204     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2205     return 0;
2206 elmex 1.1 }
2207 root 1.8
2208     for (tmp = op->below; tmp; tmp = tmp->below)
2209     {
2210     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211     break;
2212     if (tmp->type == HOLY_ALTAR)
2213     {
2214    
2215     if (tmp->level > caster_level (caster, spell))
2216     {
2217     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2218     return 0;
2219     }
2220     else
2221     {
2222     /* If we got here, we are consecrating an altar */
2223     sprintf (buf, "Altar of %s", &god->name);
2224     tmp->name = buf;
2225     tmp->level = caster_level (caster, spell);
2226     tmp->other_arch = god->arch;
2227     if (op->type == PLAYER)
2228     esrv_update_item (UPD_NAME, op, tmp);
2229     new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230     return 1;
2231 root 1.5 }
2232     }
2233 elmex 1.1 }
2234 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2235     return 0;
2236 elmex 1.1 }
2237    
2238     /* animate_weapon -
2239     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2240     * The golem is based on the archetype specified, modified by the caster's level
2241     * and the attributes of the weapon. The weapon is inserted in the golem's
2242     * inventory so that it falls to the ground when the golem dies.
2243     * This code was very odd - code early on would only let players use the spell,
2244     * yet the code wass full of player checks. I've presumed that the code
2245     * that only let players use it was correct, and removed all the other
2246     * player checks. MSW 2003-01-06
2247     */
2248    
2249 root 1.8 int
2250     animate_weapon (object *op, object *caster, object *spell, int dir)
2251     {
2252     object *weapon, *tmp;
2253     char buf[MAX_BUF];
2254     int a, i;
2255     sint16 x, y;
2256 root 1.13 maptile *m;
2257 root 1.8 materialtype_t *mt;
2258    
2259     if (!spell->other_arch)
2260     {
2261     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2263     return 0;
2264 elmex 1.1 }
2265 root 1.8 /* exit if it's not a player using this spell. */
2266     if (op->type != PLAYER)
2267     return 0;
2268 elmex 1.1
2269 root 1.8 /* if player already has a golem, abort */
2270 root 1.15 if (op->contr->ranges[range_golem])
2271 root 1.8 {
2272     control_golem (op->contr->ranges[range_golem], dir);
2273     return 0;
2274 elmex 1.1 }
2275    
2276 root 1.8 /* if no direction specified, pick one */
2277     if (!dir)
2278     dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2279    
2280     m = op->map;
2281     x = op->x + freearr_x[dir];
2282     y = op->y + freearr_y[dir];
2283    
2284     /* if there's no place to put the golem, abort */
2285     if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2286     ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2287     {
2288     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2289     return 0;
2290 elmex 1.1 }
2291    
2292 root 1.8 /* Use the weapon marked by the player. */
2293     weapon = find_marked_object (op);
2294 elmex 1.1
2295 root 1.8 if (!weapon)
2296     {
2297     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2298     return 0;
2299     }
2300     if (spell->race && strcmp (weapon->arch->name, spell->race))
2301     {
2302     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2303     return 0;
2304     }
2305     if (weapon->type != WEAPON)
2306     {
2307     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2308     return 0;
2309 elmex 1.1 }
2310 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2311     {
2312     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2313     return 0;
2314 elmex 1.1 }
2315 root 1.8
2316     if (weapon->nrof > 1)
2317     {
2318     tmp = get_split_ob (weapon, 1);
2319     esrv_send_item (op, weapon);
2320     weapon = tmp;
2321     }
2322    
2323     /* create the golem object */
2324     tmp = arch_to_object (spell->other_arch);
2325    
2326     /* if animated by a player, give the player control of the golem */
2327     CLEAR_FLAG (tmp, FLAG_MONSTER);
2328     tmp->stats.exp = 0;
2329     add_friendly_object (tmp);
2330     tmp->type = GOLEM;
2331 root 1.19 tmp->set_owner (op);
2332 root 1.8 set_spell_skill (op, caster, spell, tmp);
2333     op->contr->ranges[range_golem] = tmp;
2334     op->contr->shoottype = range_golem;
2335    
2336     /* Give the weapon to the golem now. A bit of a hack to check the
2337     * removed flag - it should only be set if get_split_object was
2338     * used above.
2339     */
2340     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2341 root 1.16 weapon->remove ();
2342 root 1.8 insert_ob_in_ob (weapon, tmp);
2343     esrv_send_item (op, weapon);
2344     /* To do everything necessary to let a golem use the weapon is a pain,
2345     * so instead, just set it as equipped (otherwise, we need to update
2346     * body_info, skills, etc)
2347     */
2348     SET_FLAG (tmp, FLAG_USE_WEAPON);
2349     SET_FLAG (weapon, FLAG_APPLIED);
2350 root 1.24 tmp->update_stats ();
2351 root 1.8
2352     /* There used to be 'odd' code that basically seemed to take the absolute
2353     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2354     * if you're using a crappy weapon, it shouldn't be as good.
2355     */
2356    
2357     /* modify weapon's animated wc */
2358     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2359     if (tmp->stats.wc < -127)
2360     tmp->stats.wc = -127;
2361    
2362     /* Modify hit points for weapon */
2363     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2364     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2365     if (tmp->stats.maxhp < 0)
2366     tmp->stats.maxhp = 10;
2367     tmp->stats.hp = tmp->stats.maxhp;
2368    
2369     /* Modify weapon's damage */
2370     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2371     if (tmp->stats.dam < 0)
2372     tmp->stats.dam = 127;
2373    
2374    
2375     /* attacktype */
2376     if (!tmp->attacktype)
2377     tmp->attacktype = AT_PHYSICAL;
2378    
2379     mt = NULL;
2380     if (op->materialname != NULL)
2381     mt = name_to_material (op->materialname);
2382     if (mt != NULL)
2383     {
2384     for (i = 0; i < NROFATTACKS; i++)
2385     tmp->resist[i] = 50 - (mt->save[i] * 5);
2386     a = mt->save[0];
2387 elmex 1.1 }
2388 root 1.8 else
2389     {
2390     for (i = 0; i < NROFATTACKS; i++)
2391     tmp->resist[i] = 5;
2392     a = 10;
2393     }
2394     /* Set weapon's immunity */
2395     tmp->resist[ATNR_CONFUSION] = 100;
2396     tmp->resist[ATNR_POISON] = 100;
2397     tmp->resist[ATNR_SLOW] = 100;
2398     tmp->resist[ATNR_PARALYZE] = 100;
2399     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2400     tmp->resist[ATNR_FEAR] = 100;
2401     tmp->resist[ATNR_DEPLETE] = 100;
2402     tmp->resist[ATNR_DEATH] = 100;
2403     tmp->resist[ATNR_BLIND] = 100;
2404    
2405     /* Improve weapon's armour value according to best save vs. physical of its material */
2406    
2407     if (a > 14)
2408     a = 14;
2409     tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2410    
2411     /* Determine golem's speed */
2412 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2413 root 1.8
2414     if (!spell->race)
2415     {
2416     sprintf (buf, "animated %s", &weapon->name);
2417     tmp->name = buf;
2418    
2419     tmp->face = weapon->face;
2420     tmp->animation_id = weapon->animation_id;
2421     tmp->anim_speed = weapon->anim_speed;
2422     tmp->last_anim = weapon->last_anim;
2423     tmp->state = weapon->state;
2424 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 elmex 1.1 }
2426    
2427 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2428     tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2429    
2430     tmp->speed_left = -1;
2431     tmp->direction = dir;
2432 root 1.27
2433     m->insert (tmp, x, y, op);
2434 root 1.8 return 1;
2435 elmex 1.1 }
2436    
2437     /* cast_daylight() - changes the map darkness level *lower* */
2438    
2439     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440     * This changes the light level for the entire map.
2441     */
2442    
2443 root 1.8 int
2444     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445     {
2446     int success;
2447 elmex 1.1
2448 root 1.8 if (!op->map)
2449     return 0; /* shouldnt happen */
2450 elmex 1.1
2451 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2452    
2453 root 1.8 if (!success)
2454     {
2455     if (spell->stats.dam < 0)
2456     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2457     else
2458     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2459 elmex 1.1 }
2460 root 1.8 return success;
2461 elmex 1.1 }
2462    
2463    
2464    
2465    
2466    
2467     /* create an aura spell object and put it in the player's inventory.
2468     * as usual, op is player, caster is the object casting the spell,
2469     * spell is the spell object itself.
2470     */
2471 root 1.8 int
2472     create_aura (object *op, object *caster, object *spell)
2473 elmex 1.1 {
2474 root 1.8 int refresh = 0;
2475     object *new_aura;
2476 elmex 1.1
2477 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2478     if (new_aura)
2479     refresh = 1;
2480     else
2481     new_aura = arch_to_object (spell->other_arch);
2482    
2483     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2484    
2485     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2486    
2487 root 1.19 new_aura->set_owner (op);
2488 root 1.8 set_spell_skill (op, caster, spell, new_aura);
2489     new_aura->attacktype = spell->attacktype;
2490    
2491     new_aura->level = caster_level (caster, spell);
2492     if (refresh)
2493     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2494     else
2495     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2496     insert_ob_in_ob (new_aura, op);
2497     return 1;
2498 elmex 1.1 }
2499    
2500    
2501     /* move aura function. An aura is a part of someone's inventory,
2502     * which he carries with him, but which acts on the map immediately
2503     * around him.
2504     * Aura parameters:
2505     * duration: duration counter.
2506     * attacktype: aura's attacktype
2507     * other_arch: archetype to drop where we attack
2508     */
2509    
2510 root 1.8 void
2511     move_aura (object *aura)
2512     {
2513     int i, mflags;
2514     object *env;
2515 root 1.13 maptile *m;
2516 root 1.8
2517     /* auras belong in inventories */
2518     env = aura->env;
2519    
2520     /* no matter what we've gotta remove the aura...
2521     * we'll put it back if its time isn't up.
2522     */
2523 root 1.16 aura->remove ();
2524 root 1.8
2525     /* exit if we're out of gas */
2526     if (aura->duration-- < 0)
2527     {
2528 root 1.17 aura->destroy ();
2529 root 1.8 return;
2530     }
2531    
2532     /* auras only exist in inventories */
2533     if (env == NULL || env->map == NULL)
2534     {
2535 root 1.17 aura->destroy ();
2536 root 1.8 return;
2537     }
2538 root 1.17
2539 root 1.8 /* we need to jump out of the inventory for a bit
2540     * in order to hit the map conveniently.
2541     */
2542 root 1.27 aura->insert_at (env, aura);
2543 root 1.8
2544     for (i = 1; i < 9; i++)
2545     {
2546     sint16 nx, ny;
2547    
2548     nx = aura->x + freearr_x[i];
2549     ny = aura->y + freearr_y[i];
2550     mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551    
2552     /* Consider the movement tyep of the person with the aura as
2553     * movement type of the aura. Eg, if the player is flying, the aura
2554     * is flying also, if player is walking, it is on the ground, etc.
2555     */
2556     if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2557 elmex 1.6 {
2558 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2559 root 1.5
2560 root 1.8 if (aura->other_arch)
2561 root 1.27 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2562 root 1.5 }
2563 elmex 1.1 }
2564 root 1.27
2565 root 1.8 /* put the aura back in the player's inventory */
2566 root 1.16 aura->remove ();
2567 root 1.8 insert_ob_in_ob (aura, env);
2568 elmex 1.1 }
2569    
2570     /* moves the peacemaker spell.
2571     * op is the piece object.
2572 root 1.8 */
2573 elmex 1.1
2574 root 1.8 void
2575     move_peacemaker (object *op)
2576     {
2577     object *tmp;
2578 elmex 1.1
2579 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 root 1.8 {
2581     int atk_lev, def_lev;
2582     object *victim = tmp;
2583 elmex 1.1
2584 root 1.8 if (tmp->head)
2585     victim = tmp->head;
2586     if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587     continue;
2588     if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2589     continue;
2590     if (victim->stats.exp == 0)
2591     continue;
2592 elmex 1.1
2593 root 1.8 def_lev = MAX (1, victim->level);
2594     atk_lev = MAX (1, op->level);
2595 elmex 1.1
2596 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2597     {
2598     /* make this sucker peaceful. */
2599 elmex 1.1
2600 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 root 1.8 victim->stats.exp = 0;
2602 elmex 1.1 #if 0
2603 root 1.8 /* No idea why these were all set to zero - if something
2604     * makes this creature agressive, he should still do damage.
2605     */
2606     victim->stats.dam = 0;
2607     victim->stats.sp = 0;
2608     victim->stats.grace = 0;
2609     victim->stats.Pow = 0;
2610 elmex 1.1 #endif
2611 root 1.8 victim->attack_movement = RANDO2;
2612     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2613     SET_FLAG (victim, FLAG_RUN_AWAY);
2614     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2615     CLEAR_FLAG (victim, FLAG_MONSTER);
2616     if (victim->name)
2617     {
2618     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2619 root 1.5 }
2620     }
2621 elmex 1.1 }
2622 root 1.8 }
2623    
2624 elmex 1.1
2625     /* This writes a rune that contains the appropriate message.
2626     * There really isn't any adjustments we make.
2627     */
2628    
2629 root 1.8 int
2630     write_mark (object *op, object *spell, const char *msg)
2631     {
2632     char rune[HUGE_BUF];
2633     object *tmp;
2634 elmex 1.1
2635 root 1.8 if (!msg || msg[0] == 0)
2636     {
2637     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2638     return 0;
2639 elmex 1.1 }
2640    
2641 root 1.8 if (strcasestr_local (msg, "endmsg"))
2642     {
2643     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2644     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2645     return 0;
2646 elmex 1.1 }
2647 root 1.8 if (!spell->other_arch)
2648     return 0;
2649     tmp = arch_to_object (spell->other_arch);
2650 root 1.9
2651     snprintf (rune, sizeof (rune), "%s\n", msg);
2652    
2653 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2654     tmp->msg = rune;
2655 root 1.27
2656     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2657 root 1.8 return 1;
2658 elmex 1.1 }