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Revision: 1.67
Committed: Mon Aug 13 12:50:30 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.66: +1 -1 lines
Log Message:
hopefully fix alchemy scroll bug

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.54 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.35 *
4 root 1.54 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.35 *
8 root 1.62 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.35 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.35 *
18 root 1.62 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.54 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.35 */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26     #include <living.h>
27 root 1.36 #include <sproto.h>
28 elmex 1.1 #include <spells.h>
29     #include <sounds.h>
30    
31     /* cast_magic_storm: This is really used mostly for spell
32     * fumbles at the like. tmp is the object to propogate.
33     * op is what is casting this.
34     */
35 root 1.8 void
36     cast_magic_storm (object *op, object *tmp, int lvl)
37 elmex 1.1 {
38 root 1.8 if (!tmp)
39     return; /* error */
40 root 1.27
41 root 1.8 tmp->level = op->level;
42     tmp->range += lvl / 5; /* increase the area of destruction */
43     tmp->duration += lvl / 5;
44    
45     /* Put a cap on duration for this - if the player fails in their
46     * apartment, don't want it to go on so long that it kills them
47     * multiple times. Also, damge already increases with level,
48     * so don't really need to increase the duration as much either.
49     */
50     if (tmp->duration >= 40)
51     tmp->duration = 40;
52 root 1.27
53 root 1.8 tmp->stats.dam = lvl; /* nasty recoils! */
54     tmp->stats.maxhp = tmp->count; /* tract single parent */
55 elmex 1.1
56 root 1.27 tmp->insert_at (op, op);
57 elmex 1.1 }
58    
59 root 1.8 int
60     recharge (object *op, object *caster, object *spell_ob)
61     {
62     object *wand, *tmp;
63     int ncharges;
64    
65     wand = find_marked_object (op);
66     if (wand == NULL || wand->type != WAND)
67     {
68     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69     return 0;
70 elmex 1.1 }
71 root 1.8 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72     {
73     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 root 1.64 op->play_sound (sound_find ("ob_explode"));
75 root 1.8 esrv_del_item (op->contr, wand->count);
76 root 1.17 wand->destroy ();
77 root 1.8 tmp = get_archetype ("fireball");
78     tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 root 1.27
80 root 1.8 if (!tmp->stats.dam)
81     tmp->stats.dam = 1;
82 root 1.27
83 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
84 root 1.27
85 root 1.8 if (tmp->stats.hp < 2)
86     tmp->stats.hp = 2;
87 root 1.27
88     tmp->insert_at (op);
89 root 1.8 return 1;
90     }
91    
92     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 root 1.27
94 root 1.8 if (wand->inv && wand->inv->level)
95     ncharges /= wand->inv->level;
96     else
97     {
98     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99     return 0;
100 elmex 1.1 }
101 root 1.27
102 root 1.8 if (!ncharges)
103     ncharges = 1;
104 elmex 1.1
105 root 1.8 wand->stats.food += ncharges;
106     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 root 1.27
108 root 1.57 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 root 1.8 {
110     SET_FLAG (wand, FLAG_ANIMATE);
111 root 1.57 wand->set_speed (wand->arch->speed);
112 elmex 1.1 }
113 root 1.26
114 root 1.8 return 1;
115 elmex 1.1 }
116    
117     /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118     * based on whether a crossbow or bow is equiped. If neither, it defaults to
119     * arrows.
120     * Sets the plus based on the casters level. It is also settable with the
121     * invoke command. If the caster attempts to create missiles with too
122     * great a plus, the default is used.
123     * The # of arrows created also goes up with level, so if a 30th level mage
124     * wants LOTS of arrows, and doesn't care what the plus is he could
125     * create nonnmagic arrows, or even -1, etc...
126     */
127 root 1.8 int
128     cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129 elmex 1.1 {
130 root 1.8 int missile_plus = 0, bonus_plus = 0;
131     const char *missile_name;
132     object *tmp, *missile;
133    
134     missile_name = "arrow";
135    
136     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
137     if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 root 1.12 missile_name = tmp->race;
139 elmex 1.1
140 root 1.8 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 elmex 1.1
142 root 1.10 if (archetype::find (missile_name) == NULL)
143 root 1.8 {
144     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145     return 0;
146     }
147 root 1.12
148 root 1.8 missile = get_archetype (missile_name);
149 elmex 1.1
150 root 1.8 if (stringarg)
151     {
152     /* If it starts with a letter, presume it is a description */
153     if (isalpha (*stringarg))
154     {
155     artifact *al = find_artifactlist (missile->type)->items;
156 elmex 1.1
157 root 1.45 for (; al; al = al->next)
158 root 1.8 if (!strcasecmp (al->item->name, stringarg))
159     break;
160    
161     if (!al)
162     {
163 root 1.17 missile->destroy ();
164 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165     return 0;
166     }
167 root 1.12
168 root 1.8 if (al->item->slaying)
169     {
170 root 1.17 missile->destroy ();
171 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172     return 0;
173     }
174 root 1.12
175 root 1.8 give_artifact_abilities (missile, al->item);
176     /* These special arrows cost something extra. Don't have them also be magical -
177     * otherwise, in most cases, not enough will be created. I don't want to get into
178     * the parsing of having to do both plus and type.
179     */
180     bonus_plus = 1 + (al->item->value / 5);
181     missile_plus = 0;
182     }
183     else if (atoi (stringarg) < missile_plus)
184     missile_plus = atoi (stringarg);
185     }
186 root 1.12
187 root 1.8 if (missile_plus > 4)
188     missile_plus = 4;
189     else if (missile_plus < -4)
190     missile_plus = -4;
191    
192     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193     missile->nrof -= 3 * (missile_plus + bonus_plus);
194 root 1.12
195 root 1.8 if (missile->nrof < 1)
196     missile->nrof = 1;
197    
198     missile->magic = missile_plus;
199     /* Can't get any money for these objects */
200     missile->value = 0;
201 elmex 1.1
202 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
203 elmex 1.1
204 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
205     pick_up (op, missile);
206    
207 root 1.8 return 1;
208 elmex 1.1 }
209    
210    
211     /* allows the choice of what sort of food object to make.
212     * If stringarg is NULL, it will create food dependent on level --PeterM*/
213 root 1.8 int
214     cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
215 elmex 1.1 {
216 root 1.8 int food_value;
217     archetype *at = NULL;
218     object *new_op;
219    
220     food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
221    
222     if (stringarg)
223     {
224     at = find_archetype_by_object_type_name (FOOD, stringarg);
225     if (at == NULL)
226     at = find_archetype_by_object_type_name (DRINK, stringarg);
227 root 1.57 if (at == NULL || at->stats.food > food_value)
228 root 1.8 stringarg = NULL;
229     }
230    
231     if (!stringarg)
232     {
233     archetype *at_tmp;
234    
235     /* We try to find the archetype with the maximum food value.
236     * This removes the dependancy of hard coded food values in this
237     * function, and addition of new food types is automatically added.
238     * We don't use flesh types because the weight values of those need
239     * to be altered from the donor.
240     */
241 root 1.5
242 root 1.8 /* We assume the food items don't have multiple parts */
243 elmex 1.58 for_all_archetypes (at_tmp)
244 root 1.8 {
245 root 1.57 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 root 1.8 {
247     /* Basically, if the food value is something that is creatable
248     * under the limits of the spell and it is higher than
249     * the item we have now, take it instead.
250     */
251 elmex 1.59 if (at_tmp->stats.food <= food_value
252     && (!at
253     || at_tmp->stats.food > at->stats.food
254     || (at_tmp->stats.food == at->stats.food
255     && at_tmp->weight < at->weight)))
256 root 1.8 at = at_tmp;
257 root 1.5 }
258     }
259 elmex 1.1 }
260 root 1.65
261 root 1.8 /* Pretty unlikely (there are some very low food items), but you never
262     * know
263     */
264     if (!at)
265     {
266     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
267     return 0;
268 elmex 1.1 }
269    
270 root 1.57 food_value /= at->stats.food;
271 root 1.8 new_op = arch_to_object (at);
272     new_op->nrof = food_value;
273 elmex 1.1
274 root 1.8 new_op->value = 0;
275     if (new_op->nrof < 1)
276     new_op->nrof = 1;
277 elmex 1.1
278 root 1.8 cast_create_obj (op, caster, new_op, dir);
279     return 1;
280 elmex 1.1 }
281 root 1.8
282     int
283     probe (object *op, object *caster, object *spell_ob, int dir)
284     {
285     int r, mflags, maxrange;
286     object *tmp;
287 root 1.13 maptile *m;
288 elmex 1.1
289    
290 root 1.8 if (!dir)
291     {
292     examine_monster (op, op);
293     return 1;
294 elmex 1.1 }
295 root 1.65
296 root 1.8 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297     for (r = 1; r < maxrange; r++)
298     {
299     sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
300 elmex 1.1
301 root 1.8 m = op->map;
302     mflags = get_map_flags (m, &m, x, y, &x, &y);
303 elmex 1.1
304 root 1.8 if (mflags & P_OUT_OF_MAP)
305     break;
306 elmex 1.1
307 root 1.8 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308     {
309     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310     return 0;
311 root 1.5 }
312 root 1.8 if (mflags & P_IS_ALIVE)
313     {
314 root 1.22 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
315 root 1.8 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316     {
317     new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318     if (tmp->head != NULL)
319     tmp = tmp->head;
320     examine_monster (op, tmp);
321     return 1;
322     }
323 root 1.5 }
324 elmex 1.1 }
325 root 1.65
326 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327     return 1;
328 elmex 1.1 }
329    
330     /* This checks to see if 'pl' is invisible to 'mon'.
331     * does race check, undead check, etc
332     * Returns TRUE if mon can't see pl, false
333     * otherwise. This doesn't check range, walls, etc. It
334     * only checks the racial adjustments, and in fact that
335     * pl is invisible.
336     */
337 root 1.8 int
338     makes_invisible_to (object *pl, object *mon)
339 elmex 1.1 {
340    
341 root 1.8 if (!pl->invisible)
342     return 0;
343     if (pl->type == PLAYER)
344     {
345     /* If race isn't set, then invisible unless it is undead */
346     if (!pl->contr->invis_race)
347     {
348     if (QUERY_FLAG (mon, FLAG_UNDEAD))
349     return 0;
350     return 1;
351     }
352     /* invis_race is set if we get here */
353     if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
354     return 1;
355     /* No race, can't be invisible to it */
356     if (!mon->race)
357 root 1.5 return 0;
358 root 1.8 if (strstr (mon->race, pl->contr->invis_race))
359 root 1.5 return 1;
360 root 1.8 /* Nothing matched above, return 0 */
361     return 0;
362     }
363     else
364     {
365     /* monsters are invisible to everything */
366     return 1;
367 elmex 1.1 }
368     }
369    
370     /* Makes the player or character invisible.
371     * Note the spells to 'stack', but perhaps in odd ways.
372     * the duration for all is cumulative.
373     * In terms of invis undead/normal invis, it is the last one cast that
374     * will determine if you are invisible to undead or normal monsters.
375     * For improved invis, if you cast it with a one of the others, you
376     * lose the improved part of it, and the above statement about undead/
377     * normal applies.
378     */
379 root 1.8 int
380     cast_invisible (object *op, object *caster, object *spell_ob)
381     {
382     if (op->invisible > 1000)
383     {
384     new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385     return 0;
386 elmex 1.1 }
387    
388 root 1.8 /* Remove the switch with 90% duplicate code - just handle the differences with
389     * and if statement or two.
390     */
391     op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
392     /* max duration */
393     if (op->invisible > 1000)
394     op->invisible = 1000;
395    
396     if (op->type == PLAYER)
397     {
398     op->contr->invis_race = spell_ob->race;
399    
400     if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
401     op->contr->tmp_invis = 0;
402     else
403     op->contr->tmp_invis = 1;
404    
405     op->contr->hidden = 0;
406     }
407 root 1.42
408 root 1.8 if (makes_invisible_to (op, op))
409     new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410     else
411     new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
412    
413 root 1.42 update_object (op, UP_OBJ_CHANGE);
414 root 1.8
415     /* Only search the active objects - only these should actually do
416     * harm to the player.
417     */
418 root 1.33 for_all_actives (tmp)
419 root 1.8 if (tmp->enemy == op)
420 root 1.33 tmp->enemy = 0;
421    
422 root 1.8 return 1;
423 elmex 1.1 }
424    
425     /* earth to dust spell. Basically destroys earthwalls in the area.
426     */
427 root 1.8 int
428     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429     {
430     object *tmp, *next;
431     int range, i, j, mflags;
432     sint16 sx, sy;
433 root 1.13 maptile *m;
434 elmex 1.1
435 root 1.8 if (op->type != PLAYER)
436     return 0;
437 elmex 1.1
438 root 1.8 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 elmex 1.1
440 root 1.8 for (i = -range; i <= range; i++)
441     for (j = -range; j <= range; j++)
442     {
443     sx = op->x + i;
444     sy = op->y + j;
445     m = op->map;
446     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 elmex 1.1
448 root 1.8 if (mflags & P_OUT_OF_MAP)
449     continue;
450 elmex 1.1
451 root 1.8 // earth to dust tears down everything that can be teared down
452 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
453 root 1.8 {
454     next = tmp->above;
455     if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457     }
458     }
459 root 1.31
460 root 1.8 return 1;
461 elmex 1.1 }
462    
463 root 1.8 void
464     execute_word_of_recall (object *op)
465     {
466 root 1.31 if (object *pl = op->in_player ())
467     {
468     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470     else
471     {
472     // remove first so we do not call update_stats
473     op->remove ();
474     pl->enter_exit (op);
475     }
476     }
477 root 1.14
478 root 1.31 op->destroy ();
479 elmex 1.1 }
480    
481     /* Word of recall causes the player to return 'home'.
482     * we put a force into the player object, so that there is a
483     * time delay effect.
484     */
485 root 1.8 int
486     cast_word_of_recall (object *op, object *caster, object *spell_ob)
487     {
488     object *dummy;
489     int time;
490 elmex 1.1
491 root 1.8 if (op->type != PLAYER)
492     return 0;
493 elmex 1.1
494 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
495 elmex 1.1 {
496 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497     return 1;
498 elmex 1.1 }
499    
500 root 1.8 dummy = get_archetype (FORCE_NAME);
501     if (dummy == NULL)
502     {
503     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505     return 0;
506     }
507 root 1.29
508 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
509     if (time < 1)
510     time = 1;
511    
512     /* value of speed really doesn't make much difference, as long as it is
513     * positive. Lower value may be useful so that the problem doesn't
514     * do anything really odd if it say a -1000 or something.
515     */
516 root 1.26 dummy->set_speed (0.002);
517 root 1.8 dummy->speed_left = -dummy->speed * time;
518     dummy->type = SPELL_EFFECT;
519     dummy->subtype = SP_WORD_OF_RECALL;
520    
521     /* If we could take advantage of enter_player_savebed() here, it would be
522     * nice, but until the map load fails, we can't.
523     */
524     EXIT_PATH (dummy) = op->contr->savebed_map;
525 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
526     EXIT_Y (dummy) = op->contr->bed_y;
527 root 1.8
528 root 1.31 op->insert (dummy);
529    
530 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531 root 1.31
532 root 1.8 return 1;
533 elmex 1.1 }
534    
535     /* cast_wonder
536     * wonder is really just a spell that will likely cast another
537     * spell.
538     */
539 root 1.8 int
540     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541     {
542     object *newspell;
543 elmex 1.1
544 root 1.8 if (!rndm (0, 3))
545     return cast_cone (op, caster, dir, spell_ob);
546 elmex 1.1
547 root 1.8 if (spell_ob->randomitems)
548     {
549     newspell = generate_treasure (spell_ob->randomitems, caster->level);
550     if (!newspell)
551     {
552     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
553     return 0;
554 root 1.5 }
555 root 1.8 if (newspell->type != SPELL)
556     {
557     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
558     return 0;
559 root 1.5 }
560 root 1.8 /* Prevent inifinit recursion */
561     if (newspell->subtype == SP_WONDER)
562     {
563     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
564     return 0;
565 root 1.5 }
566 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
567 elmex 1.1 }
568 root 1.8 return 1;
569 elmex 1.1 }
570    
571 root 1.8 int
572     perceive_self (object *op)
573     {
574 root 1.43 const char *cp = describe_item (op, op);
575 root 1.10 archetype *at = archetype::find (ARCH_DEPLETION);
576 root 1.8
577 root 1.60 dynbuf_text buf;
578    
579     if (player *pl = op->contr)
580     if (object *race = archetype::find (op->race))
581     buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582    
583     if (object *god = find_god (determine_god (op)))
584     buf << "You worship " << &god->name << ".\n";
585 root 1.8 else
586 root 1.60 buf << "You worship no god.\n";
587 root 1.8
588 root 1.60 object *tmp = present_arch_in_ob (at, op);
589 root 1.8
590     if (*cp == '\0' && tmp == NULL)
591 root 1.60 buf << "You feel very mundane. ";
592 root 1.8 else
593     {
594 root 1.60 buf << "You have: " << cp << ".\n";
595 root 1.51
596     if (tmp)
597 root 1.60 for (int i = 0; i < NUM_STATS; i++)
598 root 1.51 if (tmp->stats.stat (i) < 0)
599 root 1.60 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 elmex 1.1 }
601    
602 root 1.8 if (is_dragon_pl (op))
603 root 1.60 /* now grab the 'dragon_ability'-force from the player's inventory */
604     for (tmp = op->inv; tmp; tmp = tmp->below)
605     {
606     if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
607     {
608     if (tmp->stats.exp == 0)
609     buf << "Your metabolism isn't focused on anything.\n";
610     else
611     buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612    
613     break;
614     }
615     }
616 root 1.36
617 root 1.61 buf << '\0'; // zero-terminate
618    
619 root 1.60 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 root 1.36
621 root 1.8 return 1;
622 elmex 1.1 }
623    
624     /* This creates magic walls. Really, it can create most any object,
625     * within some reason.
626     */
627 root 1.8 int
628     magic_wall (object *op, object *caster, int dir, object *spell_ob)
629     {
630 root 1.27 object *tmp;
631 root 1.8 int i, posblocked, negblocked, maxrange;
632     sint16 x, y;
633 root 1.13 maptile *m;
634 root 1.8 const char *name;
635     archetype *at;
636    
637     if (!dir)
638     {
639     dir = op->facing;
640     x = op->x;
641     y = op->y;
642     }
643     else
644     {
645     x = op->x + freearr_x[dir];
646     y = op->y + freearr_y[dir];
647     }
648 root 1.25
649 root 1.8 m = op->map;
650    
651     if ((spell_ob->move_block || x != op->x || y != op->y) &&
652     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
653     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
654     {
655     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
656     return 0;
657     }
658 root 1.25
659 root 1.8 if (spell_ob->other_arch)
660 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
661 root 1.8 else if (spell_ob->race)
662     {
663     char buf1[MAX_BUF];
664    
665     sprintf (buf1, spell_ob->race, dir);
666 root 1.10 at = archetype::find (buf1);
667 root 1.8 if (!at)
668     {
669     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
670     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
671     return 0;
672 root 1.5 }
673 root 1.27
674 root 1.8 tmp = arch_to_object (at);
675     }
676     else
677     {
678     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
679     return 0;
680     }
681    
682     if (tmp->type == SPELL_EFFECT)
683     {
684     tmp->attacktype = spell_ob->attacktype;
685     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
687     tmp->range = 0;
688     }
689     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
690     {
691     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692     tmp->stats.maxhp = tmp->stats.hp;
693     }
694 root 1.25
695 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
696     {
697     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
698     SET_FLAG (tmp, FLAG_IS_USED_UP);
699 elmex 1.1 }
700 root 1.25
701 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
702     {
703     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
704     tmp->stats.maxhp = tmp->stats.hp;
705     SET_FLAG (tmp, FLAG_TEAR_DOWN);
706     SET_FLAG (tmp, FLAG_ALIVE);
707     }
708    
709     /* This can't really hurt - if the object doesn't kill anything,
710 root 1.25 * these fields just won't be used. Do not set the owner for
711     * earthwalls, though, so they survive restarts.
712 root 1.8 */
713 root 1.25 if (tmp->type != EARTHWALL) //TODO
714     tmp->set_owner (op);
715    
716 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
717     tmp->level = caster_level (caster, spell_ob) / 2;
718 elmex 1.1
719 root 1.8 name = tmp->name;
720 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
721 root 1.8 {
722     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
723     return 0;
724 elmex 1.1 }
725 root 1.25
726 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
727 root 1.57 if (tmp->other_arch && tmp->other_arch->type == SPELL)
728 root 1.8 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
729    
730     /* This code causes the wall to extend some distance in
731     * each direction, or until an obstruction is encountered.
732     * posblocked and negblocked help determine how far the
733     * created wall can extend, it won't go extend through
734     * blocked spaces.
735     */
736     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
737     posblocked = 0;
738     negblocked = 0;
739    
740     for (i = 1; i <= maxrange; i++)
741     {
742     int dir2;
743    
744     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
745    
746     x = tmp->x + i * freearr_x[dir2];
747     y = tmp->y + i * freearr_y[dir2];
748     m = tmp->map;
749    
750     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
751     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
752     {
753 root 1.27 object *tmp2 = tmp->clone ();
754     m->insert (tmp2, x, y, op);
755    
756 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
757 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
758 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
759 root 1.8
760     }
761     else
762     posblocked = 1;
763    
764     x = tmp->x - i * freearr_x[dir2];
765     y = tmp->y - i * freearr_y[dir2];
766     m = tmp->map;
767    
768     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
769     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
770     {
771 root 1.27 object *tmp2 = tmp->clone ();
772     m->insert (tmp2, x, y, op);
773    
774 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
775 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
776 root 1.8 }
777     else
778     negblocked = 1;
779 elmex 1.1 }
780    
781 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
782     update_all_los (op->map, op->x, op->y);
783 elmex 1.1
784 root 1.8 return 1;
785 elmex 1.1 }
786    
787 root 1.8 int
788     dimension_door (object *op, object *caster, object *spob, int dir)
789     {
790     uint32 dist, maxdist;
791     int mflags;
792 root 1.13 maptile *m;
793 root 1.8 sint16 sx, sy;
794 elmex 1.1
795 root 1.8 if (op->type != PLAYER)
796     return 0;
797 elmex 1.1
798 root 1.8 if (!dir)
799     {
800     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
801     return 0;
802 elmex 1.1 }
803    
804 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
805     * ever, so put limits in.
806     */
807     maxdist = spob->range + SP_level_range_adjust (caster, spob);
808    
809     if (op->contr->count)
810     {
811     if (op->contr->count > maxdist)
812     {
813     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
814     return 0;
815 root 1.5 }
816    
817 root 1.8 for (dist = 0; dist < op->contr->count; dist++)
818     {
819     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
820 root 1.5
821 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
822     break;
823 root 1.5
824 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
825     break;
826 root 1.5 }
827    
828 root 1.8 if (dist < op->contr->count)
829     {
830     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
831     op->contr->count = 0;
832     return 0;
833     }
834 root 1.27
835 root 1.8 op->contr->count = 0;
836    
837     /* Remove code that puts player on random space on maps. IMO,
838     * a lot of maps probably have areas the player should not get to,
839     * but may not be marked as NO_MAGIC (as they may be bounded
840     * by such squares). Also, there are probably treasure rooms and
841     * lots of other maps that protect areas with no magic, but the
842     * areas themselves don't contain no magic spaces.
843     */
844     /* This call here is really just to normalize the coordinates */
845     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
846     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
847     {
848     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
849     return 1; /* Maybe the penalty should be more severe... */
850 root 1.5 }
851 root 1.8 }
852     else
853     {
854     /* Player didn't specify a distance, so lets see how far
855     * we can move the player. Don't know why this stopped on
856     * spaces that blocked the players view.
857     */
858 root 1.5
859 root 1.8 for (dist = 0; dist < maxdist; dist++)
860     {
861     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
862 root 1.5
863 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
864     break;
865 root 1.5
866 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
867     break;
868 root 1.5
869     }
870    
871 root 1.8 /* If the destination is blocked, keep backing up until we
872     * find a place for the player.
873     */
874     for (; dist > 0; dist--)
875     {
876     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
877     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
878     continue;
879 root 1.5
880    
881 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
882     break;
883 root 1.5
884     }
885 root 1.8 if (!dist)
886     {
887     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
888     return 0;
889 root 1.5 }
890 elmex 1.1 }
891    
892 root 1.8 /* Actually move the player now */
893 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
894 root 1.8 return 1;
895 elmex 1.1
896 root 1.8 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897     return 1;
898 elmex 1.1 }
899    
900    
901     /* cast_heal: Heals something.
902     * op is the caster.
903     * dir is the direction he is casting it in.
904     * spell is the spell object.
905     */
906 root 1.8 int
907     cast_heal (object *op, object *caster, object *spell, int dir)
908     {
909     object *tmp;
910     archetype *at;
911     object *poison;
912     int heal = 0, success = 0;
913    
914     tmp = find_target_for_friendly_spell (op, dir);
915    
916 root 1.40 if (!tmp)
917 root 1.8 return 0;
918    
919     /* Figure out how many hp this spell might cure.
920     * could be zero if this spell heals effects, not damage.
921     */
922     heal = spell->stats.dam;
923     if (spell->stats.hp)
924     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
925    
926     if (heal)
927     {
928     if (tmp->stats.hp >= tmp->stats.maxhp)
929 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
930 root 1.8 else
931     {
932     /* See how many points we actually heal. Instead of messages
933     * based on type of spell, we instead do messages based
934     * on amount of damage healed.
935     */
936     if (heal > (tmp->stats.maxhp - tmp->stats.hp))
937     heal = tmp->stats.maxhp - tmp->stats.hp;
938     tmp->stats.hp += heal;
939    
940     if (tmp->stats.hp >= tmp->stats.maxhp)
941 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 root 1.8 else if (heal > 50)
943 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
944 root 1.8 else if (heal > 25)
945 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
946 root 1.8 else if (heal > 10)
947 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
948 root 1.8 else
949 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
950    
951 root 1.8 success = 1;
952     }
953     }
954 root 1.40
955 root 1.8 if (spell->attacktype & AT_DISEASE)
956     if (cure_disease (tmp, op))
957     success = 1;
958    
959     if (spell->attacktype & AT_POISON)
960     {
961 root 1.10 at = archetype::find ("poisoning");
962 root 1.8 poison = present_arch_in_ob (at, tmp);
963     if (poison)
964     {
965     success = 1;
966     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
967     poison->stats.food = 1;
968 root 1.5 }
969 elmex 1.1 }
970 root 1.40
971 root 1.8 if (spell->attacktype & AT_CONFUSION)
972     {
973     poison = present_in_ob_by_name (FORCE, "confusion", tmp);
974     if (poison)
975     {
976     success = 1;
977     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
978     poison->duration = 1;
979 root 1.5 }
980 elmex 1.1 }
981 root 1.40
982 root 1.8 if (spell->attacktype & AT_BLIND)
983     {
984 root 1.10 at = archetype::find ("blindness");
985 root 1.8 poison = present_arch_in_ob (at, tmp);
986     if (poison)
987     {
988     success = 1;
989     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
990     poison->stats.food = 1;
991 root 1.5 }
992 elmex 1.1 }
993 root 1.40
994 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
995     {
996     tmp->stats.sp += spell->last_sp;
997     if (tmp->stats.sp > tmp->stats.maxsp)
998     tmp->stats.sp = tmp->stats.maxsp;
999     success = 1;
1000     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1001     }
1002 root 1.40
1003 root 1.8 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1004     {
1005     tmp->stats.grace += spell->last_grace;
1006     if (tmp->stats.grace > tmp->stats.maxgrace)
1007     tmp->stats.grace = tmp->stats.maxgrace;
1008     success = 1;
1009     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1010 elmex 1.1 }
1011 root 1.40
1012 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1013     {
1014     tmp->stats.food += spell->stats.food;
1015     if (tmp->stats.food > 999)
1016     tmp->stats.food = 999;
1017     success = 1;
1018     /* We could do something a bit better like the messages for healing above */
1019     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020     }
1021 root 1.40
1022 root 1.8 return success;
1023 elmex 1.1 }
1024    
1025     /* This is used for the spells that gain stats. There are no spells
1026     * right now that icnrease wis/int/pow on a temp basis, so no
1027     * good comments for those.
1028     */
1029 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1030     "You grow no stronger.",
1031     "You grow no more agile.",
1032     "You don't feel any healthier.",
1033 root 1.55 "You didn't grow any more intelligent.",
1034     "You do not feel any wiser.",
1035     "You don't feel any more powerful."
1036 root 1.8 "You are no easier to look at.",
1037 elmex 1.1 };
1038    
1039 root 1.8 int
1040     cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041     {
1042     object *force = NULL;
1043     int i;
1044    
1045     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 root 1.27 object *tmp = dir
1047     ? find_target_for_friendly_spell (op, dir)
1048     : op;
1049 root 1.8
1050 root 1.27 if (!tmp)
1051 root 1.8 return 0;
1052    
1053     /* If we've already got a force of this type, don't add a new one. */
1054 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1055 root 1.8 {
1056     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1057     {
1058     if (tmp2->name == spell_ob->name)
1059     {
1060     force = tmp2; /* the old effect will be "refreshed" */
1061     break;
1062 root 1.5 }
1063 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064     {
1065     if (!silent)
1066     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1067     return 0;
1068 root 1.5 }
1069     }
1070 elmex 1.1 }
1071 root 1.8 if (force == NULL)
1072     {
1073     force = get_archetype (FORCE_NAME);
1074     force->subtype = FORCE_CHANGE_ABILITY;
1075     if (spell_ob->race)
1076     force->name = spell_ob->race;
1077     else
1078     force->name = spell_ob->name;
1079     force->name_pl = spell_ob->name;
1080     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081    
1082     }
1083     else
1084     {
1085     int duration;
1086    
1087     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088     if (duration > force->duration)
1089     {
1090     force->duration = duration;
1091     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092     }
1093     else
1094     {
1095     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096     }
1097 root 1.55
1098 root 1.8 return 1;
1099     }
1100 root 1.55
1101 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1102     force->speed = 1.0;
1103     force->speed_left = -1.0;
1104     SET_FLAG (force, FLAG_APPLIED);
1105    
1106     /* Now start processing the effects. First, protections */
1107     for (i = 0; i < NROFATTACKS; i++)
1108     {
1109     if (spell_ob->resist[i])
1110     {
1111     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1112     if (force->resist[i] > 100)
1113     force->resist[i] = 100;
1114 root 1.5 }
1115 elmex 1.1 }
1116 root 1.55
1117 root 1.8 if (spell_ob->stats.hp)
1118     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1119    
1120     if (tmp->type == PLAYER)
1121     {
1122     /* Stat adjustment spells */
1123     for (i = 0; i < NUM_STATS; i++)
1124     {
1125 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1126 root 1.8 {
1127 root 1.51 sint8 sm = 0;
1128     for (sint8 k = 0; k < stat; k++)
1129 root 1.8 sm += rndm (1, 3);
1130    
1131 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1132     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1133    
1134     force->stats.stat (i) = sm;
1135    
1136 root 1.8 if (!sm)
1137     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1138 root 1.5 }
1139     }
1140 elmex 1.1 }
1141    
1142 root 1.8 force->move_type = spell_ob->move_type;
1143 elmex 1.1
1144 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1145     SET_FLAG (force, FLAG_SEE_IN_DARK);
1146 elmex 1.1
1147 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1148     SET_FLAG (force, FLAG_XRAYS);
1149 elmex 1.1
1150 root 1.8 /* Haste/bonus speed */
1151     if (spell_ob->stats.exp)
1152     {
1153     if (op->speed > 0.5f)
1154     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1155     else
1156     force->stats.exp = spell_ob->stats.exp;
1157 elmex 1.1 }
1158    
1159 root 1.8 force->stats.wc = spell_ob->stats.wc;
1160     force->stats.ac = spell_ob->stats.ac;
1161     force->attacktype = spell_ob->attacktype;
1162    
1163     insert_ob_in_ob (force, tmp);
1164     change_abil (tmp, force); /* Mostly to display any messages */
1165 root 1.24 tmp->update_stats ();
1166 root 1.55
1167 root 1.8 return 1;
1168 elmex 1.1 }
1169    
1170     /* This used to be part of cast_change_ability, but it really didn't make
1171     * a lot of sense, since most of the values it derives are from the god
1172     * of the caster.
1173     */
1174 root 1.8 int
1175     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176     {
1177     int i;
1178     object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1179    
1180     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181     if (dir != 0)
1182     {
1183     tmp = find_target_for_friendly_spell (op, dir);
1184     }
1185     else
1186     {
1187     tmp = op;
1188     }
1189    
1190     /* If we've already got a force of this type, don't add a new one. */
1191     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1192     {
1193     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194     {
1195     if (tmp2->name == spell_ob->name)
1196     {
1197     force = tmp2; /* the old effect will be "refreshed" */
1198     break;
1199 root 1.5 }
1200 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1201     {
1202     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203     return 0;
1204 root 1.5 }
1205     }
1206 elmex 1.1 }
1207 root 1.8 if (force == NULL)
1208     {
1209     force = get_archetype (FORCE_NAME);
1210     force->subtype = FORCE_CHANGE_ABILITY;
1211     if (spell_ob->race)
1212     force->name = spell_ob->race;
1213     else
1214     force->name = spell_ob->name;
1215     force->name_pl = spell_ob->name;
1216     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1217     }
1218     else
1219     {
1220     int duration;
1221    
1222     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1223     if (duration > force->duration)
1224     {
1225     force->duration = duration;
1226     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1227 root 1.5 }
1228 root 1.8 else
1229     {
1230     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231     }
1232     return 0;
1233 elmex 1.1 }
1234 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235     force->speed = 1.0;
1236     force->speed_left = -1.0;
1237     SET_FLAG (force, FLAG_APPLIED);
1238 elmex 1.1
1239 root 1.8 if (!god)
1240     {
1241     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242     }
1243     else
1244     {
1245     /* Only give out good benefits, and put a max on it */
1246     for (i = 0; i < NROFATTACKS; i++)
1247     {
1248     if (god->resist[i] > 0)
1249     {
1250     force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 root 1.5 }
1252     }
1253 root 1.8 force->path_attuned |= god->path_attuned;
1254 root 1.7
1255 root 1.8 if (spell_ob->attacktype)
1256     force->slaying = god->slaying;
1257 root 1.7
1258 root 1.8 if (tmp != op)
1259     {
1260     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1261     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1262     }
1263     else
1264     {
1265     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 root 1.5 }
1267 elmex 1.1
1268     }
1269 root 1.8 force->stats.wc = spell_ob->stats.wc;
1270     force->stats.ac = spell_ob->stats.ac;
1271 elmex 1.1
1272 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1273     insert_ob_in_ob (force, tmp);
1274 root 1.24 tmp->update_stats ();
1275 root 1.8 return 1;
1276 elmex 1.1 }
1277    
1278     /* Alchemy code by Mark Wedel
1279     *
1280     * This code adds a new spell, called alchemy. Alchemy will turn
1281 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282     *
1283     * The value of the gold nuggets being about 90% of that of the item
1284     * itself. It uses the value of the object before charisma adjustments,
1285     * because the nuggets themselves will be will be adjusted by charisma
1286     * when sold.
1287 elmex 1.1 *
1288     * There is also a chance (1:30) that you will get nothing at all
1289     * for the object. There is also a maximum weight that will be
1290 root 1.37 * alchemised.
1291 elmex 1.1 */
1292 root 1.8 static void
1293 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294 root 1.8 {
1295     uint64 value = query_cost (obj, NULL, F_TRUE);
1296    
1297     /* Give third price when we alchemy money (This should hopefully
1298     * make it so that it isn't worth it to alchemy money, sell
1299     * the nuggets, alchemy the gold from that, etc.
1300     * Otherwise, give 9 silver on the gold for other objects,
1301     * so that it would still be more affordable to haul
1302     * the stuff back to town.
1303     */
1304     if (QUERY_FLAG (obj, FLAG_UNPAID))
1305     value = 0;
1306     else if (obj->type == MONEY || obj->type == GEM)
1307     value /= 3;
1308     else
1309 root 1.39 value = value * 9 / 10;
1310 root 1.8
1311 root 1.37 if (obj->value > 0 && rndm (0, 29))
1312 root 1.38 total_value += value;
1313 root 1.8
1314 root 1.38 total_weight += obj->total_weight ();
1315 root 1.8
1316 root 1.17 obj->destroy ();
1317 root 1.8 }
1318    
1319     int
1320     alchemy (object *op, object *caster, object *spell_ob)
1321 elmex 1.1 {
1322 root 1.8 if (op->type != PLAYER)
1323     return 0;
1324    
1325 root 1.66 archetype *nugget[3];
1326    
1327     nugget[0] = archetype::find ("pyrite3");
1328     nugget[1] = archetype::find ("pyrite2");
1329     nugget[2] = archetype::find ("pyrite");
1330 root 1.39
1331 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1332     * some, and also prevents people from alchemising every table/chair/clock
1333 root 1.8 * in sight
1334     */
1335 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1336     int weight_max = duration * 1000;
1337     uint64 value_max = duration * 1000;
1338 elmex 1.1
1339 root 1.39 int weight = 0;
1340 root 1.38
1341     for (int y = op->y - 1; y <= op->y + 1; y++)
1342 root 1.8 {
1343 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1344 root 1.8 {
1345 root 1.38 uint64 value = 0;
1346    
1347     sint16 nx = x;
1348     sint16 ny = y;
1349 elmex 1.1
1350 root 1.39 maptile *mp = op->map;
1351 root 1.5
1352 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1353 root 1.5
1354 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1355     continue;
1356    
1357     /* Treat alchemy a little differently - most spell effects
1358     * use fly as the movement type - for alchemy, consider it
1359     * ground level effect.
1360     */
1361     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1362     continue;
1363    
1364 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 root 1.8 {
1366     next = tmp->above;
1367 root 1.37
1368 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1369     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1370     {
1371     if (tmp->inv)
1372     {
1373     object *next1, *tmp1;
1374    
1375 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 root 1.8 {
1377     next1 = tmp1->below;
1378     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1379     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1380 root 1.38 alchemy_object (tmp1, value, weight);
1381 root 1.5 }
1382     }
1383 root 1.37
1384 root 1.38 alchemy_object (tmp, value, weight);
1385 root 1.8
1386     if (weight > weight_max)
1387 root 1.38 break;
1388     }
1389     }
1390    
1391 root 1.66 value -= rndm (value >> 4);
1392 root 1.38 value = min (value, value_max);
1393    
1394 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395     if (int nrof = value / nugget [i]->value)
1396     {
1397     value -= nrof * nugget[i]->value;
1398    
1399     object *tmp = arch_to_object (nugget[i]);
1400     tmp->nrof = nrof;
1401     tmp->flag [FLAG_IDENTIFIED] = true;
1402 root 1.67 op->map->insert (tmp, x, y, op, 0);
1403 root 1.66 }
1404 root 1.38
1405     if (weight > weight_max)
1406     goto bailout;
1407 root 1.8 }
1408     }
1409 root 1.17
1410 root 1.38 bailout:
1411 root 1.8 return 1;
1412 elmex 1.1 }
1413    
1414    
1415     /* This function removes the cursed/damned status on equipped
1416     * items.
1417     */
1418 root 1.8 int
1419     remove_curse (object *op, object *caster, object *spell)
1420     {
1421     object *tmp;
1422     int success = 0, was_one = 0;
1423    
1424     for (tmp = op->inv; tmp; tmp = tmp->below)
1425     if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428     {
1429     was_one++;
1430     if (tmp->level <= caster_level (caster, spell))
1431     {
1432     success++;
1433     if (QUERY_FLAG (spell, FLAG_DAMNED))
1434     CLEAR_FLAG (tmp, FLAG_DAMNED);
1435    
1436     CLEAR_FLAG (tmp, FLAG_CURSED);
1437     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438     tmp->value = 0; /* Still can't sell it */
1439     if (op->type == PLAYER)
1440     esrv_send_item (op, tmp);
1441     }
1442     }
1443    
1444     if (op->type == PLAYER)
1445     {
1446     if (success)
1447 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1448 root 1.8 else
1449     {
1450     if (was_one)
1451     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1452     else
1453     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1454 root 1.5 }
1455 elmex 1.1 }
1456 root 1.21
1457 root 1.8 return success;
1458 elmex 1.1 }
1459    
1460     /* Identifies objects in the players inventory/on the ground */
1461    
1462 root 1.8 int
1463     cast_identify (object *op, object *caster, object *spell)
1464     {
1465     object *tmp;
1466     int success = 0, num_ident;
1467    
1468     num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1469    
1470     if (num_ident < 1)
1471     num_ident = 1;
1472    
1473     for (tmp = op->inv; tmp; tmp = tmp->below)
1474     {
1475     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476     {
1477     identify (tmp);
1478 root 1.21
1479 root 1.8 if (op->type == PLAYER)
1480     {
1481 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1482 root 1.21
1483 root 1.8 if (tmp->msg)
1484     {
1485     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 root 1.5 }
1488     }
1489 root 1.21
1490 root 1.8 num_ident--;
1491     success = 1;
1492     if (!num_ident)
1493     break;
1494 root 1.5 }
1495 elmex 1.1 }
1496 root 1.21
1497 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1498     * stuff on the floor. Only identify stuff on the floor if the spell
1499     * was not fully used.
1500     */
1501     if (num_ident)
1502     {
1503 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505     {
1506 root 1.21 identify (tmp);
1507 root 1.8
1508     if (op->type == PLAYER)
1509     {
1510 root 1.48 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1511 root 1.21
1512 root 1.8 if (tmp->msg)
1513     {
1514     new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515     new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516     }
1517 root 1.21
1518 root 1.8 esrv_send_item (op, tmp);
1519     }
1520 root 1.21
1521 root 1.5 num_ident--;
1522 root 1.8 success = 1;
1523     if (!num_ident)
1524     break;
1525     }
1526     }
1527 root 1.21
1528 root 1.8 if (!success)
1529     new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1530     else
1531 root 1.21 spell_effect (spell, op->x, op->y, op->map, op);
1532    
1533 root 1.8 return success;
1534 elmex 1.1 }
1535    
1536 root 1.8 int
1537     cast_detection (object *op, object *caster, object *spell, object *skill)
1538     {
1539     object *tmp, *last, *god, *detect;
1540     int done_one, range, mflags, floor, level;
1541     sint16 x, y, nx, ny;
1542 root 1.13 maptile *m;
1543 root 1.8
1544     /* We precompute some values here so that we don't have to keep
1545     * doing it over and over again.
1546     */
1547     god = find_god (determine_god (op));
1548     level = caster_level (caster, spell);
1549     range = spell->range + SP_level_range_adjust (caster, spell);
1550    
1551     if (!skill)
1552     skill = caster;
1553    
1554     for (x = op->x - range; x <= op->x + range; x++)
1555     for (y = op->y - range; y <= op->y + range; y++)
1556     {
1557     m = op->map;
1558     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559     if (mflags & P_OUT_OF_MAP)
1560     continue;
1561    
1562     /* For most of the detections, we only detect objects above the
1563     * floor. But this is not true for show invisible.
1564     * Basically, we just go and find the top object and work
1565     * down - that is easier than working up.
1566     */
1567 elmex 1.1
1568 root 1.22 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1569 root 1.8 last = tmp;
1570 root 1.21
1571 root 1.8 /* Shouldn't happen, but if there are no objects on a space, this
1572     * would happen.
1573     */
1574     if (!last)
1575     continue;
1576 elmex 1.1
1577 root 1.8 done_one = 0;
1578     floor = 0;
1579     detect = NULL;
1580     for (tmp = last; tmp; tmp = tmp->below)
1581     {
1582     /* show invisible */
1583     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 root 1.21 /* Might there be other objects that we can make visible? */
1585 root 1.8 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1586     (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1587     tmp->type == CF_HANDLE ||
1588     tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1589     tmp->type == BUTTON || tmp->type == TELEPORTER ||
1590     tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1591     tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1592     tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1593     tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1594     {
1595     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596     {
1597     tmp->invisible = 0;
1598     done_one = 1;
1599     }
1600     }
1601 root 1.21
1602 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603     floor = 1;
1604 elmex 1.1
1605 root 1.8 /* All detections below this point don't descend beneath the floor,
1606     * so just continue on. We could be clever and look at the type of
1607     * detection to completely break out if we don't care about objects beneath
1608     * the floor, but once we get to the floor, not likely a very big issue anyways.
1609     */
1610     if (floor)
1611     continue;
1612 root 1.5
1613 root 1.8 /* I had thought about making detect magic and detect curse
1614     * show the flash the magic item like it does for detect monster.
1615     * however, if the object is within sight, this would then make it
1616     * difficult to see what object is magical/cursed, so the
1617     * effect wouldn't be as apparant.
1618 root 1.5 */
1619    
1620 root 1.8 /* detect magic */
1621     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623     {
1624     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625     /* make runes more visibile */
1626     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627     tmp->stats.Cha /= 4;
1628     done_one = 1;
1629     }
1630     /* detect monster */
1631     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632     {
1633     done_one = 2;
1634     if (!detect)
1635     detect = tmp;
1636     }
1637     /* Basically, if race is set in the spell, then the creatures race must
1638     * match that. if the spell race is set to GOD, then the gods opposing
1639     * race must match.
1640 root 1.5 */
1641 root 1.8 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642     ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1643     (strstr (spell->race, tmp->race))))
1644     {
1645     done_one = 2;
1646     if (!detect)
1647     detect = tmp;
1648     }
1649     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651     {
1652     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653     done_one = 1;
1654     }
1655     } /* for stack of objects on this space */
1656 root 1.5
1657 root 1.8 /* Code here puts an effect of the spell on the space, so you can see
1658     * where the magic is.
1659     */
1660     if (done_one)
1661     {
1662     object *detect_ob = arch_to_object (spell->other_arch);
1663    
1664     /* if this is set, we want to copy the face */
1665     if (done_one == 2 && detect)
1666     {
1667     detect_ob->face = detect->face;
1668     detect_ob->animation_id = detect->animation_id;
1669     detect_ob->anim_speed = detect->anim_speed;
1670     detect_ob->last_anim = 0;
1671     /* by default, the detect_ob is already animated */
1672     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674     }
1675 root 1.27
1676     m->insert (detect_ob, nx, ny, op);
1677 root 1.8 }
1678     } /* for processing the surrounding spaces */
1679 root 1.5
1680    
1681 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1682     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683     {
1684     done_one = 0;
1685     for (tmp = op->inv; tmp; tmp = tmp->below)
1686     {
1687     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688     {
1689     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690     {
1691     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692     if (op->type == PLAYER)
1693     esrv_send_item (op, tmp);
1694 root 1.5 }
1695 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697     {
1698     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699     if (op->type == PLAYER)
1700     esrv_send_item (op, tmp);
1701 root 1.5 }
1702 root 1.8 } /* if item is not identified */
1703     } /* for the players inventory */
1704     } /* if detect magic/curse and object is a player */
1705     return 1;
1706 elmex 1.1 }
1707    
1708    
1709     /**
1710     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1711     * level whos spell did cause the overcharge.
1712     */
1713 root 1.8 static void
1714     charge_mana_effect (object *victim, int caster_level)
1715 elmex 1.1 {
1716    
1717 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1718     * will explode, too.
1719     */
1720     if (victim->stats.maxsp <= 0)
1721     return;
1722 elmex 1.1
1723 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 elmex 1.1
1725 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726     {
1727     object *tmp;
1728 elmex 1.1
1729 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730 elmex 1.1
1731 root 1.8 /* Explodes a fireball centered at player */
1732     tmp = get_archetype (EXPLODING_FIREBALL);
1733     tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734     tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735 root 1.27
1736     tmp->insert_at (victim);
1737 root 1.8 victim->stats.sp = 2 * victim->stats.maxsp;
1738 elmex 1.1 }
1739 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 root 1.27 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1741 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744     {
1745     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1746     confuse_player (victim, victim, 99);
1747 elmex 1.1 }
1748 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1749 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1750 elmex 1.1 }
1751    
1752     /* cast_transfer
1753     * This spell transfers sp from the player to another person.
1754     * We let the target go above their normal maximum SP.
1755     */
1756    
1757 root 1.8 int
1758     cast_transfer (object *op, object *caster, object *spell, int dir)
1759     {
1760     object *plyr = NULL;
1761     sint16 x, y;
1762 root 1.13 maptile *m;
1763 root 1.8 int mflags;
1764    
1765     m = op->map;
1766     x = op->x + freearr_x[dir];
1767     y = op->y + freearr_y[dir];
1768    
1769     mflags = get_map_flags (m, &m, x, y, &x, &y);
1770    
1771     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1772     {
1773 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1774 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1775     break;
1776 elmex 1.1 }
1777    
1778    
1779 root 1.8 /* If we did not find a player in the specified direction, transfer
1780     * to anyone on top of us. This is used for the rune of transference mostly.
1781     */
1782     if (plyr == NULL)
1783 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1784 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1785     break;
1786 elmex 1.1
1787 root 1.8 if (!plyr)
1788     {
1789     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1790     return 0;
1791 elmex 1.1 }
1792 root 1.8 /* give sp */
1793     if (spell->stats.dam > 0)
1794     {
1795     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796     charge_mana_effect (plyr, caster_level (caster, spell));
1797     return 1;
1798 elmex 1.1 }
1799 root 1.8 /* suck sp away. Can't suck sp from yourself */
1800     else if (op != plyr)
1801     {
1802     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1803    
1804     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1805    
1806     if (rate > 95)
1807     rate = 95;
1808    
1809     sucked = (plyr->stats.sp * rate) / 100;
1810     plyr->stats.sp -= sucked;
1811     if (QUERY_FLAG (op, FLAG_ALIVE))
1812     {
1813     /* Player doesn't get full credit */
1814     sucked = (sucked * rate) / 100;
1815     op->stats.sp += sucked;
1816     if (sucked > 0)
1817     {
1818     charge_mana_effect (op, caster_level (caster, spell));
1819 root 1.5 }
1820     }
1821 root 1.8 return 1;
1822 elmex 1.1 }
1823 root 1.8 return 0;
1824 elmex 1.1 }
1825    
1826    
1827     /* counterspell: nullifies spell effects.
1828     * op is the counterspell object, dir is the direction
1829     * it was cast in.
1830     * Basically, if the object has a magic attacktype,
1831     * this may nullify it.
1832     */
1833 root 1.8 void
1834     counterspell (object *op, int dir)
1835 elmex 1.1 {
1836 root 1.8 object *tmp, *head, *next;
1837     int mflags;
1838 root 1.13 maptile *m;
1839 root 1.8 sint16 sx, sy;
1840    
1841     sx = op->x + freearr_x[dir];
1842     sy = op->y + freearr_y[dir];
1843     m = op->map;
1844     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1845     if (mflags & P_OUT_OF_MAP)
1846     return;
1847 elmex 1.1
1848 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1849 root 1.8 {
1850     next = tmp->above;
1851 elmex 1.1
1852 root 1.8 /* Need to look at the head object - otherwise, if tmp
1853     * points to a monster, we don't have all the necessary
1854     * info for it.
1855     */
1856     if (tmp->head)
1857     head = tmp->head;
1858     else
1859     head = tmp;
1860    
1861     /* don't attack our own spells */
1862     if (tmp->owner && tmp->owner == op->owner)
1863     continue;
1864    
1865     /* Basically, if the object is magical and not counterspell,
1866     * we will more or less remove the object. Don't counterspell
1867     * monsters either.
1868     */
1869 elmex 1.1
1870 elmex 1.44 if (head->attacktype & AT_MAGIC
1871     && !(head->attacktype & AT_COUNTERSPELL)
1872     && !QUERY_FLAG (head, FLAG_MONSTER)
1873     && (op->level > head->level))
1874 root 1.17 head->destroy ();
1875 root 1.8 else
1876     switch (head->type)
1877     {
1878     case SPELL_EFFECT:
1879 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1880     // about sanctuary in spell_util.C
1881     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882     continue;
1883    
1884 root 1.8 if (op->level > head->level)
1885 root 1.17 head->destroy ();
1886    
1887 root 1.5 break;
1888    
1889 root 1.8 /* I really don't get this rune code that much - that
1890     * random chance seems really low.
1891     */
1892     case RUNE:
1893     if (rndm (0, 149) == 0)
1894     {
1895     head->stats.hp--; /* weaken the rune */
1896     if (!head->stats.hp)
1897 root 1.17 head->destroy ();
1898 root 1.8 }
1899 root 1.5 break;
1900 root 1.8 }
1901 elmex 1.1 }
1902     }
1903    
1904    
1905    
1906     /* cast_consecrate() - a spell to make an altar your god's */
1907 root 1.8 int
1908     cast_consecrate (object *op, object *caster, object *spell)
1909     {
1910     char buf[MAX_BUF];
1911 elmex 1.1
1912 root 1.8 object *tmp, *god = find_god (determine_god (op));
1913 elmex 1.1
1914 root 1.8 if (!god)
1915     {
1916     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1917     return 0;
1918 elmex 1.1 }
1919 root 1.8
1920     for (tmp = op->below; tmp; tmp = tmp->below)
1921     {
1922     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923     break;
1924     if (tmp->type == HOLY_ALTAR)
1925     {
1926    
1927     if (tmp->level > caster_level (caster, spell))
1928     {
1929     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930     return 0;
1931     }
1932     else
1933     {
1934     /* If we got here, we are consecrating an altar */
1935     sprintf (buf, "Altar of %s", &god->name);
1936     tmp->name = buf;
1937     tmp->level = caster_level (caster, spell);
1938     tmp->other_arch = god->arch;
1939     if (op->type == PLAYER)
1940     esrv_update_item (UPD_NAME, op, tmp);
1941     new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942     return 1;
1943 root 1.5 }
1944     }
1945 elmex 1.1 }
1946 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1947     return 0;
1948 elmex 1.1 }
1949    
1950     /* animate_weapon -
1951     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1952     * The golem is based on the archetype specified, modified by the caster's level
1953     * and the attributes of the weapon. The weapon is inserted in the golem's
1954     * inventory so that it falls to the ground when the golem dies.
1955     * This code was very odd - code early on would only let players use the spell,
1956     * yet the code wass full of player checks. I've presumed that the code
1957     * that only let players use it was correct, and removed all the other
1958     * player checks. MSW 2003-01-06
1959     */
1960 root 1.8 int
1961     animate_weapon (object *op, object *caster, object *spell, int dir)
1962     {
1963     object *weapon, *tmp;
1964     char buf[MAX_BUF];
1965     int a, i;
1966     sint16 x, y;
1967 root 1.13 maptile *m;
1968 root 1.8
1969     if (!spell->other_arch)
1970     {
1971     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1972     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1973     return 0;
1974 elmex 1.1 }
1975 root 1.8 /* exit if it's not a player using this spell. */
1976     if (op->type != PLAYER)
1977     return 0;
1978 elmex 1.1
1979 root 1.8 /* if player already has a golem, abort */
1980 root 1.49 if (object *golem = op->contr->golem)
1981 root 1.8 {
1982 root 1.46 control_golem (golem, dir);
1983 root 1.8 return 0;
1984 elmex 1.1 }
1985    
1986 root 1.8 /* if no direction specified, pick one */
1987     if (!dir)
1988     dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
1989    
1990     m = op->map;
1991     x = op->x + freearr_x[dir];
1992     y = op->y + freearr_y[dir];
1993    
1994     /* if there's no place to put the golem, abort */
1995     if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
1996 root 1.57 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 root 1.8 {
1998     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1999     return 0;
2000 elmex 1.1 }
2001    
2002 root 1.8 /* Use the weapon marked by the player. */
2003     weapon = find_marked_object (op);
2004 elmex 1.1
2005 root 1.8 if (!weapon)
2006     {
2007     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2008     return 0;
2009     }
2010 root 1.56 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2011 root 1.8 {
2012     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013     return 0;
2014     }
2015     if (weapon->type != WEAPON)
2016     {
2017     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2018     return 0;
2019 elmex 1.1 }
2020 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021     {
2022     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2023     return 0;
2024 elmex 1.1 }
2025 root 1.8
2026     if (weapon->nrof > 1)
2027     {
2028     tmp = get_split_ob (weapon, 1);
2029     esrv_send_item (op, weapon);
2030     weapon = tmp;
2031     }
2032    
2033     /* create the golem object */
2034     tmp = arch_to_object (spell->other_arch);
2035    
2036     /* if animated by a player, give the player control of the golem */
2037     CLEAR_FLAG (tmp, FLAG_MONSTER);
2038     tmp->stats.exp = 0;
2039     add_friendly_object (tmp);
2040     tmp->type = GOLEM;
2041 root 1.19 tmp->set_owner (op);
2042 root 1.49 op->contr->golem = tmp;
2043 root 1.46 set_spell_skill (op, caster, spell, tmp);
2044 root 1.8
2045     /* Give the weapon to the golem now. A bit of a hack to check the
2046     * removed flag - it should only be set if get_split_object was
2047     * used above.
2048     */
2049     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 root 1.16 weapon->remove ();
2051 root 1.46
2052 root 1.8 insert_ob_in_ob (weapon, tmp);
2053     esrv_send_item (op, weapon);
2054     /* To do everything necessary to let a golem use the weapon is a pain,
2055     * so instead, just set it as equipped (otherwise, we need to update
2056     * body_info, skills, etc)
2057     */
2058     SET_FLAG (tmp, FLAG_USE_WEAPON);
2059     SET_FLAG (weapon, FLAG_APPLIED);
2060 root 1.24 tmp->update_stats ();
2061 root 1.8
2062     /* There used to be 'odd' code that basically seemed to take the absolute
2063     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2064     * if you're using a crappy weapon, it shouldn't be as good.
2065     */
2066    
2067     /* modify weapon's animated wc */
2068     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2069     if (tmp->stats.wc < -127)
2070     tmp->stats.wc = -127;
2071    
2072     /* Modify hit points for weapon */
2073     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2074     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2075     if (tmp->stats.maxhp < 0)
2076     tmp->stats.maxhp = 10;
2077     tmp->stats.hp = tmp->stats.maxhp;
2078    
2079     /* Modify weapon's damage */
2080     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2081     if (tmp->stats.dam < 0)
2082     tmp->stats.dam = 127;
2083    
2084    
2085     /* attacktype */
2086     if (!tmp->attacktype)
2087     tmp->attacktype = AT_PHYSICAL;
2088    
2089 root 1.63 if (materialtype_t *mt = name_to_material (op->materialname))
2090 root 1.8 {
2091     for (i = 0; i < NROFATTACKS; i++)
2092     tmp->resist[i] = 50 - (mt->save[i] * 5);
2093     a = mt->save[0];
2094 elmex 1.1 }
2095 root 1.8 else
2096     {
2097     for (i = 0; i < NROFATTACKS; i++)
2098     tmp->resist[i] = 5;
2099     a = 10;
2100     }
2101 root 1.63
2102 root 1.8 /* Set weapon's immunity */
2103     tmp->resist[ATNR_CONFUSION] = 100;
2104     tmp->resist[ATNR_POISON] = 100;
2105     tmp->resist[ATNR_SLOW] = 100;
2106     tmp->resist[ATNR_PARALYZE] = 100;
2107     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2108     tmp->resist[ATNR_FEAR] = 100;
2109     tmp->resist[ATNR_DEPLETE] = 100;
2110     tmp->resist[ATNR_DEATH] = 100;
2111     tmp->resist[ATNR_BLIND] = 100;
2112    
2113     /* Improve weapon's armour value according to best save vs. physical of its material */
2114    
2115     if (a > 14)
2116     a = 14;
2117 root 1.63
2118 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2119    
2120     /* Determine golem's speed */
2121 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2122 root 1.8
2123     if (!spell->race)
2124     {
2125     sprintf (buf, "animated %s", &weapon->name);
2126     tmp->name = buf;
2127    
2128     tmp->face = weapon->face;
2129     tmp->animation_id = weapon->animation_id;
2130     tmp->anim_speed = weapon->anim_speed;
2131     tmp->last_anim = weapon->last_anim;
2132     tmp->state = weapon->state;
2133 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 elmex 1.1 }
2135    
2136 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2137     tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2138    
2139     tmp->speed_left = -1;
2140     tmp->direction = dir;
2141 root 1.27
2142     m->insert (tmp, x, y, op);
2143 root 1.8 return 1;
2144 elmex 1.1 }
2145    
2146     /* cast_daylight() - changes the map darkness level *lower* */
2147    
2148     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149     * This changes the light level for the entire map.
2150     */
2151    
2152 root 1.8 int
2153     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154     {
2155     int success;
2156 elmex 1.1
2157 root 1.8 if (!op->map)
2158     return 0; /* shouldnt happen */
2159 elmex 1.1
2160 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2161    
2162 root 1.8 if (!success)
2163     {
2164     if (spell->stats.dam < 0)
2165     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166     else
2167     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 elmex 1.1 }
2169 root 1.8 return success;
2170 elmex 1.1 }
2171    
2172    
2173    
2174    
2175    
2176     /* create an aura spell object and put it in the player's inventory.
2177     * as usual, op is player, caster is the object casting the spell,
2178     * spell is the spell object itself.
2179     */
2180 root 1.8 int
2181     create_aura (object *op, object *caster, object *spell)
2182 elmex 1.1 {
2183 root 1.8 int refresh = 0;
2184     object *new_aura;
2185 elmex 1.1
2186 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2187     if (new_aura)
2188     refresh = 1;
2189     else
2190     new_aura = arch_to_object (spell->other_arch);
2191    
2192     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193    
2194     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195    
2196 root 1.19 new_aura->set_owner (op);
2197 root 1.8 set_spell_skill (op, caster, spell, new_aura);
2198     new_aura->attacktype = spell->attacktype;
2199    
2200     new_aura->level = caster_level (caster, spell);
2201     if (refresh)
2202     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203     else
2204     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2205     insert_ob_in_ob (new_aura, op);
2206     return 1;
2207 elmex 1.1 }
2208    
2209    
2210     /* move aura function. An aura is a part of someone's inventory,
2211     * which he carries with him, but which acts on the map immediately
2212     * around him.
2213     * Aura parameters:
2214     * duration: duration counter.
2215     * attacktype: aura's attacktype
2216     * other_arch: archetype to drop where we attack
2217     */
2218    
2219 root 1.8 void
2220     move_aura (object *aura)
2221     {
2222     int i, mflags;
2223     object *env;
2224 root 1.13 maptile *m;
2225 root 1.8
2226     /* auras belong in inventories */
2227     env = aura->env;
2228    
2229     /* no matter what we've gotta remove the aura...
2230     * we'll put it back if its time isn't up.
2231     */
2232 root 1.16 aura->remove ();
2233 root 1.8
2234     /* exit if we're out of gas */
2235     if (aura->duration-- < 0)
2236     {
2237 root 1.17 aura->destroy ();
2238 root 1.8 return;
2239     }
2240    
2241     /* auras only exist in inventories */
2242     if (env == NULL || env->map == NULL)
2243     {
2244 root 1.17 aura->destroy ();
2245 root 1.8 return;
2246     }
2247 root 1.17
2248 root 1.8 /* we need to jump out of the inventory for a bit
2249     * in order to hit the map conveniently.
2250     */
2251 root 1.27 aura->insert_at (env, aura);
2252 root 1.8
2253     for (i = 1; i < 9; i++)
2254     {
2255     sint16 nx, ny;
2256    
2257     nx = aura->x + freearr_x[i];
2258     ny = aura->y + freearr_y[i];
2259     mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260    
2261     /* Consider the movement tyep of the person with the aura as
2262     * movement type of the aura. Eg, if the player is flying, the aura
2263     * is flying also, if player is walking, it is on the ground, etc.
2264     */
2265     if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2266 elmex 1.6 {
2267 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2268 root 1.5
2269 root 1.8 if (aura->other_arch)
2270 root 1.27 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2271 root 1.5 }
2272 elmex 1.1 }
2273 root 1.27
2274 root 1.8 /* put the aura back in the player's inventory */
2275 root 1.16 aura->remove ();
2276 root 1.8 insert_ob_in_ob (aura, env);
2277 elmex 1.1 }
2278    
2279     /* moves the peacemaker spell.
2280     * op is the piece object.
2281 root 1.8 */
2282 elmex 1.1
2283 root 1.8 void
2284     move_peacemaker (object *op)
2285     {
2286     object *tmp;
2287 elmex 1.1
2288 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 root 1.8 {
2290     int atk_lev, def_lev;
2291     object *victim = tmp;
2292 elmex 1.1
2293 root 1.8 if (tmp->head)
2294     victim = tmp->head;
2295     if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296     continue;
2297     if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298     continue;
2299     if (victim->stats.exp == 0)
2300     continue;
2301 elmex 1.1
2302 root 1.8 def_lev = MAX (1, victim->level);
2303     atk_lev = MAX (1, op->level);
2304 elmex 1.1
2305 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2306     {
2307     /* make this sucker peaceful. */
2308 elmex 1.1
2309 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 root 1.8 victim->stats.exp = 0;
2311 elmex 1.1 #if 0
2312 root 1.8 /* No idea why these were all set to zero - if something
2313     * makes this creature agressive, he should still do damage.
2314     */
2315     victim->stats.dam = 0;
2316     victim->stats.sp = 0;
2317     victim->stats.grace = 0;
2318     victim->stats.Pow = 0;
2319 elmex 1.1 #endif
2320 root 1.8 victim->attack_movement = RANDO2;
2321     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2322     SET_FLAG (victim, FLAG_RUN_AWAY);
2323     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2324     CLEAR_FLAG (victim, FLAG_MONSTER);
2325     if (victim->name)
2326     {
2327     new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2328 root 1.5 }
2329     }
2330 elmex 1.1 }
2331 root 1.8 }
2332    
2333 elmex 1.1
2334     /* This writes a rune that contains the appropriate message.
2335     * There really isn't any adjustments we make.
2336     */
2337    
2338 root 1.8 int
2339     write_mark (object *op, object *spell, const char *msg)
2340     {
2341     char rune[HUGE_BUF];
2342     object *tmp;
2343 elmex 1.1
2344 root 1.8 if (!msg || msg[0] == 0)
2345     {
2346     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2347     return 0;
2348 elmex 1.1 }
2349    
2350 root 1.8 if (strcasestr_local (msg, "endmsg"))
2351     {
2352     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2353     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2354     return 0;
2355 elmex 1.1 }
2356 root 1.8 if (!spell->other_arch)
2357     return 0;
2358     tmp = arch_to_object (spell->other_arch);
2359 root 1.9
2360     snprintf (rune, sizeof (rune), "%s\n", msg);
2361    
2362 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2363     tmp->msg = rune;
2364 root 1.27
2365     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2366 root 1.8 return 1;
2367 elmex 1.1 }