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Revision: 1.39
Committed: Wed Feb 7 23:43:01 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.38: +7 -10 lines
Log Message:
- more fixes to spell alchemy: nuke /4 fix by GHJ, don't understand it, makes no sense

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 root 1.39 value = value * 9 / 10;
1572 root 1.8
1573 root 1.37 if (obj->value > 0 && rndm (0, 29))
1574 root 1.38 total_value += value;
1575 root 1.8
1576 root 1.38 total_weight += obj->total_weight ();
1577 root 1.8
1578 root 1.17 obj->destroy ();
1579 root 1.8 }
1580    
1581     static void
1582 root 1.38 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1583 root 1.8 {
1584     int flag = 0;
1585    
1586     /* Put any nuggets below the player, but we can only pass this
1587     * flag if we are on the same space as the player
1588     */
1589     if (x == op->x && y == op->y && op->map == m)
1590     flag = INS_BELOW_ORIGINATOR;
1591    
1592     if (small_nuggets)
1593     {
1594 root 1.38 object *tmp = small->clone ();
1595 root 1.8 tmp->nrof = small_nuggets;
1596 root 1.27 m->insert (tmp, x, y, op, flag);
1597 root 1.8 }
1598 root 1.18
1599 root 1.8 if (large_nuggets)
1600     {
1601 root 1.38 object *tmp = large->clone ();
1602 root 1.8 tmp->nrof = large_nuggets;
1603 root 1.27 m->insert (tmp, x, y, op, flag);
1604 root 1.8 }
1605 root 1.38
1606     if (object *pl = m->at (x, y).player ())
1607     if (pl->contr->ns)
1608     pl->contr->ns->look_position = 0;
1609 root 1.8 }
1610    
1611     int
1612     alchemy (object *op, object *caster, object *spell_ob)
1613 elmex 1.1 {
1614 root 1.8 if (op->type != PLAYER)
1615     return 0;
1616    
1617 root 1.39 object *large = get_archetype ("largenugget");
1618     object *small = get_archetype ("smallnugget");
1619    
1620 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1621     * some, and also prevents people from alchemising every table/chair/clock
1622 root 1.8 * in sight
1623     */
1624 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1625     int weight_max = duration * 1000;
1626     uint64 value_max = duration * 1000;
1627 elmex 1.1
1628 root 1.39 int weight = 0;
1629 root 1.38
1630     for (int y = op->y - 1; y <= op->y + 1; y++)
1631 root 1.8 {
1632 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1633 root 1.8 {
1634 root 1.38 uint64 value = 0;
1635    
1636     sint16 nx = x;
1637     sint16 ny = y;
1638 elmex 1.1
1639 root 1.39 maptile *mp = op->map;
1640 root 1.5
1641 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1642 root 1.5
1643 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1644     continue;
1645    
1646     /* Treat alchemy a little differently - most spell effects
1647     * use fly as the movement type - for alchemy, consider it
1648     * ground level effect.
1649     */
1650     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1651     continue;
1652    
1653 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1654 root 1.8 {
1655     next = tmp->above;
1656 root 1.37
1657 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1658     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1659     {
1660     if (tmp->inv)
1661     {
1662     object *next1, *tmp1;
1663    
1664 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1665 root 1.8 {
1666     next1 = tmp1->below;
1667     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1668     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1669 root 1.38 alchemy_object (tmp1, value, weight);
1670 root 1.5 }
1671     }
1672 root 1.37
1673 root 1.38 alchemy_object (tmp, value, weight);
1674 root 1.8
1675     if (weight > weight_max)
1676 root 1.38 break;
1677     }
1678     }
1679    
1680     value = min (value, value_max);
1681    
1682     uint64 count = value / large->value;
1683     int large_nuggets = count;
1684     value -= count * large->value;
1685    
1686     count = value / small->value;
1687     int small_nuggets = count;
1688 root 1.5
1689 root 1.8 /* Insert all the nuggets at one time. This probably saves time, but
1690     * it also prevents us from alcheming nuggets that were just created
1691     * with this spell.
1692     */
1693 root 1.38 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1694    
1695     if (weight > weight_max)
1696     goto bailout;
1697 root 1.8 }
1698     }
1699 root 1.17
1700 root 1.38 bailout:
1701 root 1.17 large->destroy ();
1702     small->destroy ();
1703 root 1.8 return 1;
1704 elmex 1.1 }
1705    
1706    
1707     /* This function removes the cursed/damned status on equipped
1708     * items.
1709     */
1710 root 1.8 int
1711     remove_curse (object *op, object *caster, object *spell)
1712     {
1713     object *tmp;
1714     int success = 0, was_one = 0;
1715    
1716     for (tmp = op->inv; tmp; tmp = tmp->below)
1717     if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1718     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1719     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1720     {
1721     was_one++;
1722     if (tmp->level <= caster_level (caster, spell))
1723     {
1724     success++;
1725     if (QUERY_FLAG (spell, FLAG_DAMNED))
1726     CLEAR_FLAG (tmp, FLAG_DAMNED);
1727    
1728     CLEAR_FLAG (tmp, FLAG_CURSED);
1729     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1730     tmp->value = 0; /* Still can't sell it */
1731     if (op->type == PLAYER)
1732     esrv_send_item (op, tmp);
1733     }
1734     }
1735    
1736     if (op->type == PLAYER)
1737     {
1738     if (success)
1739 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1740 root 1.8 else
1741     {
1742     if (was_one)
1743     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1744     else
1745     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1746 root 1.5 }
1747 elmex 1.1 }
1748 root 1.21
1749 root 1.8 return success;
1750 elmex 1.1 }
1751    
1752     /* Identifies objects in the players inventory/on the ground */
1753    
1754 root 1.8 int
1755     cast_identify (object *op, object *caster, object *spell)
1756     {
1757     object *tmp;
1758     int success = 0, num_ident;
1759    
1760     num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1761    
1762     if (num_ident < 1)
1763     num_ident = 1;
1764    
1765     for (tmp = op->inv; tmp; tmp = tmp->below)
1766     {
1767     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1768     {
1769     identify (tmp);
1770 root 1.21
1771 root 1.8 if (op->type == PLAYER)
1772     {
1773     new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1774 root 1.21
1775 root 1.8 if (tmp->msg)
1776     {
1777     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1778     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1779 root 1.5 }
1780     }
1781 root 1.21
1782 root 1.8 num_ident--;
1783     success = 1;
1784     if (!num_ident)
1785     break;
1786 root 1.5 }
1787 elmex 1.1 }
1788 root 1.21
1789 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1790     * stuff on the floor. Only identify stuff on the floor if the spell
1791     * was not fully used.
1792     */
1793     if (num_ident)
1794     {
1795 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1796 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1797     {
1798 root 1.21 identify (tmp);
1799 root 1.8
1800     if (op->type == PLAYER)
1801     {
1802     new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1803 root 1.21
1804 root 1.8 if (tmp->msg)
1805     {
1806     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1807     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1808     }
1809 root 1.21
1810 root 1.8 esrv_send_item (op, tmp);
1811     }
1812 root 1.21
1813 root 1.5 num_ident--;
1814 root 1.8 success = 1;
1815     if (!num_ident)
1816     break;
1817     }
1818     }
1819 root 1.21
1820 root 1.8 if (!success)
1821     new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1822     else
1823 root 1.21 spell_effect (spell, op->x, op->y, op->map, op);
1824    
1825 root 1.8 return success;
1826 elmex 1.1 }
1827    
1828 root 1.8 int
1829     cast_detection (object *op, object *caster, object *spell, object *skill)
1830     {
1831     object *tmp, *last, *god, *detect;
1832     int done_one, range, mflags, floor, level;
1833     sint16 x, y, nx, ny;
1834 root 1.13 maptile *m;
1835 root 1.8
1836     /* We precompute some values here so that we don't have to keep
1837     * doing it over and over again.
1838     */
1839     god = find_god (determine_god (op));
1840     level = caster_level (caster, spell);
1841     range = spell->range + SP_level_range_adjust (caster, spell);
1842    
1843     if (!skill)
1844     skill = caster;
1845    
1846     for (x = op->x - range; x <= op->x + range; x++)
1847     for (y = op->y - range; y <= op->y + range; y++)
1848     {
1849     m = op->map;
1850     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1851     if (mflags & P_OUT_OF_MAP)
1852     continue;
1853    
1854     /* For most of the detections, we only detect objects above the
1855     * floor. But this is not true for show invisible.
1856     * Basically, we just go and find the top object and work
1857     * down - that is easier than working up.
1858     */
1859 elmex 1.1
1860 root 1.22 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1861 root 1.8 last = tmp;
1862 root 1.21
1863 root 1.8 /* Shouldn't happen, but if there are no objects on a space, this
1864     * would happen.
1865     */
1866     if (!last)
1867     continue;
1868 elmex 1.1
1869 root 1.8 done_one = 0;
1870     floor = 0;
1871     detect = NULL;
1872     for (tmp = last; tmp; tmp = tmp->below)
1873     {
1874     /* show invisible */
1875     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1876 root 1.21 /* Might there be other objects that we can make visible? */
1877 root 1.8 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1878     (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1879     tmp->type == CF_HANDLE ||
1880     tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1881     tmp->type == BUTTON || tmp->type == TELEPORTER ||
1882     tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1883     tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1884     tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1885     tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1886     {
1887     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1888     {
1889     tmp->invisible = 0;
1890     done_one = 1;
1891     }
1892     }
1893 root 1.21
1894 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1895     floor = 1;
1896 elmex 1.1
1897 root 1.8 /* All detections below this point don't descend beneath the floor,
1898     * so just continue on. We could be clever and look at the type of
1899     * detection to completely break out if we don't care about objects beneath
1900     * the floor, but once we get to the floor, not likely a very big issue anyways.
1901     */
1902     if (floor)
1903     continue;
1904 root 1.5
1905 root 1.8 /* I had thought about making detect magic and detect curse
1906     * show the flash the magic item like it does for detect monster.
1907     * however, if the object is within sight, this would then make it
1908     * difficult to see what object is magical/cursed, so the
1909     * effect wouldn't be as apparant.
1910 root 1.5 */
1911    
1912 root 1.8 /* detect magic */
1913     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1914     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1915     {
1916     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1917     /* make runes more visibile */
1918     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1919     tmp->stats.Cha /= 4;
1920     done_one = 1;
1921     }
1922     /* detect monster */
1923     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1924     {
1925     done_one = 2;
1926     if (!detect)
1927     detect = tmp;
1928     }
1929     /* Basically, if race is set in the spell, then the creatures race must
1930     * match that. if the spell race is set to GOD, then the gods opposing
1931     * race must match.
1932 root 1.5 */
1933 root 1.8 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1934     ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1935     (strstr (spell->race, tmp->race))))
1936     {
1937     done_one = 2;
1938     if (!detect)
1939     detect = tmp;
1940     }
1941     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1942     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1943     {
1944     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1945     done_one = 1;
1946     }
1947     } /* for stack of objects on this space */
1948 root 1.5
1949 root 1.8 /* Code here puts an effect of the spell on the space, so you can see
1950     * where the magic is.
1951     */
1952     if (done_one)
1953     {
1954     object *detect_ob = arch_to_object (spell->other_arch);
1955    
1956     /* if this is set, we want to copy the face */
1957     if (done_one == 2 && detect)
1958     {
1959     detect_ob->face = detect->face;
1960     detect_ob->animation_id = detect->animation_id;
1961     detect_ob->anim_speed = detect->anim_speed;
1962     detect_ob->last_anim = 0;
1963     /* by default, the detect_ob is already animated */
1964     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1965     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1966     }
1967 root 1.27
1968     m->insert (detect_ob, nx, ny, op);
1969 root 1.8 }
1970     } /* for processing the surrounding spaces */
1971 root 1.5
1972    
1973 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1974     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1975     {
1976     done_one = 0;
1977     for (tmp = op->inv; tmp; tmp = tmp->below)
1978     {
1979     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1980     {
1981     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1982     {
1983     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1984     if (op->type == PLAYER)
1985     esrv_send_item (op, tmp);
1986 root 1.5 }
1987 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1988     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1989     {
1990     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1991     if (op->type == PLAYER)
1992     esrv_send_item (op, tmp);
1993 root 1.5 }
1994 root 1.8 } /* if item is not identified */
1995     } /* for the players inventory */
1996     } /* if detect magic/curse and object is a player */
1997     return 1;
1998 elmex 1.1 }
1999    
2000    
2001     /**
2002     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2003     * level whos spell did cause the overcharge.
2004     */
2005 root 1.8 static void
2006     charge_mana_effect (object *victim, int caster_level)
2007 elmex 1.1 {
2008    
2009 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
2010     * will explode, too.
2011     */
2012     if (victim->stats.maxsp <= 0)
2013     return;
2014 elmex 1.1
2015 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2016 elmex 1.1
2017 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
2018     {
2019     object *tmp;
2020 elmex 1.1
2021 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2022 elmex 1.1
2023 root 1.8 /* Explodes a fireball centered at player */
2024     tmp = get_archetype (EXPLODING_FIREBALL);
2025     tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2026     tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2027 root 1.27
2028     tmp->insert_at (victim);
2029 root 1.8 victim->stats.sp = 2 * victim->stats.maxsp;
2030 elmex 1.1 }
2031 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2032 root 1.27 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2033 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2034 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2035 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2036     {
2037     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2038     confuse_player (victim, victim, 99);
2039 elmex 1.1 }
2040 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2041 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2042 elmex 1.1 }
2043    
2044     /* cast_transfer
2045     * This spell transfers sp from the player to another person.
2046     * We let the target go above their normal maximum SP.
2047     */
2048    
2049 root 1.8 int
2050     cast_transfer (object *op, object *caster, object *spell, int dir)
2051     {
2052     object *plyr = NULL;
2053     sint16 x, y;
2054 root 1.13 maptile *m;
2055 root 1.8 int mflags;
2056    
2057     m = op->map;
2058     x = op->x + freearr_x[dir];
2059     y = op->y + freearr_y[dir];
2060    
2061     mflags = get_map_flags (m, &m, x, y, &x, &y);
2062    
2063     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2064     {
2065 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2066 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2067     break;
2068 elmex 1.1 }
2069    
2070    
2071 root 1.8 /* If we did not find a player in the specified direction, transfer
2072     * to anyone on top of us. This is used for the rune of transference mostly.
2073     */
2074     if (plyr == NULL)
2075 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2076 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2077     break;
2078 elmex 1.1
2079 root 1.8 if (!plyr)
2080     {
2081     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2082     return 0;
2083 elmex 1.1 }
2084 root 1.8 /* give sp */
2085     if (spell->stats.dam > 0)
2086     {
2087     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2088     charge_mana_effect (plyr, caster_level (caster, spell));
2089     return 1;
2090 elmex 1.1 }
2091 root 1.8 /* suck sp away. Can't suck sp from yourself */
2092     else if (op != plyr)
2093     {
2094     /* old dragin magic used floats. easier to just use ints and divide by 100 */
2095    
2096     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2097    
2098     if (rate > 95)
2099     rate = 95;
2100    
2101     sucked = (plyr->stats.sp * rate) / 100;
2102     plyr->stats.sp -= sucked;
2103     if (QUERY_FLAG (op, FLAG_ALIVE))
2104     {
2105     /* Player doesn't get full credit */
2106     sucked = (sucked * rate) / 100;
2107     op->stats.sp += sucked;
2108     if (sucked > 0)
2109     {
2110     charge_mana_effect (op, caster_level (caster, spell));
2111 root 1.5 }
2112     }
2113 root 1.8 return 1;
2114 elmex 1.1 }
2115 root 1.8 return 0;
2116 elmex 1.1 }
2117    
2118    
2119     /* counterspell: nullifies spell effects.
2120     * op is the counterspell object, dir is the direction
2121     * it was cast in.
2122     * Basically, if the object has a magic attacktype,
2123     * this may nullify it.
2124     */
2125 root 1.8 void
2126     counterspell (object *op, int dir)
2127 elmex 1.1 {
2128 root 1.8 object *tmp, *head, *next;
2129     int mflags;
2130 root 1.13 maptile *m;
2131 root 1.8 sint16 sx, sy;
2132    
2133     sx = op->x + freearr_x[dir];
2134     sy = op->y + freearr_y[dir];
2135     m = op->map;
2136     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2137     if (mflags & P_OUT_OF_MAP)
2138     return;
2139 elmex 1.1
2140 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2141 root 1.8 {
2142     next = tmp->above;
2143 elmex 1.1
2144 root 1.8 /* Need to look at the head object - otherwise, if tmp
2145     * points to a monster, we don't have all the necessary
2146     * info for it.
2147     */
2148     if (tmp->head)
2149     head = tmp->head;
2150     else
2151     head = tmp;
2152    
2153     /* don't attack our own spells */
2154     if (tmp->owner && tmp->owner == op->owner)
2155     continue;
2156    
2157     /* Basically, if the object is magical and not counterspell,
2158     * we will more or less remove the object. Don't counterspell
2159     * monsters either.
2160     */
2161 elmex 1.1
2162 root 1.8 if (head->attacktype & AT_MAGIC &&
2163     !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2164 root 1.17 head->destroy ();
2165 root 1.8 else
2166     switch (head->type)
2167     {
2168     case SPELL_EFFECT:
2169     if (op->level > head->level)
2170 root 1.17 head->destroy ();
2171    
2172 root 1.5 break;
2173    
2174 root 1.8 /* I really don't get this rune code that much - that
2175     * random chance seems really low.
2176     */
2177     case RUNE:
2178     if (rndm (0, 149) == 0)
2179     {
2180     head->stats.hp--; /* weaken the rune */
2181     if (!head->stats.hp)
2182 root 1.17 head->destroy ();
2183 root 1.8 }
2184 root 1.5 break;
2185 root 1.8 }
2186 elmex 1.1 }
2187     }
2188    
2189    
2190    
2191     /* cast_consecrate() - a spell to make an altar your god's */
2192 root 1.8 int
2193     cast_consecrate (object *op, object *caster, object *spell)
2194     {
2195     char buf[MAX_BUF];
2196 elmex 1.1
2197 root 1.8 object *tmp, *god = find_god (determine_god (op));
2198 elmex 1.1
2199 root 1.8 if (!god)
2200     {
2201     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2202     return 0;
2203 elmex 1.1 }
2204 root 1.8
2205     for (tmp = op->below; tmp; tmp = tmp->below)
2206     {
2207     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2208     break;
2209     if (tmp->type == HOLY_ALTAR)
2210     {
2211    
2212     if (tmp->level > caster_level (caster, spell))
2213     {
2214     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2215     return 0;
2216     }
2217     else
2218     {
2219     /* If we got here, we are consecrating an altar */
2220     sprintf (buf, "Altar of %s", &god->name);
2221     tmp->name = buf;
2222     tmp->level = caster_level (caster, spell);
2223     tmp->other_arch = god->arch;
2224     if (op->type == PLAYER)
2225     esrv_update_item (UPD_NAME, op, tmp);
2226     new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2227     return 1;
2228 root 1.5 }
2229     }
2230 elmex 1.1 }
2231 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2232     return 0;
2233 elmex 1.1 }
2234    
2235     /* animate_weapon -
2236     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2237     * The golem is based on the archetype specified, modified by the caster's level
2238     * and the attributes of the weapon. The weapon is inserted in the golem's
2239     * inventory so that it falls to the ground when the golem dies.
2240     * This code was very odd - code early on would only let players use the spell,
2241     * yet the code wass full of player checks. I've presumed that the code
2242     * that only let players use it was correct, and removed all the other
2243     * player checks. MSW 2003-01-06
2244     */
2245    
2246 root 1.8 int
2247     animate_weapon (object *op, object *caster, object *spell, int dir)
2248     {
2249     object *weapon, *tmp;
2250     char buf[MAX_BUF];
2251     int a, i;
2252     sint16 x, y;
2253 root 1.13 maptile *m;
2254 root 1.8 materialtype_t *mt;
2255    
2256     if (!spell->other_arch)
2257     {
2258     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2259     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2260     return 0;
2261 elmex 1.1 }
2262 root 1.8 /* exit if it's not a player using this spell. */
2263     if (op->type != PLAYER)
2264     return 0;
2265 elmex 1.1
2266 root 1.8 /* if player already has a golem, abort */
2267 root 1.15 if (op->contr->ranges[range_golem])
2268 root 1.8 {
2269     control_golem (op->contr->ranges[range_golem], dir);
2270     return 0;
2271 elmex 1.1 }
2272    
2273 root 1.8 /* if no direction specified, pick one */
2274     if (!dir)
2275     dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2276    
2277     m = op->map;
2278     x = op->x + freearr_x[dir];
2279     y = op->y + freearr_y[dir];
2280    
2281     /* if there's no place to put the golem, abort */
2282     if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2283     ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2284     {
2285     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2286     return 0;
2287 elmex 1.1 }
2288    
2289 root 1.8 /* Use the weapon marked by the player. */
2290     weapon = find_marked_object (op);
2291 elmex 1.1
2292 root 1.8 if (!weapon)
2293     {
2294     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2295     return 0;
2296     }
2297     if (spell->race && strcmp (weapon->arch->name, spell->race))
2298     {
2299     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2300     return 0;
2301     }
2302     if (weapon->type != WEAPON)
2303     {
2304     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2305     return 0;
2306 elmex 1.1 }
2307 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2308     {
2309     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2310     return 0;
2311 elmex 1.1 }
2312 root 1.8
2313     if (weapon->nrof > 1)
2314     {
2315     tmp = get_split_ob (weapon, 1);
2316     esrv_send_item (op, weapon);
2317     weapon = tmp;
2318     }
2319    
2320     /* create the golem object */
2321     tmp = arch_to_object (spell->other_arch);
2322    
2323     /* if animated by a player, give the player control of the golem */
2324     CLEAR_FLAG (tmp, FLAG_MONSTER);
2325     tmp->stats.exp = 0;
2326     add_friendly_object (tmp);
2327     tmp->type = GOLEM;
2328 root 1.19 tmp->set_owner (op);
2329 root 1.8 set_spell_skill (op, caster, spell, tmp);
2330     op->contr->ranges[range_golem] = tmp;
2331     op->contr->shoottype = range_golem;
2332    
2333     /* Give the weapon to the golem now. A bit of a hack to check the
2334     * removed flag - it should only be set if get_split_object was
2335     * used above.
2336     */
2337     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2338 root 1.16 weapon->remove ();
2339 root 1.8 insert_ob_in_ob (weapon, tmp);
2340     esrv_send_item (op, weapon);
2341     /* To do everything necessary to let a golem use the weapon is a pain,
2342     * so instead, just set it as equipped (otherwise, we need to update
2343     * body_info, skills, etc)
2344     */
2345     SET_FLAG (tmp, FLAG_USE_WEAPON);
2346     SET_FLAG (weapon, FLAG_APPLIED);
2347 root 1.24 tmp->update_stats ();
2348 root 1.8
2349     /* There used to be 'odd' code that basically seemed to take the absolute
2350     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2351     * if you're using a crappy weapon, it shouldn't be as good.
2352     */
2353    
2354     /* modify weapon's animated wc */
2355     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2356     if (tmp->stats.wc < -127)
2357     tmp->stats.wc = -127;
2358    
2359     /* Modify hit points for weapon */
2360     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2361     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2362     if (tmp->stats.maxhp < 0)
2363     tmp->stats.maxhp = 10;
2364     tmp->stats.hp = tmp->stats.maxhp;
2365    
2366     /* Modify weapon's damage */
2367     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2368     if (tmp->stats.dam < 0)
2369     tmp->stats.dam = 127;
2370    
2371    
2372     /* attacktype */
2373     if (!tmp->attacktype)
2374     tmp->attacktype = AT_PHYSICAL;
2375    
2376     mt = NULL;
2377     if (op->materialname != NULL)
2378     mt = name_to_material (op->materialname);
2379     if (mt != NULL)
2380     {
2381     for (i = 0; i < NROFATTACKS; i++)
2382     tmp->resist[i] = 50 - (mt->save[i] * 5);
2383     a = mt->save[0];
2384 elmex 1.1 }
2385 root 1.8 else
2386     {
2387     for (i = 0; i < NROFATTACKS; i++)
2388     tmp->resist[i] = 5;
2389     a = 10;
2390     }
2391     /* Set weapon's immunity */
2392     tmp->resist[ATNR_CONFUSION] = 100;
2393     tmp->resist[ATNR_POISON] = 100;
2394     tmp->resist[ATNR_SLOW] = 100;
2395     tmp->resist[ATNR_PARALYZE] = 100;
2396     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2397     tmp->resist[ATNR_FEAR] = 100;
2398     tmp->resist[ATNR_DEPLETE] = 100;
2399     tmp->resist[ATNR_DEATH] = 100;
2400     tmp->resist[ATNR_BLIND] = 100;
2401    
2402     /* Improve weapon's armour value according to best save vs. physical of its material */
2403    
2404     if (a > 14)
2405     a = 14;
2406     tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2407    
2408     /* Determine golem's speed */
2409 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2410 root 1.8
2411     if (!spell->race)
2412     {
2413     sprintf (buf, "animated %s", &weapon->name);
2414     tmp->name = buf;
2415    
2416     tmp->face = weapon->face;
2417     tmp->animation_id = weapon->animation_id;
2418     tmp->anim_speed = weapon->anim_speed;
2419     tmp->last_anim = weapon->last_anim;
2420     tmp->state = weapon->state;
2421 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2422 elmex 1.1 }
2423    
2424 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2425     tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2426    
2427     tmp->speed_left = -1;
2428     tmp->direction = dir;
2429 root 1.27
2430     m->insert (tmp, x, y, op);
2431 root 1.8 return 1;
2432 elmex 1.1 }
2433    
2434     /* cast_daylight() - changes the map darkness level *lower* */
2435    
2436     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2437     * This changes the light level for the entire map.
2438     */
2439    
2440 root 1.8 int
2441     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2442     {
2443     int success;
2444 elmex 1.1
2445 root 1.8 if (!op->map)
2446     return 0; /* shouldnt happen */
2447 elmex 1.1
2448 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2449    
2450 root 1.8 if (!success)
2451     {
2452     if (spell->stats.dam < 0)
2453     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2454     else
2455     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2456 elmex 1.1 }
2457 root 1.8 return success;
2458 elmex 1.1 }
2459    
2460    
2461    
2462    
2463    
2464     /* create an aura spell object and put it in the player's inventory.
2465     * as usual, op is player, caster is the object casting the spell,
2466     * spell is the spell object itself.
2467     */
2468 root 1.8 int
2469     create_aura (object *op, object *caster, object *spell)
2470 elmex 1.1 {
2471 root 1.8 int refresh = 0;
2472     object *new_aura;
2473 elmex 1.1
2474 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2475     if (new_aura)
2476     refresh = 1;
2477     else
2478     new_aura = arch_to_object (spell->other_arch);
2479    
2480     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2481    
2482     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2483    
2484 root 1.19 new_aura->set_owner (op);
2485 root 1.8 set_spell_skill (op, caster, spell, new_aura);
2486     new_aura->attacktype = spell->attacktype;
2487    
2488     new_aura->level = caster_level (caster, spell);
2489     if (refresh)
2490     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2491     else
2492     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2493     insert_ob_in_ob (new_aura, op);
2494     return 1;
2495 elmex 1.1 }
2496    
2497    
2498     /* move aura function. An aura is a part of someone's inventory,
2499     * which he carries with him, but which acts on the map immediately
2500     * around him.
2501     * Aura parameters:
2502     * duration: duration counter.
2503     * attacktype: aura's attacktype
2504     * other_arch: archetype to drop where we attack
2505     */
2506    
2507 root 1.8 void
2508     move_aura (object *aura)
2509     {
2510     int i, mflags;
2511     object *env;
2512 root 1.13 maptile *m;
2513 root 1.8
2514     /* auras belong in inventories */
2515     env = aura->env;
2516    
2517     /* no matter what we've gotta remove the aura...
2518     * we'll put it back if its time isn't up.
2519     */
2520 root 1.16 aura->remove ();
2521 root 1.8
2522     /* exit if we're out of gas */
2523     if (aura->duration-- < 0)
2524     {
2525 root 1.17 aura->destroy ();
2526 root 1.8 return;
2527     }
2528    
2529     /* auras only exist in inventories */
2530     if (env == NULL || env->map == NULL)
2531     {
2532 root 1.17 aura->destroy ();
2533 root 1.8 return;
2534     }
2535 root 1.17
2536 root 1.8 /* we need to jump out of the inventory for a bit
2537     * in order to hit the map conveniently.
2538     */
2539 root 1.27 aura->insert_at (env, aura);
2540 root 1.8
2541     for (i = 1; i < 9; i++)
2542     {
2543     sint16 nx, ny;
2544    
2545     nx = aura->x + freearr_x[i];
2546     ny = aura->y + freearr_y[i];
2547     mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2548    
2549     /* Consider the movement tyep of the person with the aura as
2550     * movement type of the aura. Eg, if the player is flying, the aura
2551     * is flying also, if player is walking, it is on the ground, etc.
2552     */
2553     if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2554 elmex 1.6 {
2555 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2556 root 1.5
2557 root 1.8 if (aura->other_arch)
2558 root 1.27 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2559 root 1.5 }
2560 elmex 1.1 }
2561 root 1.27
2562 root 1.8 /* put the aura back in the player's inventory */
2563 root 1.16 aura->remove ();
2564 root 1.8 insert_ob_in_ob (aura, env);
2565 elmex 1.1 }
2566    
2567     /* moves the peacemaker spell.
2568     * op is the piece object.
2569 root 1.8 */
2570 elmex 1.1
2571 root 1.8 void
2572     move_peacemaker (object *op)
2573     {
2574     object *tmp;
2575 elmex 1.1
2576 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2577 root 1.8 {
2578     int atk_lev, def_lev;
2579     object *victim = tmp;
2580 elmex 1.1
2581 root 1.8 if (tmp->head)
2582     victim = tmp->head;
2583     if (!QUERY_FLAG (victim, FLAG_MONSTER))
2584     continue;
2585     if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2586     continue;
2587     if (victim->stats.exp == 0)
2588     continue;
2589 elmex 1.1
2590 root 1.8 def_lev = MAX (1, victim->level);
2591     atk_lev = MAX (1, op->level);
2592 elmex 1.1
2593 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2594     {
2595     /* make this sucker peaceful. */
2596 elmex 1.1
2597 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2598 root 1.8 victim->stats.exp = 0;
2599 elmex 1.1 #if 0
2600 root 1.8 /* No idea why these were all set to zero - if something
2601     * makes this creature agressive, he should still do damage.
2602     */
2603     victim->stats.dam = 0;
2604     victim->stats.sp = 0;
2605     victim->stats.grace = 0;
2606     victim->stats.Pow = 0;
2607 elmex 1.1 #endif
2608 root 1.8 victim->attack_movement = RANDO2;
2609     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2610     SET_FLAG (victim, FLAG_RUN_AWAY);
2611     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2612     CLEAR_FLAG (victim, FLAG_MONSTER);
2613     if (victim->name)
2614     {
2615     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2616 root 1.5 }
2617     }
2618 elmex 1.1 }
2619 root 1.8 }
2620    
2621 elmex 1.1
2622     /* This writes a rune that contains the appropriate message.
2623     * There really isn't any adjustments we make.
2624     */
2625    
2626 root 1.8 int
2627     write_mark (object *op, object *spell, const char *msg)
2628     {
2629     char rune[HUGE_BUF];
2630     object *tmp;
2631 elmex 1.1
2632 root 1.8 if (!msg || msg[0] == 0)
2633     {
2634     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2635     return 0;
2636 elmex 1.1 }
2637    
2638 root 1.8 if (strcasestr_local (msg, "endmsg"))
2639     {
2640     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2641     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2642     return 0;
2643 elmex 1.1 }
2644 root 1.8 if (!spell->other_arch)
2645     return 0;
2646     tmp = arch_to_object (spell->other_arch);
2647 root 1.9
2648     snprintf (rune, sizeof (rune), "%s\n", msg);
2649    
2650 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2651     tmp->msg = rune;
2652 root 1.27
2653     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2654 root 1.8 return 1;
2655 elmex 1.1 }