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Revision: 1.119
Committed: Fri Mar 26 00:59:22 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.118: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 dynbuf buf;
1551 unordered_mapwalk (buf, 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 == T_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 = spell->other_arch->instance ();
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 = spell->other_arch->instance ();
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 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2093
2094 a = op->material->save[0];
2095
2096 /* Set weapon's immunity */
2097 tmp->resist[ATNR_CONFUSION] = 100;
2098 tmp->resist[ATNR_POISON] = 100;
2099 tmp->resist[ATNR_SLOW] = 100;
2100 tmp->resist[ATNR_PARALYZE] = 100;
2101 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2102 tmp->resist[ATNR_FEAR] = 100;
2103 tmp->resist[ATNR_DEPLETE] = 100;
2104 tmp->resist[ATNR_DEATH] = 100;
2105 tmp->resist[ATNR_BLIND] = 100;
2106
2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2108
2109 if (a > 14)
2110 a = 14;
2111
2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2113
2114 /* Determine golem's speed */
2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2116
2117 if (!spell->race)
2118 {
2119 sprintf (buf, "animated %s", &weapon->name);
2120 tmp->name = buf;
2121
2122 tmp->face = weapon->face;
2123 tmp->animation_id = weapon->animation_id;
2124 tmp->anim_speed = weapon->anim_speed;
2125 tmp->last_anim = weapon->last_anim;
2126 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 }
2129
2130 /* make experience increase in proportion to the strength of the summoned creature. */
2131 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2132
2133 tmp->speed_left = -1;
2134 tmp->direction = dir;
2135
2136 m->insert (tmp, x, y, op);
2137 return 1;
2138 }
2139
2140 /* cast_daylight() - changes the map darkness level *lower* */
2141
2142 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map.
2144 */
2145 int
2146 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2147 {
2148 int success;
2149
2150 if (!op->map)
2151 return 0; /* shouldnt happen */
2152
2153 success = op->map->change_map_light (spell->stats.dam);
2154
2155 if (!success)
2156 {
2157 if (spell->stats.dam < 0)
2158 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2159 else
2160 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2161 }
2162
2163 return success;
2164 }
2165
2166 /* create an aura spell object and put it in the player's inventory.
2167 * as usual, op is player, caster is the object casting the spell,
2168 * spell is the spell object itself.
2169 */
2170 int
2171 create_aura (object *op, object *caster, object *spell)
2172 {
2173 int refresh = 0;
2174 object *new_aura;
2175
2176 new_aura = present_arch_in_ob (spell->other_arch, op);
2177 if (new_aura)
2178 refresh = 1;
2179 else
2180 new_aura = spell->other_arch->instance ();
2181
2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2183
2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2185
2186 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype;
2188
2189 new_aura->level = casting_level (caster, spell);
2190
2191 if (refresh)
2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2193 else
2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2199 return 1;
2200 }
2201
2202 /* move aura function. An aura is a part of someone's inventory,
2203 * which he carries with him, but which acts on the map immediately
2204 * around him.
2205 * Aura parameters:
2206 * duration: duration counter.
2207 * attacktype: aura's attacktype
2208 * other_arch: archetype to drop where we attack
2209 */
2210 void
2211 move_aura (object *aura)
2212 {
2213 /* auras belong in inventories */
2214 object *env = aura->env;
2215 object *owner = aura->owner;
2216
2217 /* no matter what we've gotta remove the aura...
2218 * we'll put it back if its time isn't up.
2219 */
2220 aura->remove ();
2221
2222 /* exit if we're out of gas */
2223 if (aura->duration-- < 0)
2224 {
2225 aura->destroy ();
2226 return;
2227 }
2228
2229 /* auras only exist in inventories */
2230 if (!env || !env->map)
2231 {
2232 aura->destroy ();
2233 return;
2234 }
2235
2236 /* we need to jump out of the inventory for a bit
2237 * in order to hit the map conveniently.
2238 */
2239 aura->insert_at (env, aura);
2240
2241 for (int i = 1; i < 9; i++)
2242 {
2243 mapxy pos (env);
2244 pos.move (i);
2245
2246 /* Consider the movement type of the person with the aura as
2247 * movement type of the aura. Eg, if the player is flying, the aura
2248 * is flying also, if player is walking, it is on the ground, etc.
2249 */
2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2251 {
2252 hit_map (aura, i, aura->attacktype, 0);
2253
2254 if (aura->other_arch)
2255 pos.insert (aura->other_arch->instance (), aura);
2256 }
2257 }
2258
2259 /* put the aura back in the player's inventory */
2260 env->insert (aura);
2261 aura->set_owner (owner);
2262 }
2263
2264 /* moves the peacemaker spell.
2265 * op is the piece object.
2266 */
2267 void
2268 move_peacemaker (object *op)
2269 {
2270 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271 {
2272 int atk_lev, def_lev;
2273 object *victim = tmp->head_ ();
2274
2275 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2276 continue;
2277
2278 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2279 continue;
2280
2281 if (victim->stats.exp == 0)
2282 continue;
2283
2284 def_lev = max (1, victim->level);
2285 atk_lev = max (1, op->level);
2286
2287 if (rndm (0, atk_lev - 1) > def_lev)
2288 {
2289 /* make this sucker peaceful. */
2290
2291 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2292 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2293 victim->stats.exp = 0;
2294 #if 0
2295 /* No idea why these were all set to zero - if something
2296 * makes this creature agressive, he should still do damage.
2297 */
2298 victim->stats.dam = 0;
2299 victim->stats.sp = 0;
2300 victim->stats.grace = 0;
2301 victim->stats.Pow = 0;
2302 #endif
2303 victim->attack_movement = RANDO2;
2304 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2305 SET_FLAG (victim, FLAG_RUN_AWAY);
2306 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2307 CLEAR_FLAG (victim, FLAG_MONSTER);
2308
2309 if (victim->name)
2310 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2311 }
2312 }
2313 }
2314
2315 /* This writes a rune that contains the appropriate message.
2316 * There really isn't any adjustments we make.
2317 */
2318 int
2319 write_mark (object *op, object *spell, const char *msg)
2320 {
2321 if (!msg || msg[0] == 0)
2322 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2324 return 0;
2325 }
2326
2327 if (!msg_is_safe (msg))
2328 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2330 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2331 return 0;
2332 }
2333
2334 if (!spell->other_arch)
2335 return 0;
2336
2337 object *tmp = spell->other_arch->instance ();
2338
2339 tmp->race = op->name; /*Save the owner of the rune */
2340 tmp->msg = msg;
2341
2342 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2343
2344 return 1;
2345 }
2346