ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
Revision: 1.109
Committed: Sun Oct 11 01:35:52 2009 UTC (14 years, 8 months ago) by sf-marcmagus
Content type: text/plain
Branch: MAIN
Changes since 1.108: +2 -2 lines
Log Message:
Fix exploit where books inscribed or marking runes created by players could
contain special text such as "@match" or "@eval" which would allow them to
execute arbitrary code.

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 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,
1068 "You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1071 return 0;
1072 }
1073 }
1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force)
1079 {
1080 if (duration > force->duration)
1081 {
1082 force->duration = duration;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1085 else
1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1087
1088 return 1;
1089 }
1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1106 force->speed = 1.0;
1107 force->speed_left = -1.0;
1108 SET_FLAG (force, FLAG_APPLIED);
1109
1110 /* Now start processing the effects. First, protections */
1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1113 if (spell_ob->resist[i])
1114 {
1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1116 if (force->resist[i] > 100)
1117 force->resist[i] = 100;
1118 }
1119 }
1120
1121 if (spell_ob->stats.hp)
1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1123
1124 if (tmp->type == PLAYER)
1125 {
1126 /* Stat adjustment spells */
1127 for (i = 0; i < NUM_STATS; i++)
1128 {
1129 if (sint8 stat = spell_ob->stats.stat (i))
1130 {
1131 sint8 sm = 0;
1132 for (sint8 k = 0; k < stat; k++)
1133 sm += rndm (1, 3);
1134
1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1137
1138 force->stats.stat (i) = sm;
1139
1140 if (!sm)
1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1142 }
1143 }
1144 }
1145
1146 force->move_type = spell_ob->move_type;
1147
1148 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1149 SET_FLAG (force, FLAG_SEE_IN_DARK);
1150
1151 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1152 SET_FLAG (force, FLAG_XRAYS);
1153
1154 /* Haste/bonus speed */
1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1158 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1159 else
1160 force->stats.exp = spell_ob->stats.exp;
1161 }
1162
1163 force->stats.wc = spell_ob->stats.wc;
1164 force->stats.ac = spell_ob->stats.ac;
1165 force->attacktype = spell_ob->attacktype;
1166
1167 insert_ob_in_ob (force, tmp);
1168 change_abil (tmp, force); /* Mostly to display any messages */
1169 tmp->update_stats ();
1170
1171 return 1;
1172 }
1173
1174 /* This used to be part of cast_change_ability, but it really didn't make
1175 * a lot of sense, since most of the values it derives are from the god
1176 * of the caster.
1177 */
1178 int
1179 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180 {
1181 int i;
1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1183
1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1185 if (dir != 0)
1186 {
1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1193 tmp = op;
1194
1195 /* If we've already got a force of this type, don't add a new one. */
1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1200 if (tmp2->name == spell_ob->name)
1201 {
1202 force = tmp2; /* the old effect will be "refreshed" */
1203 break;
1204 }
1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1206 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0;
1209 }
1210 }
1211 }
1212
1213 if (force == NULL)
1214 {
1215 force = get_archetype (FORCE_NAME);
1216 force->subtype = FORCE_CHANGE_ABILITY;
1217 if (spell_ob->race)
1218 force->name = spell_ob->race;
1219 else
1220 force->name = spell_ob->name;
1221 force->name_pl = spell_ob->name;
1222 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1223 }
1224 else
1225 {
1226 int duration;
1227
1228 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 if (duration > force->duration)
1230 {
1231 force->duration = duration;
1232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1233 }
1234 else
1235 {
1236 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1237 }
1238 return 0;
1239 }
1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1241 force->speed = 1.0;
1242 force->speed_left = -1.0;
1243 SET_FLAG (force, FLAG_APPLIED);
1244
1245 if (!god)
1246 {
1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1248 }
1249 else
1250 {
1251 /* Only give out good benefits, and put a max on it */
1252 for (i = 0; i < NROFATTACKS; i++)
1253 {
1254 if (god->resist[i] > 0)
1255 {
1256 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1257 }
1258 }
1259 force->path_attuned |= god->path_attuned;
1260
1261 if (spell_ob->attacktype)
1262 force->slaying = god->slaying;
1263
1264 if (tmp != op)
1265 {
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1267 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1268 }
1269 else
1270 {
1271 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1272 }
1273
1274 }
1275 force->stats.wc = spell_ob->stats.wc;
1276 force->stats.ac = spell_ob->stats.ac;
1277
1278 change_abil (tmp, force); /* Mostly to display any messages */
1279 insert_ob_in_ob (force, tmp);
1280 tmp->update_stats ();
1281 return 1;
1282 }
1283
1284 /* Alchemy code by Mark Wedel
1285 *
1286 * This code adds a new spell, called alchemy. Alchemy will turn
1287 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1288 *
1289 * The value of the gold nuggets being about 90% of that of the item
1290 * itself. It uses the value of the object before charisma adjustments,
1291 * because the nuggets themselves will be will be adjusted by charisma
1292 * when sold.
1293 *
1294 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be
1296 * alchemised.
1297 */
1298 static void
1299 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1300 {
1301 uint64 value = query_cost (obj, NULL, F_TRUE);
1302
1303 /* Give third price when we alchemy money (this should hopefully
1304 * make it so that it isn't worth it to alchemy money, sell
1305 * the nuggets, alchemy the gold from that, etc.
1306 * Otherwise, give 9 silver on the gold for other objects,
1307 * so that it would still be more affordable to haul
1308 * the stuff back to town.
1309 */
1310 if (QUERY_FLAG (obj, FLAG_UNPAID))
1311 value = 0;
1312 else if (obj->type == MONEY || obj->type == GEM)
1313 value /= 3;
1314 else
1315 value = value * 9 / 10;
1316
1317 if (obj->value > 0 && rndm (0, 29))
1318 total_value += value;
1319
1320 total_weight += obj->total_weight ();
1321
1322 obj->destroy ();
1323 }
1324
1325 int
1326 alchemy (object *op, object *caster, object *spell_ob)
1327 {
1328 if (op->type != PLAYER)
1329 return 0;
1330
1331 archetype *nugget[3];
1332
1333 nugget[0] = archetype::find ("pyrite3");
1334 nugget[1] = archetype::find ("pyrite2");
1335 nugget[2] = archetype::find ("pyrite");
1336
1337 /* Put a maximum weight of items that can be alchemised. Limits the power
1338 * some, and also prevents people from alchemising every table/chair/clock
1339 * in sight
1340 */
1341 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1342 int weight_max = duration * 1000;
1343 uint64 value_max = duration * 1000;
1344
1345 int weight = 0;
1346
1347 for (int y = op->y - 1; y <= op->y + 1; y++)
1348 {
1349 for (int x = op->x - 1; x <= op->x + 1; x++)
1350 {
1351 uint64 value = 0;
1352
1353 sint16 nx = x;
1354 sint16 ny = y;
1355
1356 maptile *mp = op->map;
1357
1358 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1359
1360 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1361 continue;
1362
1363 /* Treat alchemy a little differently - most spell effects
1364 * use fly as the movement type - for alchemy, consider it
1365 * ground level effect.
1366 */
1367 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1368 continue;
1369
1370 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1371 {
1372 next = tmp->above;
1373
1374 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1375 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1376 {
1377 if (tmp->inv)
1378 {
1379 object *next1, *tmp1;
1380
1381 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1382 {
1383 next1 = tmp1->below;
1384 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1385 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1386 alchemy_object (tmp1, value, weight);
1387 }
1388 }
1389
1390 alchemy_object (tmp, value, weight);
1391
1392 if (weight > weight_max)
1393 break;
1394 }
1395 }
1396
1397 value -= rndm (value >> 4);
1398 value = min (value, value_max);
1399
1400 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1401 if (int nrof = value / nugget [i]->value)
1402 {
1403 value -= nrof * nugget[i]->value;
1404
1405 object *tmp = arch_to_object (nugget[i]);
1406 tmp->nrof = nrof;
1407 tmp->flag [FLAG_IDENTIFIED] = true;
1408 op->map->insert (tmp, x, y, op, 0);
1409 }
1410
1411 if (weight > weight_max)
1412 goto bailout;
1413 }
1414 }
1415
1416 bailout:
1417 return 1;
1418 }
1419
1420 /* This function removes the cursed/damned status on equipped
1421 * items.
1422 */
1423 int
1424 remove_curse (object *op, object *caster, object *spell)
1425 {
1426 int success = 0, was_one = 0;
1427
1428 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1429 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1430 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1431 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1432 {
1433 was_one++;
1434
1435 if (tmp->level <= casting_level (caster, spell))
1436 {
1437 success++;
1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1439 CLEAR_FLAG (tmp, FLAG_DAMNED);
1440
1441 CLEAR_FLAG (tmp, FLAG_CURSED);
1442 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1443 tmp->value = 0; /* Still can't sell it */
1444
1445 if (object *pl = tmp->visible_to ())
1446 esrv_update_item (UPD_FLAGS, pl, tmp);
1447 }
1448 }
1449
1450 if (op->type == PLAYER)
1451 {
1452 if (success)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1454 else
1455 {
1456 if (was_one)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1458 else
1459 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1460 }
1461 }
1462
1463 return success;
1464 }
1465
1466 /* Identifies objects in the players inventory/on the ground */
1467 int
1468 cast_identify (object *op, object *caster, object *spell)
1469 {
1470 object *tmp;
1471 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1472
1473 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1474
1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 {
1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1478 {
1479 identify (tmp);
1480
1481 if (op->type == PLAYER)
1482 {
1483 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1484
1485 if (tmp->msg)
1486 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1487 }
1488
1489 if (!--num_ident)
1490 break;
1491 }
1492 }
1493
1494 /* If all the power of the spell has been used up, don't go and identify
1495 * stuff on the floor. Only identify stuff on the floor if the spell
1496 * was not fully used.
1497 */
1498 if (num_ident)
1499 {
1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 {
1503 identify (tmp);
1504
1505 if (object *pl = tmp->visible_to ())
1506 {
1507 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508
1509 if (tmp->msg)
1510 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 }
1512
1513 if (!--num_ident)
1514 break;
1515 }
1516 }
1517
1518 if (buf.empty ())
1519 {
1520 op->failmsg ("You can't reach anything unidentified.");
1521 return 0;
1522 }
1523 else
1524 {
1525 if (op->contr)
1526 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1527
1528 spell_effect (spell, op->x, op->y, op->map, op);
1529 return 1;
1530 }
1531 }
1532
1533 int
1534 cast_detection (object *op, object *caster, object *spell, object *skill)
1535 {
1536 object *tmp, *last, *god, *detect;
1537 int done_one, range, mflags, floor, level;
1538 sint16 x, y, nx, ny;
1539 maptile *m;
1540
1541 /* We precompute some values here so that we don't have to keep
1542 * doing it over and over again.
1543 */
1544 god = find_god (determine_god (op));
1545 level = casting_level (caster, spell);
1546 range = spell->range + SP_level_range_adjust (caster, spell);
1547
1548 if (!skill)
1549 skill = caster;
1550
1551 unordered_mapwalk (op, -range, -range, range, range)
1552 {
1553 /* For most of the detections, we only detect objects above the
1554 * floor. But this is not true for show invisible.
1555 * Basically, we just go and find the top object and work
1556 * down - that is easier than working up.
1557 */
1558
1559 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1560 last = tmp;
1561
1562 /* Shouldn't happen, but if there are no objects on a space, this
1563 * would happen.
1564 */
1565 if (!last)
1566 continue;
1567
1568 done_one = 0;
1569 floor = 0;
1570 detect = NULL;
1571 for (tmp = last; tmp; tmp = tmp->below)
1572 {
1573 /* show invisible */
1574 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1575 /* Might there be other objects that we can make visible? */
1576 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1577 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1578 || tmp->type == CF_HANDLE
1579 || tmp->type == TRAPDOOR
1580 || tmp->type == EXIT
1581 || tmp->type == HOLE
1582 || tmp->type == BUTTON
1583 || tmp->type == TELEPORTER
1584 || tmp->type == GATE
1585 || tmp->type == LOCKED_DOOR
1586 || tmp->type == WEAPON
1587 || tmp->type == ALTAR
1588 || tmp->type == SIGN
1589 || tmp->type == TRIGGER_PEDESTAL
1590 || tmp->type == SPECIAL_KEY
1591 || tmp->type == TREASURE
1592 || tmp->type == BOOK
1593 || tmp->type == HOLY_ALTAR
1594 || tmp->type == CONTAINER)))
1595 {
1596 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1597 {
1598 tmp->invisible = 0;
1599 done_one = 1;
1600 }
1601 }
1602
1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1604 floor = 1;
1605
1606 /* All detections below this point don't descend beneath the floor,
1607 * so just continue on. We could be clever and look at the type of
1608 * detection to completely break out if we don't care about objects beneath
1609 * the floor, but once we get to the floor, not likely a very big issue anyways.
1610 */
1611 if (floor)
1612 continue;
1613
1614 /* I had thought about making detect magic and detect curse
1615 * show the flash the magic item like it does for detect monster.
1616 * however, if the object is within sight, this would then make it
1617 * difficult to see what object is magical/cursed, so the
1618 * effect wouldn't be as apparent.
1619 */
1620
1621 /* detect magic */
1622 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1623 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1624 {
1625 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1626 /* make runes more visibile */
1627 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1628 tmp->stats.Cha /= 4;
1629
1630 done_one = 1;
1631 }
1632
1633 /* detect monster */
1634 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 /* Basically, if race is set in the spell, then the creatures race must
1643 * match that. if the spell race is set to GOD, then the gods opposing
1644 * race must match.
1645 */
1646 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1647 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1648 spell->race.contains (tmp->race)))
1649 {
1650 done_one = 2;
1651
1652 if (!detect)
1653 detect = tmp;
1654 }
1655
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1657 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1660 done_one = 1;
1661 }
1662 } /* for stack of objects on this space */
1663
1664 /* Code here puts an effect of the spell on the space, so you can see
1665 * where the magic is.
1666 */
1667 if (done_one)
1668 {
1669 object *detect_ob = arch_to_object (spell->other_arch);
1670
1671 /* if this is set, we want to copy the face */
1672 if (done_one == 2 && detect)
1673 {
1674 detect_ob->face = detect->face;
1675 detect_ob->animation_id = detect->animation_id;
1676 detect_ob->anim_speed = detect->anim_speed;
1677 detect_ob->last_anim = 0;
1678 /* by default, the detect_ob is already animated */
1679 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1680 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1681 }
1682
1683 m->insert (detect_ob, nx, ny, op);
1684 }
1685 } /* for processing the surrounding spaces */
1686
1687
1688 /* Now process objects in the players inventory if detect curse or magic */
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1690 {
1691 done_one = 0;
1692
1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1694 {
1695 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1696 {
1697 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1698 {
1699 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1700
1701 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 }
1704
1705 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1706 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1707 {
1708 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1709
1710 if (object *pl = tmp->visible_to ())
1711 esrv_update_item (UPD_FLAGS, pl, tmp);
1712 }
1713 } /* if item is not identified */
1714 } /* for the players inventory */
1715 } /* if detect magic/curse and object is a player */
1716
1717 return 1;
1718 }
1719
1720
1721 /**
1722 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1723 * level whos spell did cause the overcharge.
1724 */
1725 static void
1726 charge_mana_effect (object *victim, int caster_level)
1727 {
1728
1729 /* Prevent explosions for objects without mana. Without this check, doors
1730 * will explode, too.
1731 */
1732 if (victim->stats.maxsp <= 0)
1733 return;
1734
1735 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1736
1737 if (victim->stats.sp >= victim->stats.maxsp * 2)
1738 {
1739 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 create_exploding_ball_at (victim, caster_level);
1742 }
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1744 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1746 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1748 {
1749 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1750 confuse_player (victim, victim, 99);
1751 }
1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1753 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1754 }
1755
1756 /* cast_transfer
1757 * This spell transfers sp from the player to another person.
1758 * We let the target go above their normal maximum SP.
1759 */
1760
1761 int
1762 cast_transfer (object *op, object *caster, object *spell, int dir)
1763 {
1764 object *plyr = NULL;
1765 sint16 x, y;
1766 maptile *m;
1767 int mflags;
1768
1769 m = op->map;
1770 x = op->x + freearr_x[dir];
1771 y = op->y + freearr_y[dir];
1772
1773 mflags = get_map_flags (m, &m, x, y, &x, &y);
1774
1775 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1776 {
1777 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1778 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1779 break;
1780 }
1781
1782
1783 /* If we did not find a player in the specified direction, transfer
1784 * to anyone on top of us. This is used for the rune of transference mostly.
1785 */
1786 if (plyr == NULL)
1787 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1788 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1789 break;
1790
1791 if (!plyr)
1792 {
1793 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1794 return 0;
1795 }
1796 /* give sp */
1797 if (spell->stats.dam > 0)
1798 {
1799 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1800 charge_mana_effect (plyr, casting_level (caster, spell));
1801 return 1;
1802 }
1803 /* suck sp away. Can't suck sp from yourself */
1804 else if (op != plyr)
1805 {
1806 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1807
1808 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1809
1810 if (rate > 95)
1811 rate = 95;
1812
1813 sucked = (plyr->stats.sp * rate) / 100;
1814 plyr->stats.sp -= sucked;
1815 if (QUERY_FLAG (op, FLAG_ALIVE))
1816 {
1817 /* Player doesn't get full credit */
1818 sucked = (sucked * rate) / 100;
1819 op->stats.sp += sucked;
1820 if (sucked > 0)
1821 {
1822 charge_mana_effect (op, casting_level (caster, spell));
1823 }
1824 }
1825 return 1;
1826 }
1827 return 0;
1828 }
1829
1830
1831 /* counterspell: nullifies spell effects.
1832 * op is the counterspell object, dir is the direction
1833 * it was cast in.
1834 * Basically, if the object has a magic attacktype,
1835 * this may nullify it.
1836 */
1837 void
1838 counterspell (object *op, int dir)
1839 {
1840 object *tmp, *head, *next;
1841 int mflags;
1842 maptile *m;
1843 sint16 sx, sy;
1844
1845 sx = op->x + freearr_x[dir];
1846 sy = op->y + freearr_y[dir];
1847 m = op->map;
1848 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1849 if (mflags & P_OUT_OF_MAP)
1850 return;
1851
1852 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1853 {
1854 next = tmp->above;
1855
1856 /* Need to look at the head object - otherwise, if tmp
1857 * points to a monster, we don't have all the necessary
1858 * info for it.
1859 */
1860 if (tmp->head)
1861 head = tmp->head;
1862 else
1863 head = tmp;
1864
1865 /* don't attack our own spells */
1866 if (tmp->owner && tmp->owner == op->owner)
1867 continue;
1868
1869 /* Basically, if the object is magical and not counterspell,
1870 * we will more or less remove the object. Don't counterspell
1871 * monsters either.
1872 */
1873
1874 if (head->attacktype & AT_MAGIC
1875 && !(head->attacktype & AT_COUNTERSPELL)
1876 && !QUERY_FLAG (head, FLAG_MONSTER)
1877 && (op->level > head->level))
1878 head->destroy ();
1879 else
1880 switch (head->type)
1881 {
1882 case SPELL_EFFECT:
1883 // XXX: Don't affect floor spelleffects. See also XXX comment
1884 // about sanctuary in spell_util.C
1885 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1886 continue;
1887
1888 if (op->level > head->level)
1889 head->destroy ();
1890
1891 break;
1892
1893 /* I really don't get this rune code that much - that
1894 * random chance seems really low.
1895 */
1896 case RUNE:
1897 if (rndm (0, 149) == 0)
1898 {
1899 head->stats.hp--; /* weaken the rune */
1900 if (!head->stats.hp)
1901 head->destroy ();
1902 }
1903 break;
1904 }
1905 }
1906 }
1907
1908 /* cast_consecrate() - a spell to make an altar your god's */
1909 int
1910 cast_consecrate (object *op, object *caster, object *spell)
1911 {
1912 char buf[MAX_BUF];
1913
1914 object *tmp, *god = find_god (determine_god (op));
1915
1916 if (!god)
1917 {
1918 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1919 return 0;
1920 }
1921
1922 for (tmp = op->below; tmp; tmp = tmp->below)
1923 {
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 break;
1926 if (tmp->type == HOLY_ALTAR)
1927 {
1928
1929 if (tmp->level > casting_level (caster, spell))
1930 {
1931 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1932 return 0;
1933 }
1934 else
1935 {
1936 /* If we got here, we are consecrating an altar */
1937 sprintf (buf, "Altar of %s", &god->name);
1938 tmp->name = buf;
1939 tmp->level = casting_level (caster, spell);
1940 tmp->other_arch = god->arch;
1941
1942 if (op->type == PLAYER)
1943 esrv_update_item (UPD_NAME, op, tmp);
1944
1945 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1946 return 1;
1947 }
1948 }
1949 }
1950 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1951 return 0;
1952 }
1953
1954 /* animate_weapon -
1955 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1956 * The golem is based on the archetype specified, modified by the caster's level
1957 * and the attributes of the weapon. The weapon is inserted in the golem's
1958 * inventory so that it falls to the ground when the golem dies.
1959 * This code was very odd - code early on would only let players use the spell,
1960 * yet the code wass full of player checks. I've presumed that the code
1961 * that only let players use it was correct, and removed all the other
1962 * player checks. MSW 2003-01-06
1963 */
1964 int
1965 animate_weapon (object *op, object *caster, object *spell, int dir)
1966 {
1967 object *weapon, *tmp;
1968 char buf[MAX_BUF];
1969 int a, i;
1970 sint16 x, y;
1971 maptile *m;
1972
1973 if (!spell->other_arch)
1974 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1976 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1977 return 0;
1978 }
1979 /* exit if it's not a player using this spell. */
1980 if (op->type != PLAYER)
1981 return 0;
1982
1983 /* if player already has a golem, abort */
1984 if (object *golem = op->contr->golem)
1985 {
1986 control_golem (golem, dir);
1987 return 0;
1988 }
1989
1990 /* if no direction specified, pick one */
1991 if (!dir)
1992 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1993
1994 m = op->map;
1995 x = op->x + freearr_x[dir];
1996 y = op->y + freearr_y[dir];
1997
1998 /* if there's no place to put the golem, abort */
1999 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2000 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2001 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2003 return 0;
2004 }
2005
2006 /* Use the weapon marked by the player. */
2007 weapon = find_marked_object (op);
2008
2009 if (!weapon)
2010 {
2011 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2012 return 0;
2013 }
2014
2015 if (spell->race && weapon->arch->archname != spell->race)
2016 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2018 return 0;
2019 }
2020
2021 if (weapon->type != WEAPON)
2022 {
2023 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2024 return 0;
2025 }
2026
2027 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2028 {
2029 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2030 return 0;
2031 }
2032
2033 weapon = weapon->split ();
2034
2035 /* create the golem object */
2036 tmp = arch_to_object (spell->other_arch);
2037
2038 /* if animated by a player, give the player control of the golem */
2039 CLEAR_FLAG (tmp, FLAG_MONSTER);
2040 tmp->stats.exp = 0;
2041 add_friendly_object (tmp);
2042 tmp->type = GOLEM;
2043 tmp->set_owner (op);
2044 op->contr->golem = tmp;
2045 set_spell_skill (op, caster, spell, tmp);
2046
2047 /* Give the weapon to the golem now. A bit of a hack to check the
2048 * removed flag - it should only be set if weapon->split was
2049 * used above.
2050 */
2051 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2052 weapon->remove ();
2053
2054 tmp->insert (weapon);
2055
2056 /* To do everything necessary to let a golem use the weapon is a pain,
2057 * so instead, just set it as equipped (otherwise, we need to update
2058 * body_info, skills, etc)
2059 */
2060 SET_FLAG (tmp, FLAG_USE_WEAPON);
2061 SET_FLAG (weapon, FLAG_APPLIED);
2062 tmp->update_stats ();
2063
2064 /* There used to be 'odd' code that basically seemed to take the absolute
2065 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2066 * if you're using a crappy weapon, it shouldn't be as good.
2067 */
2068
2069 /* modify weapon's animated wc */
2070 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2071 if (tmp->stats.wc < -127)
2072 tmp->stats.wc = -127;
2073
2074 /* Modify hit points for weapon */
2075 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2076 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2077 if (tmp->stats.maxhp < 0)
2078 tmp->stats.maxhp = 10;
2079 tmp->stats.hp = tmp->stats.maxhp;
2080
2081 /* Modify weapon's damage */
2082 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2083 if (tmp->stats.dam < 0)
2084 tmp->stats.dam = 127;
2085
2086
2087 /* attacktype */
2088 if (!tmp->attacktype)
2089 tmp->attacktype = AT_PHYSICAL;
2090
2091 if (materialtype_t *mt = name_to_material (op->materialname))
2092 {
2093 for (i = 0; i < NROFATTACKS; i++)
2094 tmp->resist[i] = 50 - (mt->save[i] * 5);
2095 a = mt->save[0];
2096 }
2097 else
2098 {
2099 for (i = 0; i < NROFATTACKS; i++)
2100 tmp->resist[i] = 5;
2101 a = 10;
2102 }
2103
2104 /* Set weapon's immunity */
2105 tmp->resist[ATNR_CONFUSION] = 100;
2106 tmp->resist[ATNR_POISON] = 100;
2107 tmp->resist[ATNR_SLOW] = 100;
2108 tmp->resist[ATNR_PARALYZE] = 100;
2109 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2110 tmp->resist[ATNR_FEAR] = 100;
2111 tmp->resist[ATNR_DEPLETE] = 100;
2112 tmp->resist[ATNR_DEATH] = 100;
2113 tmp->resist[ATNR_BLIND] = 100;
2114
2115 /* Improve weapon's armour value according to best save vs. physical of its material */
2116
2117 if (a > 14)
2118 a = 14;
2119
2120 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2121
2122 /* Determine golem's speed */
2123 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2124
2125 if (!spell->race)
2126 {
2127 sprintf (buf, "animated %s", &weapon->name);
2128 tmp->name = buf;
2129
2130 tmp->face = weapon->face;
2131 tmp->animation_id = weapon->animation_id;
2132 tmp->anim_speed = weapon->anim_speed;
2133 tmp->last_anim = weapon->last_anim;
2134 tmp->state = weapon->state;
2135 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2136 }
2137
2138 /* make experience increase in proportion to the strength of the summoned creature. */
2139 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2140
2141 tmp->speed_left = -1;
2142 tmp->direction = dir;
2143
2144 m->insert (tmp, x, y, op);
2145 return 1;
2146 }
2147
2148 /* cast_daylight() - changes the map darkness level *lower* */
2149
2150 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2151 * This changes the light level for the entire map.
2152 */
2153 int
2154 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2155 {
2156 int success;
2157
2158 if (!op->map)
2159 return 0; /* shouldnt happen */
2160
2161 success = op->map->change_map_light (spell->stats.dam);
2162
2163 if (!success)
2164 {
2165 if (spell->stats.dam < 0)
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2167 else
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2169 }
2170
2171 return success;
2172 }
2173
2174 /* create an aura spell object and put it in the player's inventory.
2175 * as usual, op is player, caster is the object casting the spell,
2176 * spell is the spell object itself.
2177 */
2178 int
2179 create_aura (object *op, object *caster, object *spell)
2180 {
2181 int refresh = 0;
2182 object *new_aura;
2183
2184 new_aura = present_arch_in_ob (spell->other_arch, op);
2185 if (new_aura)
2186 refresh = 1;
2187 else
2188 new_aura = arch_to_object (spell->other_arch);
2189
2190 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2191
2192 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2193
2194 set_spell_skill (op, caster, spell, new_aura);
2195 new_aura->attacktype = spell->attacktype;
2196
2197 new_aura->level = casting_level (caster, spell);
2198
2199 if (refresh)
2200 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2201 else
2202 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2203
2204 insert_ob_in_ob (new_aura, op);
2205 new_aura->set_owner (op);
2206
2207 return 1;
2208 }
2209
2210 /* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately
2212 * around him.
2213 * Aura parameters:
2214 * duration: duration counter.
2215 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack
2217 */
2218 void
2219 move_aura (object *aura)
2220 {
2221 /* auras belong in inventories */
2222 object *env = aura->env;
2223 object *owner = aura->owner;
2224
2225 /* no matter what we've gotta remove the aura...
2226 * we'll put it back if its time isn't up.
2227 */
2228 aura->remove ();
2229
2230 /* exit if we're out of gas */
2231 if (aura->duration-- < 0)
2232 {
2233 aura->destroy ();
2234 return;
2235 }
2236
2237 /* auras only exist in inventories */
2238 if (!env || !env->map)
2239 {
2240 aura->destroy ();
2241 return;
2242 }
2243
2244 /* we need to jump out of the inventory for a bit
2245 * in order to hit the map conveniently.
2246 */
2247 aura->insert_at (env, aura);
2248
2249 for (int i = 1; i < 9; i++)
2250 {
2251 mapxy pos (env);
2252 pos.move (i);
2253
2254 /* Consider the movement type of the person with the aura as
2255 * movement type of the aura. Eg, if the player is flying, the aura
2256 * is flying also, if player is walking, it is on the ground, etc.
2257 */
2258 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2259 {
2260 hit_map (aura, i, aura->attacktype, 0);
2261
2262 if (aura->other_arch)
2263 pos.insert (arch_to_object (aura->other_arch), aura);
2264 }
2265 }
2266
2267 /* put the aura back in the player's inventory */
2268 env->insert (aura);
2269 aura->set_owner (owner);
2270 }
2271
2272 /* moves the peacemaker spell.
2273 * op is the piece object.
2274 */
2275 void
2276 move_peacemaker (object *op)
2277 {
2278 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2279 {
2280 int atk_lev, def_lev;
2281 object *victim = tmp->head_ ();
2282
2283 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2284 continue;
2285
2286 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2287 continue;
2288
2289 if (victim->stats.exp == 0)
2290 continue;
2291
2292 def_lev = MAX (1, victim->level);
2293 atk_lev = MAX (1, op->level);
2294
2295 if (rndm (0, atk_lev - 1) > def_lev)
2296 {
2297 /* make this sucker peaceful. */
2298
2299 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0;
2302 #if 0
2303 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage.
2305 */
2306 victim->stats.dam = 0;
2307 victim->stats.sp = 0;
2308 victim->stats.grace = 0;
2309 victim->stats.Pow = 0;
2310 #endif
2311 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER);
2316
2317 if (victim->name)
2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2319 }
2320 }
2321 }
2322
2323 /* This writes a rune that contains the appropriate message.
2324 * There really isn't any adjustments we make.
2325 */
2326 int
2327 write_mark (object *op, object *spell, const char *msg)
2328 {
2329 if (!msg || msg[0] == 0)
2330 {
2331 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2332 return 0;
2333 }
2334
2335 if (!msg_is_safe (msg))
2336 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2338 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2339 return 0;
2340 }
2341
2342 if (!spell->other_arch)
2343 return 0;
2344
2345 object *tmp = arch_to_object (spell->other_arch);
2346
2347 tmp->race = op->name; /*Save the owner of the rune */
2348 tmp->msg = msg;
2349
2350 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2351
2352 return 1;
2353 }
2354