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Revision: 1.105
Committed: Thu Sep 17 00:07:04 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.104: +7 -2 lines
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# 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 change_ability_duration (object *spell, object *caster)
1036 {
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038 }
1039
1040 int
1041 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1042 {
1043 object *force = 0;
1044 int i;
1045
1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1047 object *tmp = dir
1048 ? find_target_for_friendly_spell (op, dir)
1049 : op;
1050
1051 if (!tmp)
1052 return 0;
1053
1054 /* If we've already got a force of this type, don't add a new one. */
1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 {
1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058 {
1059 if (tmp2->name == spell_ob->name)
1060 {
1061 force = tmp2; /* the old effect will be "refreshed" */
1062 break;
1063 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 {
1066 if (!silent)
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1069 return 0;
1070 }
1071 }
1072 }
1073
1074 if (!force)
1075 {
1076 force = get_archetype (FORCE_NAME);
1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1079 if (spell_ob->race)
1080 force->name = spell_ob->race;
1081 else
1082 force->name = spell_ob->name;
1083
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 }
1088 else
1089 {
1090 int duration = change_ability_duration (caster, spell_ob);
1091
1092 if (duration > force->duration)
1093 {
1094 force->duration = duration;
1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1096 }
1097 else
1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1099
1100 return 1;
1101 }
1102
1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1104 force->speed = 1.0;
1105 force->speed_left = -1.0;
1106 SET_FLAG (force, FLAG_APPLIED);
1107
1108 /* Now start processing the effects. First, protections */
1109 for (i = 0; i < NROFATTACKS; i++)
1110 {
1111 if (spell_ob->resist[i])
1112 {
1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1114 if (force->resist[i] > 100)
1115 force->resist[i] = 100;
1116 }
1117 }
1118
1119 if (spell_ob->stats.hp)
1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1121
1122 if (tmp->type == PLAYER)
1123 {
1124 /* Stat adjustment spells */
1125 for (i = 0; i < NUM_STATS; i++)
1126 {
1127 if (sint8 stat = spell_ob->stats.stat (i))
1128 {
1129 sint8 sm = 0;
1130 for (sint8 k = 0; k < stat; k++)
1131 sm += rndm (1, 3);
1132
1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1135
1136 force->stats.stat (i) = sm;
1137
1138 if (!sm)
1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1140 }
1141 }
1142 }
1143
1144 force->move_type = spell_ob->move_type;
1145
1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1147 SET_FLAG (force, FLAG_SEE_IN_DARK);
1148
1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1150 SET_FLAG (force, FLAG_XRAYS);
1151
1152 /* Haste/bonus speed */
1153 if (spell_ob->stats.exp)
1154 {
1155 if (op->speed > 0.5f)
1156 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1157 else
1158 force->stats.exp = spell_ob->stats.exp;
1159 }
1160
1161 force->stats.wc = spell_ob->stats.wc;
1162 force->stats.ac = spell_ob->stats.ac;
1163 force->attacktype = spell_ob->attacktype;
1164
1165 insert_ob_in_ob (force, tmp);
1166 change_abil (tmp, force); /* Mostly to display any messages */
1167 tmp->update_stats ();
1168
1169 return 1;
1170 }
1171
1172 /* This used to be part of cast_change_ability, but it really didn't make
1173 * a lot of sense, since most of the values it derives are from the god
1174 * of the caster.
1175 */
1176 int
1177 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178 {
1179 int i;
1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181
1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1183 if (dir != 0)
1184 {
1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1189 }
1190 else
1191 tmp = op;
1192
1193 /* If we've already got a force of this type, don't add a new one. */
1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 {
1198 if (tmp2->name == spell_ob->name)
1199 {
1200 force = tmp2; /* the old effect will be "refreshed" */
1201 break;
1202 }
1203 else if (spell_ob->race && spell_ob->race == tmp2->name)
1204 {
1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1206 return 0;
1207 }
1208 }
1209 }
1210
1211 if (force == NULL)
1212 {
1213 force = get_archetype (FORCE_NAME);
1214 force->subtype = FORCE_CHANGE_ABILITY;
1215 if (spell_ob->race)
1216 force->name = spell_ob->race;
1217 else
1218 force->name = spell_ob->name;
1219 force->name_pl = spell_ob->name;
1220 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221 }
1222 else
1223 {
1224 int duration;
1225
1226 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1227 if (duration > force->duration)
1228 {
1229 force->duration = duration;
1230 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1231 }
1232 else
1233 {
1234 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1235 }
1236 return 0;
1237 }
1238 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1239 force->speed = 1.0;
1240 force->speed_left = -1.0;
1241 SET_FLAG (force, FLAG_APPLIED);
1242
1243 if (!god)
1244 {
1245 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1246 }
1247 else
1248 {
1249 /* Only give out good benefits, and put a max on it */
1250 for (i = 0; i < NROFATTACKS; i++)
1251 {
1252 if (god->resist[i] > 0)
1253 {
1254 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1255 }
1256 }
1257 force->path_attuned |= god->path_attuned;
1258
1259 if (spell_ob->attacktype)
1260 force->slaying = god->slaying;
1261
1262 if (tmp != op)
1263 {
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1266 }
1267 else
1268 {
1269 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1270 }
1271
1272 }
1273 force->stats.wc = spell_ob->stats.wc;
1274 force->stats.ac = spell_ob->stats.ac;
1275
1276 change_abil (tmp, force); /* Mostly to display any messages */
1277 insert_ob_in_ob (force, tmp);
1278 tmp->update_stats ();
1279 return 1;
1280 }
1281
1282 /* Alchemy code by Mark Wedel
1283 *
1284 * This code adds a new spell, called alchemy. Alchemy will turn
1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1286 *
1287 * The value of the gold nuggets being about 90% of that of the item
1288 * itself. It uses the value of the object before charisma adjustments,
1289 * because the nuggets themselves will be will be adjusted by charisma
1290 * when sold.
1291 *
1292 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be
1294 * alchemised.
1295 */
1296 static void
1297 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298 {
1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1300
1301 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul
1306 * the stuff back to town.
1307 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1309 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3;
1312 else
1313 value = value * 9 / 10;
1314
1315 if (obj->value > 0 && rndm (0, 29))
1316 total_value += value;
1317
1318 total_weight += obj->total_weight ();
1319
1320 obj->destroy ();
1321 }
1322
1323 int
1324 alchemy (object *op, object *caster, object *spell_ob)
1325 {
1326 if (op->type != PLAYER)
1327 return 0;
1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1336 * some, and also prevents people from alchemising every table/chair/clock
1337 * in sight
1338 */
1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1340 int weight_max = duration * 1000;
1341 uint64 value_max = duration * 1000;
1342
1343 int weight = 0;
1344
1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1346 {
1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1348 {
1349 uint64 value = 0;
1350
1351 sint16 nx = x;
1352 sint16 ny = y;
1353
1354 maptile *mp = op->map;
1355
1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1357
1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1359 continue;
1360
1361 /* Treat alchemy a little differently - most spell effects
1362 * use fly as the movement type - for alchemy, consider it
1363 * ground level effect.
1364 */
1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1366 continue;
1367
1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1369 {
1370 next = tmp->above;
1371
1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1374 {
1375 if (tmp->inv)
1376 {
1377 object *next1, *tmp1;
1378
1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1380 {
1381 next1 = tmp1->below;
1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1384 alchemy_object (tmp1, value, weight);
1385 }
1386 }
1387
1388 alchemy_object (tmp, value, weight);
1389
1390 if (weight > weight_max)
1391 break;
1392 }
1393 }
1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1408
1409 if (weight > weight_max)
1410 goto bailout;
1411 }
1412 }
1413
1414 bailout:
1415 return 1;
1416 }
1417
1418 /* This function removes the cursed/damned status on equipped
1419 * items.
1420 */
1421 int
1422 remove_curse (object *op, object *caster, object *spell)
1423 {
1424 object *tmp;
1425 int success = 0, was_one = 0;
1426
1427 for (tmp = op->inv; tmp; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 {
1432 was_one++;
1433
1434 if (tmp->level <= casting_level (caster, spell))
1435 {
1436 success++;
1437 if (QUERY_FLAG (spell, FLAG_DAMNED))
1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1439
1440 CLEAR_FLAG (tmp, FLAG_CURSED);
1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1442 tmp->value = 0; /* Still can't sell it */
1443
1444 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 }
1447 }
1448
1449 if (op->type == PLAYER)
1450 {
1451 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1453 else
1454 {
1455 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1457 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1459 }
1460 }
1461
1462 return success;
1463 }
1464
1465 /* Identifies objects in the players inventory/on the ground */
1466 int
1467 cast_identify (object *op, object *caster, object *spell)
1468 {
1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471
1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 {
1478 identify (tmp);
1479
1480 if (op->type == PLAYER)
1481 {
1482 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 }
1487
1488 if (!--num_ident)
1489 break;
1490 }
1491 }
1492
1493 /* If all the power of the spell has been used up, don't go and identify
1494 * stuff on the floor. Only identify stuff on the floor if the spell
1495 * was not fully used.
1496 */
1497 if (num_ident)
1498 {
1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1501 {
1502 identify (tmp);
1503
1504 if (object *pl = tmp->visible_to ())
1505 {
1506 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507
1508 if (tmp->msg)
1509 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1510 }
1511
1512 if (!--num_ident)
1513 break;
1514 }
1515 }
1516
1517 if (buf.empty ())
1518 {
1519 op->failmsg ("You can't reach anything unidentified.");
1520 return 0;
1521 }
1522 else
1523 {
1524 if (op->contr)
1525 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526
1527 spell_effect (spell, op->x, op->y, op->map, op);
1528 return 1;
1529 }
1530 }
1531
1532 int
1533 cast_detection (object *op, object *caster, object *spell, object *skill)
1534 {
1535 object *tmp, *last, *god, *detect;
1536 int done_one, range, mflags, floor, level;
1537 sint16 x, y, nx, ny;
1538 maptile *m;
1539
1540 /* We precompute some values here so that we don't have to keep
1541 * doing it over and over again.
1542 */
1543 god = find_god (determine_god (op));
1544 level = casting_level (caster, spell);
1545 range = spell->range + SP_level_range_adjust (caster, spell);
1546
1547 if (!skill)
1548 skill = caster;
1549
1550 unordered_mapwalk (op, -range, -range, range, range)
1551 {
1552 /* For most of the detections, we only detect objects above the
1553 * floor. But this is not true for show invisible.
1554 * Basically, we just go and find the top object and work
1555 * down - that is easier than working up.
1556 */
1557
1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559 last = tmp;
1560
1561 /* Shouldn't happen, but if there are no objects on a space, this
1562 * would happen.
1563 */
1564 if (!last)
1565 continue;
1566
1567 done_one = 0;
1568 floor = 0;
1569 detect = NULL;
1570 for (tmp = last; tmp; tmp = tmp->below)
1571 {
1572 /* show invisible */
1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1574 /* Might there be other objects that we can make visible? */
1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1577 || tmp->type == CF_HANDLE
1578 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT
1580 || tmp->type == HOLE
1581 || tmp->type == BUTTON
1582 || tmp->type == TELEPORTER
1583 || tmp->type == GATE
1584 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON
1586 || tmp->type == ALTAR
1587 || tmp->type == SIGN
1588 || tmp->type == TRIGGER_PEDESTAL
1589 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE
1591 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER)))
1594 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657 {
1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661 } /* for stack of objects on this space */
1662
1663 /* Code here puts an effect of the spell on the space, so you can see
1664 * where the magic is.
1665 */
1666 if (done_one)
1667 {
1668 object *detect_ob = arch_to_object (spell->other_arch);
1669
1670 /* if this is set, we want to copy the face */
1671 if (done_one == 2 && detect)
1672 {
1673 detect_ob->face = detect->face;
1674 detect_ob->animation_id = detect->animation_id;
1675 detect_ob->anim_speed = detect->anim_speed;
1676 detect_ob->last_anim = 0;
1677 /* by default, the detect_ob is already animated */
1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1680 }
1681
1682 m->insert (detect_ob, nx, ny, op);
1683 }
1684 } /* for processing the surrounding spaces */
1685
1686
1687 /* Now process objects in the players inventory if detect curse or magic */
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1689 {
1690 done_one = 0;
1691
1692 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699
1700 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 }
1703
1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1706 {
1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1708
1709 if (object *pl = tmp->visible_to ())
1710 esrv_update_item (UPD_FLAGS, pl, tmp);
1711 }
1712 } /* if item is not identified */
1713 } /* for the players inventory */
1714 } /* if detect magic/curse and object is a player */
1715
1716 return 1;
1717 }
1718
1719
1720 /**
1721 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1722 * level whos spell did cause the overcharge.
1723 */
1724 static void
1725 charge_mana_effect (object *victim, int caster_level)
1726 {
1727
1728 /* Prevent explosions for objects without mana. Without this check, doors
1729 * will explode, too.
1730 */
1731 if (victim->stats.maxsp <= 0)
1732 return;
1733
1734 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1735
1736 if (victim->stats.sp >= victim->stats.maxsp * 2)
1737 {
1738 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1739 victim->stats.sp = 2 * victim->stats.maxsp;
1740 create_exploding_ball_at (victim, caster_level);
1741 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1749 confuse_player (victim, victim, 99);
1750 }
1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 }
1754
1755 /* cast_transfer
1756 * This spell transfers sp from the player to another person.
1757 * We let the target go above their normal maximum SP.
1758 */
1759
1760 int
1761 cast_transfer (object *op, object *caster, object *spell, int dir)
1762 {
1763 object *plyr = NULL;
1764 sint16 x, y;
1765 maptile *m;
1766 int mflags;
1767
1768 m = op->map;
1769 x = op->x + freearr_x[dir];
1770 y = op->y + freearr_y[dir];
1771
1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778 break;
1779 }
1780
1781
1782 /* If we did not find a player in the specified direction, transfer
1783 * to anyone on top of us. This is used for the rune of transference mostly.
1784 */
1785 if (plyr == NULL)
1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788 break;
1789
1790 if (!plyr)
1791 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793 return 0;
1794 }
1795 /* give sp */
1796 if (spell->stats.dam > 0)
1797 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1;
1801 }
1802 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr)
1804 {
1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1806
1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1808
1809 if (rate > 95)
1810 rate = 95;
1811
1812 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1816 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked;
1819 if (sucked > 0)
1820 {
1821 charge_mana_effect (op, casting_level (caster, spell));
1822 }
1823 }
1824 return 1;
1825 }
1826 return 0;
1827 }
1828
1829
1830 /* counterspell: nullifies spell effects.
1831 * op is the counterspell object, dir is the direction
1832 * it was cast in.
1833 * Basically, if the object has a magic attacktype,
1834 * this may nullify it.
1835 */
1836 void
1837 counterspell (object *op, int dir)
1838 {
1839 object *tmp, *head, *next;
1840 int mflags;
1841 maptile *m;
1842 sint16 sx, sy;
1843
1844 sx = op->x + freearr_x[dir];
1845 sy = op->y + freearr_y[dir];
1846 m = op->map;
1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 {
1853 next = tmp->above;
1854
1855 /* Need to look at the head object - otherwise, if tmp
1856 * points to a monster, we don't have all the necessary
1857 * info for it.
1858 */
1859 if (tmp->head)
1860 head = tmp->head;
1861 else
1862 head = tmp;
1863
1864 /* don't attack our own spells */
1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1867
1868 /* Basically, if the object is magical and not counterspell,
1869 * we will more or less remove the object. Don't counterspell
1870 * monsters either.
1871 */
1872
1873 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
1877 head->destroy ();
1878 else
1879 switch (head->type)
1880 {
1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1887 if (op->level > head->level)
1888 head->destroy ();
1889
1890 break;
1891
1892 /* I really don't get this rune code that much - that
1893 * random chance seems really low.
1894 */
1895 case RUNE:
1896 if (rndm (0, 149) == 0)
1897 {
1898 head->stats.hp--; /* weaken the rune */
1899 if (!head->stats.hp)
1900 head->destroy ();
1901 }
1902 break;
1903 }
1904 }
1905 }
1906
1907 /* cast_consecrate() - a spell to make an altar your god's */
1908 int
1909 cast_consecrate (object *op, object *caster, object *spell)
1910 {
1911 char buf[MAX_BUF];
1912
1913 object *tmp, *god = find_god (determine_god (op));
1914
1915 if (!god)
1916 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1918 return 0;
1919 }
1920
1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
1925 if (tmp->type == HOLY_ALTAR)
1926 {
1927
1928 if (tmp->level > casting_level (caster, spell))
1929 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0;
1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
1946 }
1947 }
1948 }
1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950 return 0;
1951 }
1952
1953 /* animate_weapon -
1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955 * The golem is based on the archetype specified, modified by the caster's level
1956 * and the attributes of the weapon. The weapon is inserted in the golem's
1957 * inventory so that it falls to the ground when the golem dies.
1958 * This code was very odd - code early on would only let players use the spell,
1959 * yet the code wass full of player checks. I've presumed that the code
1960 * that only let players use it was correct, and removed all the other
1961 * player checks. MSW 2003-01-06
1962 */
1963 int
1964 animate_weapon (object *op, object *caster, object *spell, int dir)
1965 {
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF];
1968 int a, i;
1969 sint16 x, y;
1970 maptile *m;
1971
1972 if (!spell->other_arch)
1973 {
1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1976 return 0;
1977 }
1978 /* exit if it's not a player using this spell. */
1979 if (op->type != PLAYER)
1980 return 0;
1981
1982 /* if player already has a golem, abort */
1983 if (object *golem = op->contr->golem)
1984 {
1985 control_golem (golem, dir);
1986 return 0;
1987 }
1988
1989 /* if no direction specified, pick one */
1990 if (!dir)
1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992
1993 m = op->map;
1994 x = op->x + freearr_x[dir];
1995 y = op->y + freearr_y[dir];
1996
1997 /* if there's no place to put the golem, abort */
1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002 return 0;
2003 }
2004
2005 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op);
2007
2008 if (!weapon)
2009 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011 return 0;
2012 }
2013
2014 if (spell->race && weapon->arch->archname != spell->race)
2015 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2017 return 0;
2018 }
2019
2020 if (weapon->type != WEAPON)
2021 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023 return 0;
2024 }
2025
2026 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027 {
2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2029 return 0;
2030 }
2031
2032 weapon = weapon->split ();
2033
2034 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch);
2036
2037 /* if animated by a player, give the player control of the golem */
2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2039 tmp->stats.exp = 0;
2040 add_friendly_object (tmp);
2041 tmp->type = GOLEM;
2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp);
2045
2046 /* Give the weapon to the golem now. A bit of a hack to check the
2047 * removed flag - it should only be set if weapon->split was
2048 * used above.
2049 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 weapon->remove ();
2052
2053 tmp->insert (weapon);
2054
2055 /* To do everything necessary to let a golem use the weapon is a pain,
2056 * so instead, just set it as equipped (otherwise, we need to update
2057 * body_info, skills, etc)
2058 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2060 SET_FLAG (weapon, FLAG_APPLIED);
2061 tmp->update_stats ();
2062
2063 /* There used to be 'odd' code that basically seemed to take the absolute
2064 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2065 * if you're using a crappy weapon, it shouldn't be as good.
2066 */
2067
2068 /* modify weapon's animated wc */
2069 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2070 if (tmp->stats.wc < -127)
2071 tmp->stats.wc = -127;
2072
2073 /* Modify hit points for weapon */
2074 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2075 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2076 if (tmp->stats.maxhp < 0)
2077 tmp->stats.maxhp = 10;
2078 tmp->stats.hp = tmp->stats.maxhp;
2079
2080 /* Modify weapon's damage */
2081 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2082 if (tmp->stats.dam < 0)
2083 tmp->stats.dam = 127;
2084
2085
2086 /* attacktype */
2087 if (!tmp->attacktype)
2088 tmp->attacktype = AT_PHYSICAL;
2089
2090 if (materialtype_t *mt = name_to_material (op->materialname))
2091 {
2092 for (i = 0; i < NROFATTACKS; i++)
2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2094 a = mt->save[0];
2095 }
2096 else
2097 {
2098 for (i = 0; i < NROFATTACKS; i++)
2099 tmp->resist[i] = 5;
2100 a = 10;
2101 }
2102
2103 /* Set weapon's immunity */
2104 tmp->resist[ATNR_CONFUSION] = 100;
2105 tmp->resist[ATNR_POISON] = 100;
2106 tmp->resist[ATNR_SLOW] = 100;
2107 tmp->resist[ATNR_PARALYZE] = 100;
2108 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2109 tmp->resist[ATNR_FEAR] = 100;
2110 tmp->resist[ATNR_DEPLETE] = 100;
2111 tmp->resist[ATNR_DEATH] = 100;
2112 tmp->resist[ATNR_BLIND] = 100;
2113
2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2115
2116 if (a > 14)
2117 a = 14;
2118
2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2120
2121 /* Determine golem's speed */
2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2123
2124 if (!spell->race)
2125 {
2126 sprintf (buf, "animated %s", &weapon->name);
2127 tmp->name = buf;
2128
2129 tmp->face = weapon->face;
2130 tmp->animation_id = weapon->animation_id;
2131 tmp->anim_speed = weapon->anim_speed;
2132 tmp->last_anim = weapon->last_anim;
2133 tmp->state = weapon->state;
2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 }
2136
2137 /* make experience increase in proportion to the strength of the summoned creature. */
2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2139
2140 tmp->speed_left = -1;
2141 tmp->direction = dir;
2142
2143 m->insert (tmp, x, y, op);
2144 return 1;
2145 }
2146
2147 /* cast_daylight() - changes the map darkness level *lower* */
2148
2149 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150 * This changes the light level for the entire map.
2151 */
2152 int
2153 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154 {
2155 int success;
2156
2157 if (!op->map)
2158 return 0; /* shouldnt happen */
2159
2160 success = op->map->change_map_light (spell->stats.dam);
2161
2162 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 }
2169
2170 return success;
2171 }
2172
2173 /* create an aura spell object and put it in the player's inventory.
2174 * as usual, op is player, caster is the object casting the spell,
2175 * spell is the spell object itself.
2176 */
2177 int
2178 create_aura (object *op, object *caster, object *spell)
2179 {
2180 int refresh = 0;
2181 object *new_aura;
2182
2183 new_aura = present_arch_in_ob (spell->other_arch, op);
2184 if (new_aura)
2185 refresh = 1;
2186 else
2187 new_aura = arch_to_object (spell->other_arch);
2188
2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2190
2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2192
2193 set_spell_skill (op, caster, spell, new_aura);
2194 new_aura->attacktype = spell->attacktype;
2195
2196 new_aura->level = casting_level (caster, spell);
2197
2198 if (refresh)
2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2200 else
2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2206 return 1;
2207 }
2208
2209 /* move aura function. An aura is a part of someone's inventory,
2210 * which he carries with him, but which acts on the map immediately
2211 * around him.
2212 * Aura parameters:
2213 * duration: duration counter.
2214 * attacktype: aura's attacktype
2215 * other_arch: archetype to drop where we attack
2216 */
2217 void
2218 move_aura (object *aura)
2219 {
2220 /* auras belong in inventories */
2221 object *env = aura->env;
2222 object *owner = aura->owner;
2223
2224 /* no matter what we've gotta remove the aura...
2225 * we'll put it back if its time isn't up.
2226 */
2227 aura->remove ();
2228
2229 /* exit if we're out of gas */
2230 if (aura->duration-- < 0)
2231 {
2232 aura->destroy ();
2233 return;
2234 }
2235
2236 /* auras only exist in inventories */
2237 if (!env || !env->map)
2238 {
2239 aura->destroy ();
2240 return;
2241 }
2242
2243 /* we need to jump out of the inventory for a bit
2244 * in order to hit the map conveniently.
2245 */
2246 aura->insert_at (env, aura);
2247
2248 for (int i = 1; i < 9; i++)
2249 {
2250 mapxy pos (env);
2251 pos.move (i);
2252
2253 /* Consider the movement type of the person with the aura as
2254 * movement type of the aura. Eg, if the player is flying, the aura
2255 * is flying also, if player is walking, it is on the ground, etc.
2256 */
2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2258 {
2259 hit_map (aura, i, aura->attacktype, 0);
2260
2261 if (aura->other_arch)
2262 pos.insert (arch_to_object (aura->other_arch), aura);
2263 }
2264 }
2265
2266 /* put the aura back in the player's inventory */
2267 env->insert (aura);
2268 aura->set_owner (owner);
2269 }
2270
2271 /* moves the peacemaker spell.
2272 * op is the piece object.
2273 */
2274 void
2275 move_peacemaker (object *op)
2276 {
2277 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2278 {
2279 int atk_lev, def_lev;
2280 object *victim = tmp->head_ ();
2281
2282 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2283 continue;
2284
2285 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2286 continue;
2287
2288 if (victim->stats.exp == 0)
2289 continue;
2290
2291 def_lev = MAX (1, victim->level);
2292 atk_lev = MAX (1, op->level);
2293
2294 if (rndm (0, atk_lev - 1) > def_lev)
2295 {
2296 /* make this sucker peaceful. */
2297
2298 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 victim->stats.exp = 0;
2301 #if 0
2302 /* No idea why these were all set to zero - if something
2303 * makes this creature agressive, he should still do damage.
2304 */
2305 victim->stats.dam = 0;
2306 victim->stats.sp = 0;
2307 victim->stats.grace = 0;
2308 victim->stats.Pow = 0;
2309 #endif
2310 victim->attack_movement = RANDO2;
2311 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2312 SET_FLAG (victim, FLAG_RUN_AWAY);
2313 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2314 CLEAR_FLAG (victim, FLAG_MONSTER);
2315
2316 if (victim->name)
2317 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2318 }
2319 }
2320 }
2321
2322 /* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make.
2324 */
2325 int
2326 write_mark (object *op, object *spell, const char *msg)
2327 {
2328 if (!msg || msg[0] == 0)
2329 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2331 return 0;
2332 }
2333
2334 if (strcasestr_local (msg, "endmsg"))
2335 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2338 return 0;
2339 }
2340
2341 if (!spell->other_arch)
2342 return 0;
2343
2344 object *tmp = arch_to_object (spell->other_arch);
2345
2346 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = msg;
2348
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2350
2351 return 1;
2352 }
2353