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Revision: 1.126
Committed: Sun Apr 11 15:37:30 2010 UTC (14 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.125: +2 -2 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0;
71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 {
75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 op->play_sound (sound_find ("ob_explode"));
77 wand->destroy ();
78 tmp = get_archetype (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level;
97 else
98 {
99 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0;
101 }
102
103 if (!ncharges)
104 ncharges = 1;
105
106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 {
111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->speed);
113 }
114
115 return 1;
116 }
117
118 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * arrows.
121 * Sets the plus based on the casters level. It is also settable with the
122 * invoke command. If the caster attempts to create missiles with too
123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc...
127 */
128 int
129 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
130 {
131 int bonus_plus = 0;
132 const char *missile_name = "arrow";
133
134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
136 missile_name = tmp->race;
137
138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139
140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
143 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0;
146 }
147
148 object *missile = missile_arch->instance ();
149
150 if (spellparam)
151 {
152 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*spellparam))
154 {
155 artifact *al = find_artifactlist (missile->type)->items;
156
157 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, spellparam))
159 break;
160
161 if (!al)
162 {
163 missile->destroy ();
164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
165 return 0;
166 }
167
168 if (al->item->slaying)
169 {
170 missile->destroy ();
171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
172 return 0;
173 }
174
175 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type.
179 */
180 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0;
182 }
183 else if (atoi (spellparam) < missile_plus)
184 missile_plus = atoi (spellparam);
185 }
186
187 missile_plus = clamp (missile_plus, -4, 4);
188
189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
190 missile->nrof -= 3 * (missile_plus + bonus_plus);
191
192 if (missile->nrof < 1)
193 missile->nrof = 1;
194
195 missile->magic = missile_plus;
196 /* Can't get any money for these objects */
197 missile->value = 0;
198
199 missile->set_flag (FLAG_IDENTIFIED);
200
201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
202 pick_up (op, missile);
203
204 return 1;
205 }
206
207
208 /* allows the choice of what sort of food object to make.
209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
210 int
211 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
212 {
213 int food_value;
214 archetype *at = NULL;
215 object *new_op;
216
217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
218
219 if (spellparam)
220 {
221 at = find_archetype_by_object_type_name (FOOD, spellparam);
222 if (at == NULL)
223 at = find_archetype_by_object_type_name (DRINK, spellparam);
224 if (at == NULL || at->stats.food > food_value)
225 spellparam = NULL;
226 }
227
228 if (!spellparam)
229 {
230 archetype *at_tmp;
231
232 /* We try to find the archetype with the maximum food value.
233 * This removes the dependancy of hard coded food values in this
234 * function, and addition of new food types is automatically added.
235 * We don't use flesh types because the weight values of those need
236 * to be altered from the donor.
237 */
238
239 /* We assume the food items don't have multiple parts */
240 for_all_archetypes (at_tmp)
241 {
242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
243 {
244 /* Basically, if the food value is something that is creatable
245 * under the limits of the spell and it is higher than
246 * the item we have now, take it instead.
247 */
248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
253 at = at_tmp;
254 }
255 }
256 }
257
258 /* Pretty unlikely (there are some very low food items), but you never
259 * know
260 */
261 if (!at)
262 {
263 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0;
265 }
266
267 food_value /= at->stats.food;
268 new_op = at->instance ();
269 new_op->nrof = food_value;
270
271 new_op->value = 0;
272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
274
275 cast_create_obj (op, caster, new_op, dir);
276 return 1;
277 }
278
279 int
280 probe (object *op, object *caster, object *spell_ob, int dir)
281 {
282 int r, mflags, maxrange;
283 object *tmp;
284 maptile *m;
285
286 if (!dir)
287 {
288 examine_monster (op, op);
289 return 1;
290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++)
294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296
297 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299
300 if (mflags & P_OUT_OF_MAP)
301 break;
302
303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0;
307 }
308
309 if (mflags & P_IS_ALIVE)
310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL)
316 tmp = tmp->head;
317 examine_monster (op, tmp);
318 return 1;
319 }
320 }
321 }
322
323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
324 return 1;
325 }
326
327 /* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It
331 * only checks the racial adjustments, and in fact that
332 * pl is invisible.
333 */
334 int
335 makes_invisible_to (object *pl, object *mon)
336 {
337 if (!pl->invisible)
338 return 0;
339
340 if (pl->type == PLAYER)
341 {
342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race)
344 {
345 if (mon->flag [FLAG_UNDEAD])
346 return 0;
347
348 return 1;
349 }
350
351 /* invis_race is set if we get here */
352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
353 return 1;
354
355 /* No race, can't be invisible to it */
356 if (!mon->race)
357 return 0;
358
359 if (mon->race.contains (pl->contr->invis_race))
360 return 1;
361
362 /* Nothing matched above, return 0 */
363 return 0;
364 }
365 else
366 {
367 /* monsters are invisible to everything */
368 return 1;
369 }
370 }
371
372 /* Makes the player or character invisible.
373 * Note the spells to 'stack', but perhaps in odd ways.
374 * the duration for all is cumulative.
375 * In terms of invis undead/normal invis, it is the last one cast that
376 * will determine if you are invisible to undead or normal monsters.
377 * For improved invis, if you cast it with a one of the others, you
378 * lose the improved part of it, and the above statement about undead/
379 * normal applies.
380 */
381 int
382 cast_invisible (object *op, object *caster, object *spell_ob)
383 {
384 if (op->invisible > 1000)
385 {
386 op->failmsg ("You can not extend the duration of your invisibility any further");
387 return 0;
388 }
389
390 /* Remove the switch with 90% duplicate code - just handle the differences with
391 * and if statement or two.
392 */
393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394 /* max duration */
395 if (op->invisible > 1000)
396 op->invisible = 1000;
397
398 if (op->type == PLAYER)
399 {
400 op->contr->invis_race = spell_ob->race;
401
402 if (spell_ob->flag [FLAG_MAKE_INVIS])
403 op->contr->tmp_invis = 0;
404 else
405 op->contr->tmp_invis = 1;
406
407 op->contr->hidden = 0;
408 }
409
410 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414
415 update_object (op, UP_OBJ_CHANGE);
416
417 /* Only search the active objects - only these should actually do
418 * harm to the player.
419 */
420 for_all_actives (tmp)
421 if (tmp->enemy == op)
422 tmp->enemy = 0;
423
424 return 1;
425 }
426
427 /* earth to dust spell. Basically destroys earthwalls in the area.
428 */
429 int
430 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
431 {
432 int range, i, j, mflags;
433 sint16 sx, sy;
434 maptile *m;
435
436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
437
438 for (i = -range; i <= range; i++)
439 for (j = -range; j <= range; j++)
440 {
441 sx = op->x + i;
442 sy = op->y + j;
443 m = op->map;
444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
445
446 if (mflags & P_OUT_OF_MAP)
447 continue;
448
449 // earth to dust tears down everything that can be torn down
450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
451 {
452 next = tmp->above;
453
454 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 }
457 }
458
459 return 1;
460 }
461
462 void
463 execute_word_of_recall (object *op)
464 {
465 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else
470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
472
473 op->destroy ();
474 }
475
476 /* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a
478 * time delay effect.
479 */
480 int
481 cast_word_of_recall (object *op, object *caster, object *spell_ob)
482 {
483 object *dummy;
484 int time;
485
486 if (op->type != PLAYER)
487 return 0;
488
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1;
493 }
494
495 dummy = get_archetype (FORCE_NAME);
496
497 if (!dummy)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
505 if (time < 1)
506 time = 1;
507
508 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something.
511 */
512 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL;
516
517 /* If we could take advantage of enter_player_savebed() here, it would be
518 * nice, but until the map load fails, we can't.
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523
524 op->insert (dummy);
525
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
528 return 1;
529 }
530
531 /* cast_wonder
532 * wonder is really just a spell that will likely cast another
533 * spell.
534 */
535 int
536 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537 {
538 object *newspell;
539
540 if (!rndm (0, 3))
541 return cast_cone (op, caster, dir, spell_ob);
542
543 if (spell_ob->randomitems)
544 {
545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
546 if (!newspell)
547 {
548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
549 return 0;
550 }
551 if (newspell->type != SPELL)
552 {
553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
554 return 0;
555 }
556 /* Prevent inifinit recursion */
557 if (newspell->subtype == SP_WONDER)
558 {
559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
560 return 0;
561 }
562 return cast_spell (op, caster, dir, newspell, NULL);
563 }
564 return 1;
565 }
566
567 int
568 perceive_self (object *op)
569 {
570 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (shstr_depletion);
572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
581 if (object *god = find_god (determine_god (op)))
582 buf << " - You worship " << &god->name << ".\n";
583 else
584 buf << " - You worship no god.\n";
585
586 object *tmp = present_arch_in_ob (at, op);
587
588 if (*cp == '\0' && !tmp)
589 buf << " - You feel very mundane. ";
590 else
591 {
592 buf << " - You have: " << cp << ".\n";
593
594 if (tmp)
595 for (int i = 0; i < NUM_STATS; i++)
596 if (tmp->stats.stat (i) < 0)
597 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
598 }
599
600 if (op->is_dragon ())
601 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp; tmp = tmp->below)
603 {
604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 {
606 if (tmp->stats.exp == 0)
607 buf << " - Your metabolism isn't focused on anything.\n";
608 else
609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
610
611 break;
612 }
613 }
614
615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616
617 return 1;
618 }
619
620 /* This creates magic walls. Really, it can create most any object,
621 * within some reason.
622 */
623 int
624 magic_wall (object *op, object *caster, int dir, object *spell_ob)
625 {
626 object *tmp;
627 int i, posblocked, negblocked, maxrange;
628 sint16 x, y;
629 maptile *m;
630 const char *name;
631 archetype *at;
632
633 if (!dir)
634 {
635 dir = op->facing;
636 x = op->x;
637 y = op->y;
638 }
639 else
640 {
641 x = op->x + freearr_x[dir];
642 y = op->y + freearr_y[dir];
643 }
644
645 m = op->map;
646
647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
650 {
651 op->failmsg ("Something is in the way.");
652 return 0;
653 }
654
655 if (spell_ob->other_arch)
656 tmp = spell_ob->other_arch->instance ();
657 else if (spell_ob->race)
658 {
659 char buf1[MAX_BUF];
660
661 sprintf (buf1, spell_ob->race, dir);
662 at = archetype::find (buf1);
663 if (!at)
664 {
665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
667 return 0;
668 }
669
670 tmp = at->instance ();
671 }
672 else
673 {
674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
675 return 0;
676 }
677
678 if (tmp->type == SPELL_EFFECT)
679 {
680 tmp->attacktype = spell_ob->attacktype;
681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
683 tmp->range = 0;
684 }
685 else if (tmp->flag [FLAG_ALIVE])
686 {
687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
688 tmp->stats.maxhp = tmp->stats.hp;
689 }
690
691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
692 {
693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
694 tmp->set_flag (FLAG_IS_USED_UP);
695 }
696
697 if (spell_ob->flag [FLAG_TEAR_DOWN])
698 {
699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
700 tmp->stats.maxhp = tmp->stats.hp;
701 tmp->set_flag (FLAG_TEAR_DOWN);
702 tmp->set_flag (FLAG_ALIVE);
703 }
704
705 /* This can't really hurt - if the object doesn't kill anything,
706 * these fields just won't be used. Do not set the owner for
707 * earthwalls, though, so they survive restarts.
708 */
709 if (tmp->type != EARTHWALL) //TODO
710 tmp->set_owner (op);
711
712 set_spell_skill (op, caster, spell_ob, tmp);
713 tmp->level = casting_level (caster, spell_ob) / 2;
714
715 name = tmp->name;
716 if (!(tmp = m->insert (tmp, x, y, op)))
717 {
718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
719 return 0;
720 }
721
722 /* If this is a spellcasting wall, need to insert the spell object */
723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
725
726 /* This code causes the wall to extend some distance in
727 * each direction, or until an obstruction is encountered.
728 * posblocked and negblocked help determine how far the
729 * created wall can extend, it won't go extend through
730 * blocked spaces.
731 */
732 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
733 posblocked = 0;
734 negblocked = 0;
735
736 for (i = 1; i <= maxrange; i++)
737 {
738 int dir2;
739
740 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
741
742 x = tmp->x + i * freearr_x[dir2];
743 y = tmp->y + i * freearr_y[dir2];
744 m = tmp->map;
745
746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
748 {
749 object *tmp2 = tmp->clone ();
750 m->insert (tmp2, x, y, op);
751
752 /* If this is a spellcasting wall, need to insert the spell object */
753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
754 tmp2->insert (tmp2->other_arch->instance ());
755
756 }
757 else
758 posblocked = 1;
759
760 x = tmp->x - i * freearr_x[dir2];
761 y = tmp->y - i * freearr_y[dir2];
762 m = tmp->map;
763
764 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
766 {
767 object *tmp2 = tmp->clone ();
768 m->insert (tmp2, x, y, op);
769
770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
771 tmp2->insert (tmp2->other_arch->instance ());
772 }
773 else
774 negblocked = 1;
775 }
776
777 if (tmp->flag [FLAG_BLOCKSVIEW])
778 update_all_los (op->map, op->x, op->y);
779
780 return 1;
781 }
782
783 int
784 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
785 {
786 uint32 dist, maxdist;
787 int mflags;
788 maptile *m;
789 sint16 sx, sy;
790
791 if (op->type != PLAYER)
792 return 0;
793
794 if (!dir)
795 {
796 op->failmsg ("In what direction?");
797 return 0;
798 }
799
800 /* Given the new outdoor maps, can't let players dimension door for
801 * ever, so put limits in.
802 */
803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
804
805 if (spellparam)
806 {
807 int count = atoi (spellparam);
808
809 if (count > maxdist)
810 {
811 op->failmsg ("You can't dimension door that far!");
812 return 0;
813 }
814
815 for (dist = 0; dist < count; dist++)
816 {
817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
818
819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
820 break;
821
822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
823 break;
824 }
825
826 if (dist < count)
827 {
828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
829 return 0;
830 }
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 op->failmsg ("Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
889 return 1;
890
891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
893 return 1;
894 }
895
896 /* cast_heal: Heals something.
897 * op is the caster.
898 * dir is the direction he is casting it in.
899 * spell is the spell object.
900 */
901 int
902 cast_heal (object *op, object *caster, object *spell, int dir)
903 {
904 object *tmp;
905 archetype *at;
906 object *poison;
907 int heal = 0, success = 0;
908
909 tmp = find_target_for_friendly_spell (op, dir);
910
911 if (!tmp)
912 return 0;
913
914 /* Figure out how many hp this spell might cure.
915 * could be zero if this spell heals effects, not damage.
916 */
917 heal = spell->stats.dam;
918 if (spell->stats.hp)
919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
920
921 if (heal)
922 {
923 if (tmp->stats.hp >= tmp->stats.maxhp)
924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
925 else
926 {
927 /* See how many points we actually heal. Instead of messages
928 * based on type of spell, we instead do messages based
929 * on amount of damage healed.
930 */
931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
934 tmp->stats.hp += heal;
935
936 if (tmp->stats.hp >= tmp->stats.maxhp)
937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
938 else if (heal > 50)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
940 else if (heal > 25)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
942 else if (heal > 10)
943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
944 else
945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
946
947 success = 1;
948 }
949 }
950
951 if (spell->attacktype & AT_DISEASE)
952 if (cure_disease (tmp, op, spell))
953 success = 1;
954
955 if (spell->attacktype & AT_POISON)
956 {
957 at = archetype::find (shstr_poisoning);
958 poison = present_arch_in_ob (at, tmp);
959 if (poison)
960 {
961 success = 1;
962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
963 poison->stats.food = 1;
964 }
965 }
966
967 if (spell->attacktype & AT_CONFUSION)
968 {
969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
970 if (poison)
971 {
972 success = 1;
973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
974 poison->duration = 1;
975 }
976 }
977
978 if (spell->attacktype & AT_BLIND)
979 {
980 at = archetype::find (shstr_blindness);
981 poison = present_arch_in_ob (at, tmp);
982 if (poison)
983 {
984 success = 1;
985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
986 poison->stats.food = 1;
987 }
988 }
989
990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
991 {
992 tmp->stats.sp += spell->last_sp;
993 if (tmp->stats.sp > tmp->stats.maxsp)
994 tmp->stats.sp = tmp->stats.maxsp;
995 success = 1;
996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
997 }
998
999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1000 {
1001 tmp->stats.grace += spell->last_grace;
1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1003 tmp->stats.grace = tmp->stats.maxgrace;
1004 success = 1;
1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1006 }
1007
1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1009 {
1010 tmp->stats.food += spell->stats.food;
1011 min_it (tmp->stats.food, MAX_FOOD);
1012
1013 success = 1;
1014 /* We could do something a bit better like the messages for healing above */
1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1016 }
1017
1018 return success;
1019 }
1020
1021 /* This is used for the spells that gain stats. There are no spells
1022 * right now that icnrease wis/int/pow on a temp basis, so no
1023 * good comments for those.
1024 */
1025 static const char *const no_gain_msgs[NUM_STATS] = {
1026 "You grow no stronger.",
1027 "You grow no more agile.",
1028 "You don't feel any healthier.",
1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1032 "You are no easier to look at.",
1033 };
1034
1035 int
1036 change_ability_duration (object *spell, object *caster)
1037 {
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039 }
1040
1041 int
1042 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1043 {
1044 object *force = 0;
1045 int i;
1046
1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1048 object *tmp = dir
1049 ? find_target_for_friendly_spell (op, dir)
1050 : op;
1051
1052 if (!tmp)
1053 return 0;
1054
1055 /* If we've already got a force of this type, don't add a new one. */
1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1057 {
1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1059 {
1060 if (tmp2->name == spell_ob->name)
1061 {
1062 force = tmp2; /* the old effect will be "refreshed" */
1063 break;
1064 }
1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1066 {
1067 if (!silent)
1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1071 return 0;
1072 }
1073 }
1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1078 if (force)
1079 {
1080 if (duration > force->duration)
1081 {
1082 force->duration = duration;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084 }
1085 else
1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1087
1088 return 1;
1089 }
1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1106 force->speed = 1.0;
1107 force->speed_left = -1.0;
1108 force->set_flag (FLAG_APPLIED);
1109
1110 /* Now start processing the effects. First, protections */
1111 for (i = 0; i < NROFATTACKS; i++)
1112 {
1113 if (spell_ob->resist[i])
1114 {
1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1116 if (force->resist[i] > 100)
1117 force->resist[i] = 100;
1118 }
1119 }
1120
1121 if (spell_ob->stats.hp)
1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1123
1124 if (tmp->type == PLAYER)
1125 {
1126 /* Stat adjustment spells */
1127 for (i = 0; i < NUM_STATS; i++)
1128 {
1129 if (sint8 stat = spell_ob->stats.stat (i))
1130 {
1131 sint8 sm = 0;
1132 for (sint8 k = 0; k < stat; k++)
1133 sm += rndm (1, 3);
1134
1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1137
1138 force->stats.stat (i) = sm;
1139
1140 if (!sm)
1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1142 }
1143 }
1144 }
1145
1146 force->move_type = spell_ob->move_type;
1147
1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1149 force->set_flag (FLAG_SEE_IN_DARK);
1150
1151 if (spell_ob->flag [FLAG_XRAYS])
1152 force->set_flag (FLAG_XRAYS);
1153
1154 /* Haste/bonus speed */
1155 if (spell_ob->stats.exp)
1156 {
1157 if (op->speed > 0.5f)
1158 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1159 else
1160 force->stats.exp = spell_ob->stats.exp;
1161 }
1162
1163 force->stats.wc = spell_ob->stats.wc;
1164 force->stats.ac = spell_ob->stats.ac;
1165 force->attacktype = spell_ob->attacktype;
1166
1167 insert_ob_in_ob (force, tmp);
1168 change_abil (tmp, force); /* Mostly to display any messages */
1169 tmp->update_stats ();
1170
1171 return 1;
1172 }
1173
1174 /* This used to be part of cast_change_ability, but it really didn't make
1175 * a lot of sense, since most of the values it derives are from the god
1176 * of the caster.
1177 */
1178 int
1179 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180 {
1181 int i;
1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1183
1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1185 if (dir != 0)
1186 {
1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1191 }
1192 else
1193 tmp = op;
1194
1195 /* If we've already got a force of this type, don't add a new one. */
1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 {
1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199 {
1200 if (tmp2->name == spell_ob->name)
1201 {
1202 force = tmp2; /* the old effect will be "refreshed" */
1203 break;
1204 }
1205 else if (spell_ob->race && spell_ob->race == tmp2->name)
1206 {
1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208 return 0;
1209 }
1210 }
1211 }
1212
1213 if (force == NULL)
1214 {
1215 force = get_archetype (FORCE_NAME);
1216 force->subtype = FORCE_CHANGE_ABILITY;
1217 if (spell_ob->race)
1218 force->name = spell_ob->race;
1219 else
1220 force->name = spell_ob->name;
1221 force->name_pl = spell_ob->name;
1222 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1223 }
1224 else
1225 {
1226 int duration;
1227
1228 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 if (duration > force->duration)
1230 {
1231 force->duration = duration;
1232 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1233 }
1234 else
1235 {
1236 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1237 }
1238 return 0;
1239 }
1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1241 force->speed = 1.0;
1242 force->speed_left = -1.0;
1243 force->set_flag (FLAG_APPLIED);
1244
1245 if (!god)
1246 {
1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1248 }
1249 else
1250 {
1251 /* Only give out good benefits, and put a max on it */
1252 for (i = 0; i < NROFATTACKS; i++)
1253 if (god->resist[i] > 0)
1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1255
1256 force->path_attuned |= god->path_attuned;
1257
1258 if (spell_ob->attacktype)
1259 force->slaying = god->slaying;
1260
1261 if (tmp != op)
1262 {
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1265 }
1266 else
1267 {
1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1270
1271 }
1272 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac;
1274
1275 change_abil (tmp, force); /* Mostly to display any messages */
1276 insert_ob_in_ob (force, tmp);
1277 tmp->update_stats ();
1278 return 1;
1279 }
1280
1281 /* Alchemy code by Mark Wedel
1282 *
1283 * This code adds a new spell, called alchemy. Alchemy will turn
1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1285 *
1286 * The value of the gold nuggets being about 90% of that of the item
1287 * itself. It uses the value of the object before charisma adjustments,
1288 * because the nuggets themselves will be will be adjusted by charisma
1289 * when sold.
1290 *
1291 * There is also a chance (1:30) that you will get nothing at all
1292 * for the object. There is also a maximum weight that will be
1293 * alchemised.
1294 */
1295 static void
1296 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1297 {
1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1299
1300 /* Give third price when we alchemy money (this should hopefully
1301 * make it so that it isn't worth it to alchemy money, sell
1302 * the nuggets, alchemy the gold from that, etc.
1303 * Otherwise, give 9 silver on the gold for other objects,
1304 * so that it would still be more affordable to haul
1305 * the stuff back to town.
1306 */
1307 if (obj->flag [FLAG_UNPAID])
1308 value = 0;
1309 else if (obj->type == MONEY || obj->type == GEM)
1310 value /= 3;
1311 else
1312 value = value * 9 / 10;
1313
1314 if (obj->value > 0 && rndm (0, 29))
1315 total_value += value;
1316
1317 total_weight += obj->total_weight ();
1318
1319 obj->destroy ();
1320 }
1321
1322 int
1323 alchemy (object *op, object *caster, object *spell_ob)
1324 {
1325 if (op->type != PLAYER)
1326 return 0;
1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1335 * some, and also prevents people from alchemising every table/chair/clock
1336 * in sight
1337 */
1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1339 int weight_max = duration * 1000;
1340 uint64 value_max = duration * 1000;
1341
1342 int weight = 0;
1343
1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1345 {
1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1347 {
1348 uint64 value = 0;
1349
1350 sint16 nx = x;
1351 sint16 ny = y;
1352
1353 maptile *mp = op->map;
1354
1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1356
1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1358 continue;
1359
1360 /* Treat alchemy a little differently - most spell effects
1361 * use fly as the movement type - for alchemy, consider it
1362 * ground level effect.
1363 */
1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1365 continue;
1366
1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1368 {
1369 next = tmp->above;
1370
1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1373 {
1374 if (tmp->inv)
1375 {
1376 object *next1, *tmp1;
1377
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 {
1380 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1383 alchemy_object (tmp1, value, weight);
1384 }
1385 }
1386
1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1392 }
1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1411 }
1412
1413 bailout:
1414 return 1;
1415 }
1416
1417 /* This function removes the cursed/damned status on equipped
1418 * items.
1419 */
1420 int
1421 remove_curse (object *op, object *caster, object *spell)
1422 {
1423 int success = 0, was_one = 0;
1424
1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1426 if (tmp->flag [FLAG_APPLIED] &&
1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1429 {
1430 was_one++;
1431
1432 if (tmp->level <= casting_level (caster, spell))
1433 {
1434 success++;
1435 if (spell->flag [FLAG_DAMNED])
1436 tmp->clr_flag (FLAG_DAMNED);
1437
1438 tmp->clr_flag (FLAG_CURSED);
1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1440 tmp->value = 0; /* Still can't sell it */
1441
1442 if (object *pl = tmp->visible_to ())
1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 }
1445 }
1446
1447 if (op->type == PLAYER)
1448 {
1449 if (success)
1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1451 else
1452 {
1453 if (was_one)
1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1455 else
1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1457 }
1458 }
1459
1460 return success;
1461 }
1462
1463 /* Identifies objects in the players inventory/on the ground */
1464 int
1465 cast_identify (object *op, object *caster, object *spell)
1466 {
1467 object *tmp;
1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469
1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471
1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1473 {
1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1475 {
1476 identify (tmp);
1477
1478 if (op->type == PLAYER)
1479 {
1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481
1482 if (tmp->msg)
1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1484 }
1485
1486 if (!--num_ident)
1487 break;
1488 }
1489 }
1490
1491 /* If all the power of the spell has been used up, don't go and identify
1492 * stuff on the floor. Only identify stuff on the floor if the spell
1493 * was not fully used.
1494 */
1495 if (num_ident)
1496 {
1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1499 {
1500 identify (tmp);
1501
1502 if (object *pl = tmp->visible_to ())
1503 {
1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505
1506 if (tmp->msg)
1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1508 }
1509
1510 if (!--num_ident)
1511 break;
1512 }
1513 }
1514
1515 if (buf.empty ())
1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1527 }
1528 }
1529
1530 int
1531 cast_detection (object *op, object *caster, object *spell, object *skill)
1532 {
1533 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level;
1535 sint16 x, y, nx, ny;
1536 maptile *m;
1537
1538 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again.
1540 */
1541 god = find_god (determine_god (op));
1542 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell);
1544
1545 if (!skill)
1546 skill = caster;
1547
1548 dynbuf buf;
1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1550 {
1551 /* For most of the detections, we only detect objects above the
1552 * floor. But this is not true for show invisible.
1553 * Basically, we just go and find the top object and work
1554 * down - that is easier than working up.
1555 */
1556
1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1560 /* Shouldn't happen, but if there are no objects on a space, this
1561 * would happen.
1562 */
1563 if (!last)
1564 continue;
1565
1566 done_one = 0;
1567 floor = 0;
1568 detect = 0;
1569 for (tmp = last; tmp; tmp = tmp->below)
1570 {
1571 /* show invisible */
1572 if (spell->flag [FLAG_MAKE_INVIS]
1573 /* Might there be other objects that we can make visible? */
1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1576 || tmp->type == T_HANDLE
1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1595 {
1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (tmp->flag [FLAG_IS_FLOOR])
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1621 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1622 {
1623 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1624 /* make runes more visible */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1655 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1656 {
1657 tmp->set_flag (FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660
1661 // Do mining detection spell:
1662 if (spell->last_sp == 1) // 1 - detect any vein
1663 {
1664 if (tmp->type == VEIN)
1665 {
1666 if (tmp->other_arch)
1667 {
1668 if (!detect)
1669 detect = tmp->other_arch;
1670 done_one = 2;
1671 }
1672 else
1673 done_one = 1;
1674 }
1675 }
1676 } /* for stack of objects on this space */
1677
1678 /* Code here puts an effect of the spell on the space, so you can see
1679 * where the magic is.
1680 */
1681 if (done_one)
1682 {
1683 object *detect_ob = spell->other_arch->instance ();
1684
1685 /* if this is set, we want to copy the face */
1686 if (done_one == 2 && detect)
1687 {
1688 detect_ob->face = detect->face;
1689 detect_ob->animation_id = detect->animation_id;
1690 detect_ob->anim_speed = detect->anim_speed;
1691 detect_ob->last_anim = 0;
1692 /* by default, the detect_ob is already animated */
1693 if (!detect->flag [FLAG_ANIMATE])
1694 detect_ob->clr_flag (FLAG_ANIMATE);
1695 }
1696
1697 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1698 }
1699 } /* for processing the surrounding spaces */
1700
1701
1702 /* Now process objects in the players inventory if detect curse or magic */
1703 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1704 {
1705 done_one = 0;
1706
1707 for (tmp = op->inv; tmp; tmp = tmp->below)
1708 {
1709 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1710 {
1711 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1712 {
1713 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1714
1715 if (object *pl = tmp->visible_to ())
1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1717 }
1718
1719 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1720 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1721 {
1722 tmp->set_flag (FLAG_KNOWN_CURSED);
1723
1724 if (object *pl = tmp->visible_to ())
1725 esrv_update_item (UPD_FLAGS, pl, tmp);
1726 }
1727 } /* if item is not identified */
1728 } /* for the players inventory */
1729 } /* if detect magic/curse and object is a player */
1730
1731 return 1;
1732 }
1733
1734
1735 /**
1736 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1737 * level whos spell did cause the overcharge.
1738 */
1739 static void
1740 charge_mana_effect (object *victim, int caster_level)
1741 {
1742
1743 /* Prevent explosions for objects without mana. Without this check, doors
1744 * will explode, too.
1745 */
1746 if (victim->stats.maxsp <= 0)
1747 return;
1748
1749 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1750
1751 if (victim->stats.sp >= victim->stats.maxsp * 2)
1752 {
1753 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1754 victim->stats.sp = 2 * victim->stats.maxsp;
1755 create_exploding_ball_at (victim, caster_level);
1756 }
1757 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1758 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1759 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1760 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1761 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1762 {
1763 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1764 confuse_player (victim, victim, 99);
1765 }
1766 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1767 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1768 }
1769
1770 /* cast_transfer
1771 * This spell transfers sp from the player to another person.
1772 * We let the target go above their normal maximum SP.
1773 */
1774
1775 int
1776 cast_transfer (object *op, object *caster, object *spell, int dir)
1777 {
1778 object *plyr = NULL;
1779 sint16 x, y;
1780 maptile *m;
1781 int mflags;
1782
1783 m = op->map;
1784 x = op->x + freearr_x[dir];
1785 y = op->y + freearr_y[dir];
1786
1787 mflags = get_map_flags (m, &m, x, y, &x, &y);
1788
1789 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1790 {
1791 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1793 break;
1794 }
1795
1796
1797 /* If we did not find a player in the specified direction, transfer
1798 * to anyone on top of us. This is used for the rune of transference mostly.
1799 */
1800 if (plyr == NULL)
1801 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1802 if (plyr != op && plyr->flag [FLAG_ALIVE])
1803 break;
1804
1805 if (!plyr)
1806 {
1807 op->failmsg ("There is no one there.");
1808 return 0;
1809 }
1810 /* give sp */
1811 if (spell->stats.dam > 0)
1812 {
1813 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 charge_mana_effect (plyr, casting_level (caster, spell));
1815 return 1;
1816 }
1817 /* suck sp away. Can't suck sp from yourself */
1818 else if (op != plyr)
1819 {
1820 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1821
1822 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1823
1824 if (rate > 95)
1825 rate = 95;
1826
1827 sucked = (plyr->stats.sp * rate) / 100;
1828 plyr->stats.sp -= sucked;
1829 if (op->flag [FLAG_ALIVE])
1830 {
1831 /* Player doesn't get full credit */
1832 sucked = (sucked * rate) / 100;
1833 op->stats.sp += sucked;
1834 if (sucked > 0)
1835 {
1836 charge_mana_effect (op, casting_level (caster, spell));
1837 }
1838 }
1839 return 1;
1840 }
1841 return 0;
1842 }
1843
1844
1845 /* counterspell: nullifies spell effects.
1846 * op is the counterspell object, dir is the direction
1847 * it was cast in.
1848 * Basically, if the object has a magic attacktype,
1849 * this may nullify it.
1850 */
1851 void
1852 counterspell (object *op, int dir)
1853 {
1854 object *tmp, *head, *next;
1855 int mflags;
1856 maptile *m;
1857 sint16 sx, sy;
1858
1859 sx = op->x + freearr_x[dir];
1860 sy = op->y + freearr_y[dir];
1861 m = op->map;
1862 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1863 if (mflags & P_OUT_OF_MAP)
1864 return;
1865
1866 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1867 {
1868 next = tmp->above;
1869
1870 /* Need to look at the head object - otherwise, if tmp
1871 * points to a monster, we don't have all the necessary
1872 * info for it.
1873 */
1874 if (tmp->head)
1875 head = tmp->head;
1876 else
1877 head = tmp;
1878
1879 /* don't attack our own spells */
1880 if (tmp->owner && tmp->owner == op->owner)
1881 continue;
1882
1883 /* Basically, if the object is magical and not counterspell,
1884 * we will more or less remove the object. Don't counterspell
1885 * monsters either.
1886 */
1887
1888 if (head->attacktype & AT_MAGIC
1889 && !(head->attacktype & AT_COUNTERSPELL)
1890 && !head->flag [FLAG_MONSTER]
1891 && (op->level > head->level))
1892 head->destroy ();
1893 else
1894 switch (head->type)
1895 {
1896 case SPELL_EFFECT:
1897 // XXX: Don't affect floor spelleffects. See also XXX comment
1898 // about sanctuary in spell_util.C
1899 if (tmp->flag [FLAG_IS_FLOOR])
1900 continue;
1901
1902 if (op->level > head->level)
1903 head->destroy ();
1904
1905 break;
1906
1907 /* I really don't get this rune code that much - that
1908 * random chance seems really low.
1909 */
1910 case RUNE:
1911 if (rndm (0, 149) == 0)
1912 {
1913 head->stats.hp--; /* weaken the rune */
1914 if (!head->stats.hp)
1915 head->destroy ();
1916 }
1917 break;
1918 }
1919 }
1920 }
1921
1922 /* cast_consecrate() - a spell to make an altar your god's */
1923 int
1924 cast_consecrate (object *op, object *caster, object *spell)
1925 {
1926 char buf[MAX_BUF];
1927
1928 object *tmp, *god = find_god (determine_god (op));
1929
1930 if (!god)
1931 {
1932 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1933 return 0;
1934 }
1935
1936 for (tmp = op->below; tmp; tmp = tmp->below)
1937 {
1938 if (tmp->flag [FLAG_IS_FLOOR])
1939 break;
1940 if (tmp->type == HOLY_ALTAR)
1941 {
1942
1943 if (tmp->level > casting_level (caster, spell))
1944 {
1945 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1946 return 0;
1947 }
1948 else
1949 {
1950 /* If we got here, we are consecrating an altar */
1951 sprintf (buf, "Altar of %s", &god->name);
1952 tmp->name = buf;
1953 tmp->level = casting_level (caster, spell);
1954 tmp->other_arch = god->arch;
1955
1956 if (op->type == PLAYER)
1957 esrv_update_item (UPD_NAME, op, tmp);
1958
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1960 return 1;
1961 }
1962 }
1963 }
1964
1965 op->failmsg ("You are not standing over an altar!");
1966 return 0;
1967 }
1968
1969 /* animate_weapon -
1970 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1971 * The golem is based on the archetype specified, modified by the caster's level
1972 * and the attributes of the weapon. The weapon is inserted in the golem's
1973 * inventory so that it falls to the ground when the golem dies.
1974 * This code was very odd - code early on would only let players use the spell,
1975 * yet the code wass full of player checks. I've presumed that the code
1976 * that only let players use it was correct, and removed all the other
1977 * player checks. MSW 2003-01-06
1978 */
1979 int
1980 animate_weapon (object *op, object *caster, object *spell, int dir)
1981 {
1982 object *weapon, *tmp;
1983 char buf[MAX_BUF];
1984 int a, i;
1985 sint16 x, y;
1986 maptile *m;
1987
1988 if (!spell->other_arch)
1989 {
1990 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1991 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1992 return 0;
1993 }
1994 /* exit if it's not a player using this spell. */
1995 if (op->type != PLAYER)
1996 return 0;
1997
1998 /* if player already has a golem, abort */
1999 if (object *golem = op->contr->golem)
2000 {
2001 control_golem (golem, dir);
2002 return 0;
2003 }
2004
2005 /* if no direction specified, pick one */
2006 if (!dir)
2007 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2008
2009 m = op->map;
2010 x = op->x + freearr_x[dir];
2011 y = op->y + freearr_y[dir];
2012
2013 /* if there's no place to put the golem, abort */
2014 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2015 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2016 {
2017 op->failmsg ("There is something in the way.");
2018 return 0;
2019 }
2020
2021 /* Use the weapon marked by the player. */
2022 weapon = find_marked_object (op);
2023
2024 if (!weapon)
2025 {
2026 op->failmsg ("You must mark a weapon to use with this spell!");
2027 return 0;
2028 }
2029
2030 if (spell->race && weapon->arch->archname != spell->race)
2031 {
2032 op->failmsg ("The spell fails to transform your weapon.");
2033 return 0;
2034 }
2035
2036 if (weapon->type != WEAPON)
2037 {
2038 op->failmsg ("You need to wield a weapon to animate it.");
2039 return 0;
2040 }
2041
2042 if (weapon->flag [FLAG_APPLIED])
2043 {
2044 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2045 return 0;
2046 }
2047
2048 weapon = weapon->split ();
2049
2050 /* create the golem object */
2051 tmp = spell->other_arch->instance ();
2052
2053 /* if animated by a player, give the player control of the golem */
2054 tmp->clr_flag (FLAG_MONSTER);
2055 tmp->stats.exp = 0;
2056 add_friendly_object (tmp);
2057 tmp->type = GOLEM;
2058 tmp->set_owner (op);
2059 op->contr->golem = tmp;
2060 set_spell_skill (op, caster, spell, tmp);
2061
2062 /* Give the weapon to the golem now. A bit of a hack to check the
2063 * removed flag - it should only be set if weapon->split was
2064 * used above.
2065 */
2066 if (!weapon->flag [FLAG_REMOVED])
2067 weapon->remove ();
2068
2069 tmp->insert (weapon);
2070
2071 /* To do everything necessary to let a golem use the weapon is a pain,
2072 * so instead, just set it as equipped (otherwise, we need to update
2073 * body_info, skills, etc)
2074 */
2075 tmp->set_flag (FLAG_USE_WEAPON);
2076 weapon->set_flag (FLAG_APPLIED);
2077 tmp->update_stats ();
2078
2079 /* There used to be 'odd' code that basically seemed to take the absolute
2080 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2081 * if you're using a crappy weapon, it shouldn't be as good.
2082 */
2083
2084 /* modify weapon's animated wc */
2085 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2086 if (tmp->stats.wc < -127)
2087 tmp->stats.wc = -127;
2088
2089 /* Modify hit points for weapon */
2090 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2091 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2092 if (tmp->stats.maxhp < 0)
2093 tmp->stats.maxhp = 10;
2094 tmp->stats.hp = tmp->stats.maxhp;
2095
2096 /* Modify weapon's damage */
2097 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2098 if (tmp->stats.dam < 0)
2099 tmp->stats.dam = 127;
2100
2101
2102 /* attacktype */
2103 if (!tmp->attacktype)
2104 tmp->attacktype = AT_PHYSICAL;
2105
2106 for (i = 0; i < NROFATTACKS; i++)
2107 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2108
2109 a = op->material->save[0];
2110
2111 /* Set weapon's immunity */
2112 tmp->resist[ATNR_CONFUSION] = 100;
2113 tmp->resist[ATNR_POISON] = 100;
2114 tmp->resist[ATNR_SLOW] = 100;
2115 tmp->resist[ATNR_PARALYZE] = 100;
2116 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2117 tmp->resist[ATNR_FEAR] = 100;
2118 tmp->resist[ATNR_DEPLETE] = 100;
2119 tmp->resist[ATNR_DEATH] = 100;
2120 tmp->resist[ATNR_BLIND] = 100;
2121
2122 /* Improve weapon's armour value according to best save vs. physical of its material */
2123
2124 if (a > 14)
2125 a = 14;
2126
2127 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2128
2129 /* Determine golem's speed */
2130 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2131
2132 if (!spell->race)
2133 {
2134 sprintf (buf, "animated %s", &weapon->name);
2135 tmp->name = buf;
2136
2137 tmp->face = weapon->face;
2138 tmp->animation_id = weapon->animation_id;
2139 tmp->anim_speed = weapon->anim_speed;
2140 tmp->last_anim = weapon->last_anim;
2141 tmp->state = weapon->state;
2142 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2143 }
2144
2145 /* make experience increase in proportion to the strength of the summoned creature. */
2146 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2147
2148 tmp->speed_left = -1;
2149 tmp->direction = dir;
2150
2151 m->insert (tmp, x, y, op);
2152 return 1;
2153 }
2154
2155 /* cast_daylight() - changes the map darkness level *lower* */
2156
2157 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2158 * This changes the light level for the entire map.
2159 */
2160 int
2161 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2162 {
2163 int success;
2164
2165 if (!op->map)
2166 return 0; /* shouldnt happen */
2167
2168 success = op->map->change_map_light (spell->stats.dam);
2169
2170 if (!success)
2171 {
2172 if (spell->stats.dam < 0)
2173 op->failmsg ("It can be no brighter here.");
2174 else
2175 op->failmsg ("It can be no darker here.");
2176 }
2177
2178 return success;
2179 }
2180
2181 /* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself.
2184 */
2185 int
2186 create_aura (object *op, object *caster, object *spell)
2187 {
2188 int refresh = 0;
2189 object *new_aura;
2190
2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2192 if (new_aura)
2193 refresh = 1;
2194 else
2195 new_aura = spell->other_arch->instance ();
2196
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200
2201 set_spell_skill (op, caster, spell, new_aura);
2202 new_aura->attacktype = spell->attacktype;
2203
2204 new_aura->level = casting_level (caster, spell);
2205
2206 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2210
2211 insert_ob_in_ob (new_aura, op);
2212 new_aura->set_owner (op);
2213
2214 return 1;
2215 }
2216
2217 /* move aura function. An aura is a part of someone's inventory,
2218 * which he carries with him, but which acts on the map immediately
2219 * around him.
2220 * Aura parameters:
2221 * duration: duration counter.
2222 * attacktype: aura's attacktype
2223 * other_arch: archetype to drop where we attack
2224 */
2225 void
2226 move_aura (object *aura)
2227 {
2228 /* auras belong in inventories */
2229 object *env = aura->env;
2230 object *owner = aura->owner;
2231
2232 /* no matter what we've gotta remove the aura...
2233 * we'll put it back if its time isn't up.
2234 */
2235 aura->remove ();
2236
2237 /* exit if we're out of gas */
2238 if (aura->duration-- < 0)
2239 {
2240 aura->destroy ();
2241 return;
2242 }
2243
2244 /* auras only exist in inventories */
2245 if (!env || !env->map)
2246 {
2247 aura->destroy ();
2248 return;
2249 }
2250
2251 /* we need to jump out of the inventory for a bit
2252 * in order to hit the map conveniently.
2253 */
2254 aura->insert_at (env, aura);
2255
2256 for (int i = 1; i < 9; i++)
2257 {
2258 mapxy pos (env);
2259 pos.move (i);
2260
2261 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc.
2264 */
2265 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 {
2267 hit_map (aura, i, aura->attacktype, 0);
2268
2269 if (aura->other_arch)
2270 pos.insert (aura->other_arch->instance (), aura);
2271 }
2272 }
2273
2274 /* put the aura back in the player's inventory */
2275 env->insert (aura);
2276 aura->set_owner (owner);
2277 }
2278
2279 /* moves the peacemaker spell.
2280 * op is the piece object.
2281 */
2282 void
2283 move_peacemaker (object *op)
2284 {
2285 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2286 {
2287 int atk_lev, def_lev;
2288 object *victim = tmp->head_ ();
2289
2290 if (!victim->flag [FLAG_MONSTER])
2291 continue;
2292
2293 if (victim->flag [FLAG_UNAGGRESSIVE])
2294 continue;
2295
2296 if (victim->stats.exp == 0)
2297 continue;
2298
2299 def_lev = max (1, victim->level);
2300 atk_lev = max (1, op->level);
2301
2302 if (rndm (0, atk_lev - 1) > def_lev)
2303 {
2304 /* make this sucker peaceful. */
2305
2306 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2307 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2308 victim->stats.exp = 0;
2309 #if 0
2310 /* No idea why these were all set to zero - if something
2311 * makes this creature agressive, he should still do damage.
2312 */
2313 victim->stats.dam = 0;
2314 victim->stats.sp = 0;
2315 victim->stats.grace = 0;
2316 victim->stats.Pow = 0;
2317 #endif
2318 victim->attack_movement = RANDO2;
2319 victim->set_flag (FLAG_UNAGGRESSIVE);
2320 victim->set_flag (FLAG_RUN_AWAY);
2321 victim->set_flag (FLAG_RANDOM_MOVE);
2322 victim->clr_flag (FLAG_MONSTER);
2323
2324 if (victim->name)
2325 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2326 }
2327 }
2328 }
2329
2330 /* This writes a rune that contains the appropriate message.
2331 * There really isn't any adjustments we make.
2332 */
2333 int
2334 write_mark (object *op, object *spell, const char *msg)
2335 {
2336 if (!msg || msg[0] == 0)
2337 {
2338 op->failmsg ("Write what?");
2339 return 0;
2340 }
2341
2342 if (!msg_is_safe (msg))
2343 {
2344 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2345 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2346 return 0;
2347 }
2348
2349 if (!spell->other_arch)
2350 return 0;
2351
2352 object *tmp = spell->other_arch->instance ();
2353
2354 tmp->race = op->name; /*Save the owner of the rune */
2355 tmp->msg = msg;
2356
2357 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2358
2359 return 1;
2360 }
2361