ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
Revision: 1.117
Committed: Sat Jan 30 23:30:26 2010 UTC (14 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.116: +1 -1 lines
Log Message:
*** empty log message ***

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <living.h>
28 #include <sproto.h>
29 #include <spells.h>
30 #include <sounds.h>
31
32 /* cast_magic_storm: This is really used mostly for spell
33 * fumbles at the like. tmp is the object to propogate.
34 * op is what is casting this.
35 */
36 void
37 cast_magic_storm (object *op, object *tmp, int lvl)
38 {
39 if (!tmp)
40 return; /* error */
41
42 tmp->level = op->level;
43 tmp->range += lvl / 5; /* increase the area of destruction */
44 tmp->duration += lvl / 5;
45
46 /* Put a cap on duration for this - if the player fails in their
47 * apartment, don't want it to go on so long that it kills them
48 * multiple times. Also, damge already increases with level,
49 * so don't really need to increase the duration as much either.
50 */
51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
54 tmp->stats.dam = lvl; /* nasty recoils! */
55 tmp->stats.maxhp = tmp->count; /* tract single parent */
56
57 tmp->insert_at (op, op);
58 }
59
60 int
61 recharge (object *op, object *caster, object *spell_ob)
62 {
63 object *wand, *tmp;
64 int ncharges;
65
66 wand = find_marked_object (op);
67 if (!wand || wand->type != WAND)
68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0;
71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 op->play_sound (sound_find ("ob_explode"));
76 wand->destroy ();
77 tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level;
96 else
97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0;
100 }
101
102 if (!ncharges)
103 ncharges = 1;
104
105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
110 SET_FLAG (wand, FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed);
112 }
113
114 return 1;
115 }
116
117 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
119 * arrows.
120 * Sets the plus based on the casters level. It is also settable with the
121 * invoke command. If the caster attempts to create missiles with too
122 * great a plus, the default is used.
123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc...
126 */
127 int
128 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129 {
130 int bonus_plus = 0;
131 const char *missile_name = "arrow";
132
133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name = tmp->race;
136
137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138
139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0;
145 }
146
147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
150 {
151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*spellparam))
153 {
154 artifact *al = find_artifactlist (missile->type)->items;
155
156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, spellparam))
158 break;
159
160 if (!al)
161 {
162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0;
165 }
166
167 if (al->item->slaying)
168 {
169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0;
172 }
173
174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type.
178 */
179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0;
181 }
182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (spellparam);
184 }
185
186 missile_plus = clamp (missile_plus, -4, 4);
187
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
191 if (missile->nrof < 1)
192 missile->nrof = 1;
193
194 missile->magic = missile_plus;
195 /* Can't get any money for these objects */
196 missile->value = 0;
197
198 SET_FLAG (missile, FLAG_IDENTIFIED);
199
200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
201 pick_up (op, missile);
202
203 return 1;
204 }
205
206
207 /* allows the choice of what sort of food object to make.
208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209 int
210 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211 {
212 int food_value;
213 archetype *at = NULL;
214 object *new_op;
215
216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217
218 if (spellparam)
219 {
220 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value)
224 spellparam = NULL;
225 }
226
227 if (!spellparam)
228 {
229 archetype *at_tmp;
230
231 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this
233 * function, and addition of new food types is automatically added.
234 * We don't use flesh types because the weight values of those need
235 * to be altered from the donor.
236 */
237
238 /* We assume the food items don't have multiple parts */
239 for_all_archetypes (at_tmp)
240 {
241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 {
243 /* Basically, if the food value is something that is creatable
244 * under the limits of the spell and it is higher than
245 * the item we have now, take it instead.
246 */
247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp;
253 }
254 }
255 }
256
257 /* Pretty unlikely (there are some very low food items), but you never
258 * know
259 */
260 if (!at)
261 {
262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
263 return 0;
264 }
265
266 food_value /= at->stats.food;
267 new_op = at->instance ();
268 new_op->nrof = food_value;
269
270 new_op->value = 0;
271 if (new_op->nrof < 1)
272 new_op->nrof = 1;
273
274 cast_create_obj (op, caster, new_op, dir);
275 return 1;
276 }
277
278 int
279 probe (object *op, object *caster, object *spell_ob, int dir)
280 {
281 int r, mflags, maxrange;
282 object *tmp;
283 maptile *m;
284
285 if (!dir)
286 {
287 examine_monster (op, op);
288 return 1;
289 }
290
291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
292 for (r = 1; r < maxrange; r++)
293 {
294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
295
296 m = op->map;
297 mflags = get_map_flags (m, &m, x, y, &x, &y);
298
299 if (mflags & P_OUT_OF_MAP)
300 break;
301
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0;
306 }
307
308 if (mflags & P_IS_ALIVE)
309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL)
315 tmp = tmp->head;
316 examine_monster (op, tmp);
317 return 1;
318 }
319 }
320 }
321
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1;
324 }
325
326 /* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It
330 * only checks the racial adjustments, and in fact that
331 * pl is invisible.
332 */
333 int
334 makes_invisible_to (object *pl, object *mon)
335 {
336 if (!pl->invisible)
337 return 0;
338
339 if (pl->type == PLAYER)
340 {
341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race)
343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
346
347 return 1;
348 }
349
350 /* invis_race is set if we get here */
351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1;
353
354 /* No race, can't be invisible to it */
355 if (!mon->race)
356 return 0;
357
358 if (mon->race.contains (pl->contr->invis_race))
359 return 1;
360
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
368 }
369 }
370
371 /* Makes the player or character invisible.
372 * Note the spells to 'stack', but perhaps in odd ways.
373 * the duration for all is cumulative.
374 * In terms of invis undead/normal invis, it is the last one cast that
375 * will determine if you are invisible to undead or normal monsters.
376 * For improved invis, if you cast it with a one of the others, you
377 * lose the improved part of it, and the above statement about undead/
378 * normal applies.
379 */
380 int
381 cast_invisible (object *op, object *caster, object *spell_ob)
382 {
383 if (op->invisible > 1000)
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
386 return 0;
387 }
388
389 /* Remove the switch with 90% duplicate code - just handle the differences with
390 * and if statement or two.
391 */
392 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
393 /* max duration */
394 if (op->invisible > 1000)
395 op->invisible = 1000;
396
397 if (op->type == PLAYER)
398 {
399 op->contr->invis_race = spell_ob->race;
400
401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
402 op->contr->tmp_invis = 0;
403 else
404 op->contr->tmp_invis = 1;
405
406 op->contr->hidden = 0;
407 }
408
409 if (makes_invisible_to (op, op))
410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
411 else
412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
413
414 update_object (op, UP_OBJ_CHANGE);
415
416 /* Only search the active objects - only these should actually do
417 * harm to the player.
418 */
419 for_all_actives (tmp)
420 if (tmp->enemy == op)
421 tmp->enemy = 0;
422
423 return 1;
424 }
425
426 /* earth to dust spell. Basically destroys earthwalls in the area.
427 */
428 int
429 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430 {
431 int range, i, j, mflags;
432 sint16 sx, sy;
433 maptile *m;
434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436
437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++)
439 {
440 sx = op->x + i;
441 sy = op->y + j;
442 m = op->map;
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444
445 if (mflags & P_OUT_OF_MAP)
446 continue;
447
448 // earth to dust tears down everything that can be torn down
449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 {
451 next = tmp->above;
452
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 }
456 }
457
458 return 1;
459 }
460
461 void
462 execute_word_of_recall (object *op)
463 {
464 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else
469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
471
472 op->destroy ();
473 }
474
475 /* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a
477 * time delay effect.
478 */
479 int
480 cast_word_of_recall (object *op, object *caster, object *spell_ob)
481 {
482 object *dummy;
483 int time;
484
485 if (op->type != PLAYER)
486 return 0;
487
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1;
492 }
493
494 dummy = get_archetype (FORCE_NAME);
495
496 if (!dummy)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1)
505 time = 1;
506
507 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something.
510 */
511 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL;
515
516 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522
523 op->insert (dummy);
524
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
527 return 1;
528 }
529
530 /* cast_wonder
531 * wonder is really just a spell that will likely cast another
532 * spell.
533 */
534 int
535 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536 {
537 object *newspell;
538
539 if (!rndm (0, 3))
540 return cast_cone (op, caster, dir, spell_ob);
541
542 if (spell_ob->randomitems)
543 {
544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
545 if (!newspell)
546 {
547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548 return 0;
549 }
550 if (newspell->type != SPELL)
551 {
552 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553 return 0;
554 }
555 /* Prevent inifinit recursion */
556 if (newspell->subtype == SP_WONDER)
557 {
558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559 return 0;
560 }
561 return cast_spell (op, caster, dir, newspell, NULL);
562 }
563 return 1;
564 }
565
566 int
567 perceive_self (object *op)
568 {
569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (shstr_depletion);
571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
580 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n";
582 else
583 buf << " - You worship no god.\n";
584
585 object *tmp = present_arch_in_ob (at, op);
586
587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
590 {
591 buf << " - You have: " << cp << ".\n";
592
593 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0)
596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 }
598
599 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 {
605 if (tmp->stats.exp == 0)
606 buf << " - Your metabolism isn't focused on anything.\n";
607 else
608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609
610 break;
611 }
612 }
613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 return 1;
617 }
618
619 /* This creates magic walls. Really, it can create most any object,
620 * within some reason.
621 */
622 int
623 magic_wall (object *op, object *caster, int dir, object *spell_ob)
624 {
625 object *tmp;
626 int i, posblocked, negblocked, maxrange;
627 sint16 x, y;
628 maptile *m;
629 const char *name;
630 archetype *at;
631
632 if (!dir)
633 {
634 dir = op->facing;
635 x = op->x;
636 y = op->y;
637 }
638 else
639 {
640 x = op->x + freearr_x[dir];
641 y = op->y + freearr_y[dir];
642 }
643
644 m = op->map;
645
646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
651 return 0;
652 }
653
654 if (spell_ob->other_arch)
655 tmp = spell_ob->other_arch->instance ();
656 else if (spell_ob->race)
657 {
658 char buf1[MAX_BUF];
659
660 sprintf (buf1, spell_ob->race, dir);
661 at = archetype::find (buf1);
662 if (!at)
663 {
664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0;
667 }
668
669 tmp = at->instance ();
670 }
671 else
672 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674 return 0;
675 }
676
677 if (tmp->type == SPELL_EFFECT)
678 {
679 tmp->attacktype = spell_ob->attacktype;
680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682 tmp->range = 0;
683 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 {
686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687 tmp->stats.maxhp = tmp->stats.hp;
688 }
689
690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
691 {
692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693 SET_FLAG (tmp, FLAG_IS_USED_UP);
694 }
695
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE);
702 }
703
704 /* This can't really hurt - if the object doesn't kill anything,
705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
707 */
708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
711 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = casting_level (caster, spell_ob) / 2;
713
714 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
718 return 0;
719 }
720
721 /* If this is a spellcasting wall, need to insert the spell object */
722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
724
725 /* This code causes the wall to extend some distance in
726 * each direction, or until an obstruction is encountered.
727 * posblocked and negblocked help determine how far the
728 * created wall can extend, it won't go extend through
729 * blocked spaces.
730 */
731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
732 posblocked = 0;
733 negblocked = 0;
734
735 for (i = 1; i <= maxrange; i++)
736 {
737 int dir2;
738
739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
740
741 x = tmp->x + i * freearr_x[dir2];
742 y = tmp->y + i * freearr_y[dir2];
743 m = tmp->map;
744
745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
747 {
748 object *tmp2 = tmp->clone ();
749 m->insert (tmp2, x, y, op);
750
751 /* If this is a spellcasting wall, need to insert the spell object */
752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 tmp2->insert (tmp2->other_arch->instance ());
754
755 }
756 else
757 posblocked = 1;
758
759 x = tmp->x - i * freearr_x[dir2];
760 y = tmp->y - i * freearr_y[dir2];
761 m = tmp->map;
762
763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
765 {
766 object *tmp2 = tmp->clone ();
767 m->insert (tmp2, x, y, op);
768
769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 tmp2->insert (tmp2->other_arch->instance ());
771 }
772 else
773 negblocked = 1;
774 }
775
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
777 update_all_los (op->map, op->x, op->y);
778
779 return 1;
780 }
781
782 int
783 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784 {
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (spellparam)
805 {
806 int count = atoi (spellparam);
807
808 if (count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 return 0;
829 }
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1;
889
890 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891
892 return 1;
893 }
894
895 /* cast_heal: Heals something.
896 * op is the caster.
897 * dir is the direction he is casting it in.
898 * spell is the spell object.
899 */
900 int
901 cast_heal (object *op, object *caster, object *spell, int dir)
902 {
903 object *tmp;
904 archetype *at;
905 object *poison;
906 int heal = 0, success = 0;
907
908 tmp = find_target_for_friendly_spell (op, dir);
909
910 if (!tmp)
911 return 0;
912
913 /* Figure out how many hp this spell might cure.
914 * could be zero if this spell heals effects, not damage.
915 */
916 heal = spell->stats.dam;
917 if (spell->stats.hp)
918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
919
920 if (heal)
921 {
922 if (tmp->stats.hp >= tmp->stats.maxhp)
923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 else
925 {
926 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based
928 * on amount of damage healed.
929 */
930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
933 tmp->stats.hp += heal;
934
935 if (tmp->stats.hp >= tmp->stats.maxhp)
936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
937 else if (heal > 50)
938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
939 else if (heal > 25)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
941 else if (heal > 10)
942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
943 else
944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
945
946 success = 1;
947 }
948 }
949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
954 if (spell->attacktype & AT_POISON)
955 {
956 at = archetype::find (shstr_poisoning);
957 poison = present_arch_in_ob (at, tmp);
958 if (poison)
959 {
960 success = 1;
961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 poison->stats.food = 1;
963 }
964 }
965
966 if (spell->attacktype & AT_CONFUSION)
967 {
968 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
969 if (poison)
970 {
971 success = 1;
972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973 poison->duration = 1;
974 }
975 }
976
977 if (spell->attacktype & AT_BLIND)
978 {
979 at = archetype::find (shstr_blindness);
980 poison = present_arch_in_ob (at, tmp);
981 if (poison)
982 {
983 success = 1;
984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
985 poison->stats.food = 1;
986 }
987 }
988
989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
991 tmp->stats.sp += spell->last_sp;
992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
994 success = 1;
995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
996 }
997
998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1000 tmp->stats.grace += spell->last_grace;
1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1;
1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 }
1006
1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1009 tmp->stats.food += spell->stats.food;
1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1014 success = 1;
1015 /* We could do something a bit better like the messages for healing above */
1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017 }
1018
1019 return success;
1020 }
1021
1022 /* This is used for the spells that gain stats. There are no spells
1023 * right now that icnrease wis/int/pow on a temp basis, so no
1024 * good comments for those.
1025 */
1026 static const char *const no_gain_msgs[NUM_STATS] = {
1027 "You grow no stronger.",
1028 "You grow no more agile.",
1029 "You don't feel any healthier.",
1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1033 "You are no easier to look at.",
1034 };
1035
1036 int
1037 change_ability_duration (object *spell, object *caster)
1038 {
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040 }
1041
1042 int
1043 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044 {
1045 object *force = 0;
1046 int i;
1047
1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir)
1051 : op;
1052
1053 if (!tmp)
1054 return 0;
1055
1056 /* If we've already got a force of this type, don't add a new one. */
1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 {
1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060 {
1061 if (tmp2->name == spell_ob->name)
1062 {
1063 force = tmp2; /* the old effect will be "refreshed" */
1064 break;
1065 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 {
1068 if (!silent)
1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1073 return 0;
1074 }
1075 }
1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1080 if (force)
1081 {
1082 if (duration > force->duration)
1083 {
1084 force->duration = duration;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 }
1087 else
1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1089
1090 return 1;
1091 }
1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1108 force->speed = 1.0;
1109 force->speed_left = -1.0;
1110 SET_FLAG (force, FLAG_APPLIED);
1111
1112 /* Now start processing the effects. First, protections */
1113 for (i = 0; i < NROFATTACKS; i++)
1114 {
1115 if (spell_ob->resist[i])
1116 {
1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1118 if (force->resist[i] > 100)
1119 force->resist[i] = 100;
1120 }
1121 }
1122
1123 if (spell_ob->stats.hp)
1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1125
1126 if (tmp->type == PLAYER)
1127 {
1128 /* Stat adjustment spells */
1129 for (i = 0; i < NUM_STATS; i++)
1130 {
1131 if (sint8 stat = spell_ob->stats.stat (i))
1132 {
1133 sint8 sm = 0;
1134 for (sint8 k = 0; k < stat; k++)
1135 sm += rndm (1, 3);
1136
1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1139
1140 force->stats.stat (i) = sm;
1141
1142 if (!sm)
1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1144 }
1145 }
1146 }
1147
1148 force->move_type = spell_ob->move_type;
1149
1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1151 SET_FLAG (force, FLAG_SEE_IN_DARK);
1152
1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1154 SET_FLAG (force, FLAG_XRAYS);
1155
1156 /* Haste/bonus speed */
1157 if (spell_ob->stats.exp)
1158 {
1159 if (op->speed > 0.5f)
1160 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1161 else
1162 force->stats.exp = spell_ob->stats.exp;
1163 }
1164
1165 force->stats.wc = spell_ob->stats.wc;
1166 force->stats.ac = spell_ob->stats.ac;
1167 force->attacktype = spell_ob->attacktype;
1168
1169 insert_ob_in_ob (force, tmp);
1170 change_abil (tmp, force); /* Mostly to display any messages */
1171 tmp->update_stats ();
1172
1173 return 1;
1174 }
1175
1176 /* This used to be part of cast_change_ability, but it really didn't make
1177 * a lot of sense, since most of the values it derives are from the god
1178 * of the caster.
1179 */
1180 int
1181 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182 {
1183 int i;
1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1185
1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1187 if (dir != 0)
1188 {
1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1193 }
1194 else
1195 tmp = op;
1196
1197 /* If we've already got a force of this type, don't add a new one. */
1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1202 if (tmp2->name == spell_ob->name)
1203 {
1204 force = tmp2; /* the old effect will be "refreshed" */
1205 break;
1206 }
1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1208 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1210 return 0;
1211 }
1212 }
1213 }
1214
1215 if (force == NULL)
1216 {
1217 force = get_archetype (FORCE_NAME);
1218 force->subtype = FORCE_CHANGE_ABILITY;
1219 if (spell_ob->race)
1220 force->name = spell_ob->race;
1221 else
1222 force->name = spell_ob->name;
1223 force->name_pl = spell_ob->name;
1224 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1225 }
1226 else
1227 {
1228 int duration;
1229
1230 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1231 if (duration > force->duration)
1232 {
1233 force->duration = duration;
1234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 }
1236 else
1237 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1239 }
1240 return 0;
1241 }
1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1243 force->speed = 1.0;
1244 force->speed_left = -1.0;
1245 SET_FLAG (force, FLAG_APPLIED);
1246
1247 if (!god)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250 }
1251 else
1252 {
1253 /* Only give out good benefits, and put a max on it */
1254 for (i = 0; i < NROFATTACKS; i++)
1255 if (god->resist[i] > 0)
1256 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1257
1258 force->path_attuned |= god->path_attuned;
1259
1260 if (spell_ob->attacktype)
1261 force->slaying = god->slaying;
1262
1263 if (tmp != op)
1264 {
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1267 }
1268 else
1269 {
1270 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1271 }
1272
1273 }
1274 force->stats.wc = spell_ob->stats.wc;
1275 force->stats.ac = spell_ob->stats.ac;
1276
1277 change_abil (tmp, force); /* Mostly to display any messages */
1278 insert_ob_in_ob (force, tmp);
1279 tmp->update_stats ();
1280 return 1;
1281 }
1282
1283 /* Alchemy code by Mark Wedel
1284 *
1285 * This code adds a new spell, called alchemy. Alchemy will turn
1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1287 *
1288 * The value of the gold nuggets being about 90% of that of the item
1289 * itself. It uses the value of the object before charisma adjustments,
1290 * because the nuggets themselves will be will be adjusted by charisma
1291 * when sold.
1292 *
1293 * There is also a chance (1:30) that you will get nothing at all
1294 * for the object. There is also a maximum weight that will be
1295 * alchemised.
1296 */
1297 static void
1298 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299 {
1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1301
1302 /* Give third price when we alchemy money (this should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul
1307 * the stuff back to town.
1308 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1310 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3;
1313 else
1314 value = value * 9 / 10;
1315
1316 if (obj->value > 0 && rndm (0, 29))
1317 total_value += value;
1318
1319 total_weight += obj->total_weight ();
1320
1321 obj->destroy ();
1322 }
1323
1324 int
1325 alchemy (object *op, object *caster, object *spell_ob)
1326 {
1327 if (op->type != PLAYER)
1328 return 0;
1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find (shstr_pyrite3);
1333 nugget[1] = archetype::find (shstr_pyrite2);
1334 nugget[2] = archetype::find (shstr_pyrite);
1335
1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1337 * some, and also prevents people from alchemising every table/chair/clock
1338 * in sight
1339 */
1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1341 int weight_max = duration * 1000;
1342 uint64 value_max = duration * 1000;
1343
1344 int weight = 0;
1345
1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1347 {
1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1349 {
1350 uint64 value = 0;
1351
1352 sint16 nx = x;
1353 sint16 ny = y;
1354
1355 maptile *mp = op->map;
1356
1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1358
1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1360 continue;
1361
1362 /* Treat alchemy a little differently - most spell effects
1363 * use fly as the movement type - for alchemy, consider it
1364 * ground level effect.
1365 */
1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1367 continue;
1368
1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1370 {
1371 next = tmp->above;
1372
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1375 {
1376 if (tmp->inv)
1377 {
1378 object *next1, *tmp1;
1379
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 {
1382 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1385 alchemy_object (tmp1, value, weight);
1386 }
1387 }
1388
1389 alchemy_object (tmp, value, weight);
1390
1391 if (weight > weight_max)
1392 break;
1393 }
1394 }
1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1413 }
1414
1415 bailout:
1416 return 1;
1417 }
1418
1419 /* This function removes the cursed/damned status on equipped
1420 * items.
1421 */
1422 int
1423 remove_curse (object *op, object *caster, object *spell)
1424 {
1425 int success = 0, was_one = 0;
1426
1427 for (object *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 == T_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 = spell->other_arch->instance ();
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 = spell->other_arch->instance ();
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 for (i = 0; i < NROFATTACKS; i++)
2091 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2092
2093 a = op->material->save[0];
2094
2095 /* Set weapon's immunity */
2096 tmp->resist[ATNR_CONFUSION] = 100;
2097 tmp->resist[ATNR_POISON] = 100;
2098 tmp->resist[ATNR_SLOW] = 100;
2099 tmp->resist[ATNR_PARALYZE] = 100;
2100 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2101 tmp->resist[ATNR_FEAR] = 100;
2102 tmp->resist[ATNR_DEPLETE] = 100;
2103 tmp->resist[ATNR_DEATH] = 100;
2104 tmp->resist[ATNR_BLIND] = 100;
2105
2106 /* Improve weapon's armour value according to best save vs. physical of its material */
2107
2108 if (a > 14)
2109 a = 14;
2110
2111 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2112
2113 /* Determine golem's speed */
2114 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2115
2116 if (!spell->race)
2117 {
2118 sprintf (buf, "animated %s", &weapon->name);
2119 tmp->name = buf;
2120
2121 tmp->face = weapon->face;
2122 tmp->animation_id = weapon->animation_id;
2123 tmp->anim_speed = weapon->anim_speed;
2124 tmp->last_anim = weapon->last_anim;
2125 tmp->state = weapon->state;
2126 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2127 }
2128
2129 /* make experience increase in proportion to the strength of the summoned creature. */
2130 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2131
2132 tmp->speed_left = -1;
2133 tmp->direction = dir;
2134
2135 m->insert (tmp, x, y, op);
2136 return 1;
2137 }
2138
2139 /* cast_daylight() - changes the map darkness level *lower* */
2140
2141 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2142 * This changes the light level for the entire map.
2143 */
2144 int
2145 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2146 {
2147 int success;
2148
2149 if (!op->map)
2150 return 0; /* shouldnt happen */
2151
2152 success = op->map->change_map_light (spell->stats.dam);
2153
2154 if (!success)
2155 {
2156 if (spell->stats.dam < 0)
2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2158 else
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2160 }
2161
2162 return success;
2163 }
2164
2165 /* create an aura spell object and put it in the player's inventory.
2166 * as usual, op is player, caster is the object casting the spell,
2167 * spell is the spell object itself.
2168 */
2169 int
2170 create_aura (object *op, object *caster, object *spell)
2171 {
2172 int refresh = 0;
2173 object *new_aura;
2174
2175 new_aura = present_arch_in_ob (spell->other_arch, op);
2176 if (new_aura)
2177 refresh = 1;
2178 else
2179 new_aura = spell->other_arch->instance ();
2180
2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2182
2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2184
2185 set_spell_skill (op, caster, spell, new_aura);
2186 new_aura->attacktype = spell->attacktype;
2187
2188 new_aura->level = casting_level (caster, spell);
2189
2190 if (refresh)
2191 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2192 else
2193 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2194
2195 insert_ob_in_ob (new_aura, op);
2196 new_aura->set_owner (op);
2197
2198 return 1;
2199 }
2200
2201 /* move aura function. An aura is a part of someone's inventory,
2202 * which he carries with him, but which acts on the map immediately
2203 * around him.
2204 * Aura parameters:
2205 * duration: duration counter.
2206 * attacktype: aura's attacktype
2207 * other_arch: archetype to drop where we attack
2208 */
2209 void
2210 move_aura (object *aura)
2211 {
2212 /* auras belong in inventories */
2213 object *env = aura->env;
2214 object *owner = aura->owner;
2215
2216 /* no matter what we've gotta remove the aura...
2217 * we'll put it back if its time isn't up.
2218 */
2219 aura->remove ();
2220
2221 /* exit if we're out of gas */
2222 if (aura->duration-- < 0)
2223 {
2224 aura->destroy ();
2225 return;
2226 }
2227
2228 /* auras only exist in inventories */
2229 if (!env || !env->map)
2230 {
2231 aura->destroy ();
2232 return;
2233 }
2234
2235 /* we need to jump out of the inventory for a bit
2236 * in order to hit the map conveniently.
2237 */
2238 aura->insert_at (env, aura);
2239
2240 for (int i = 1; i < 9; i++)
2241 {
2242 mapxy pos (env);
2243 pos.move (i);
2244
2245 /* Consider the movement type of the person with the aura as
2246 * movement type of the aura. Eg, if the player is flying, the aura
2247 * is flying also, if player is walking, it is on the ground, etc.
2248 */
2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2250 {
2251 hit_map (aura, i, aura->attacktype, 0);
2252
2253 if (aura->other_arch)
2254 pos.insert (aura->other_arch->instance (), aura);
2255 }
2256 }
2257
2258 /* put the aura back in the player's inventory */
2259 env->insert (aura);
2260 aura->set_owner (owner);
2261 }
2262
2263 /* moves the peacemaker spell.
2264 * op is the piece object.
2265 */
2266 void
2267 move_peacemaker (object *op)
2268 {
2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2270 {
2271 int atk_lev, def_lev;
2272 object *victim = tmp->head_ ();
2273
2274 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2275 continue;
2276
2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2278 continue;
2279
2280 if (victim->stats.exp == 0)
2281 continue;
2282
2283 def_lev = max (1, victim->level);
2284 atk_lev = max (1, op->level);
2285
2286 if (rndm (0, atk_lev - 1) > def_lev)
2287 {
2288 /* make this sucker peaceful. */
2289
2290 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2291 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2292 victim->stats.exp = 0;
2293 #if 0
2294 /* No idea why these were all set to zero - if something
2295 * makes this creature agressive, he should still do damage.
2296 */
2297 victim->stats.dam = 0;
2298 victim->stats.sp = 0;
2299 victim->stats.grace = 0;
2300 victim->stats.Pow = 0;
2301 #endif
2302 victim->attack_movement = RANDO2;
2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2304 SET_FLAG (victim, FLAG_RUN_AWAY);
2305 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2306 CLEAR_FLAG (victim, FLAG_MONSTER);
2307
2308 if (victim->name)
2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2310 }
2311 }
2312 }
2313
2314 /* This writes a rune that contains the appropriate message.
2315 * There really isn't any adjustments we make.
2316 */
2317 int
2318 write_mark (object *op, object *spell, const char *msg)
2319 {
2320 if (!msg || msg[0] == 0)
2321 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2323 return 0;
2324 }
2325
2326 if (!msg_is_safe (msg))
2327 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2330 return 0;
2331 }
2332
2333 if (!spell->other_arch)
2334 return 0;
2335
2336 object *tmp = spell->other_arch->instance ();
2337
2338 tmp->race = op->name; /*Save the owner of the rune */
2339 tmp->msg = msg;
2340
2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2342
2343 return 1;
2344 }
2345