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Revision: 1.104
Committed: Sat Jun 27 03:51:05 2009 UTC (14 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_79
Changes since 1.103: +22 -23 lines
Log Message:
dimdoor spellarg

File Contents

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