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Revision: 1.127
Committed: Wed Apr 14 02:31:24 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.126: +2 -1 lines
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File Contents

# 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 && tmp->face != magicmouth_face)
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 printf ("show inv %s\n", tmp->debug_desc());//D
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 {
1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1674 done_one = 1;
1675 }
1676 }
1677 } /* for stack of objects on this space */
1678
1679 /* Code here puts an effect of the spell on the space, so you can see
1680 * where the magic is.
1681 */
1682 if (done_one)
1683 {
1684 object *detect_ob = spell->other_arch->instance ();
1685
1686 /* if this is set, we want to copy the face */
1687 if (done_one == 2 && detect)
1688 {
1689 detect_ob->face = detect->face;
1690 detect_ob->animation_id = detect->animation_id;
1691 detect_ob->anim_speed = detect->anim_speed;
1692 detect_ob->last_anim = 0;
1693 /* by default, the detect_ob is already animated */
1694 if (!detect->flag [FLAG_ANIMATE])
1695 detect_ob->clr_flag (FLAG_ANIMATE);
1696 }
1697
1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1699 }
1700 } /* for processing the surrounding spaces */
1701
1702
1703 /* Now process objects in the players inventory if detect curse or magic */
1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1705 {
1706 done_one = 0;
1707
1708 for (tmp = op->inv; tmp; tmp = tmp->below)
1709 {
1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1711 {
1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1713 {
1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1715
1716 if (object *pl = tmp->visible_to ())
1717 esrv_update_item (UPD_FLAGS, pl, tmp);
1718 }
1719
1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1722 {
1723 tmp->set_flag (FLAG_KNOWN_CURSED);
1724
1725 if (object *pl = tmp->visible_to ())
1726 esrv_update_item (UPD_FLAGS, pl, tmp);
1727 }
1728 } /* if item is not identified */
1729 } /* for the players inventory */
1730 } /* if detect magic/curse and object is a player */
1731
1732 return 1;
1733 }
1734
1735
1736 /**
1737 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1738 * level whos spell did cause the overcharge.
1739 */
1740 static void
1741 charge_mana_effect (object *victim, int caster_level)
1742 {
1743
1744 /* Prevent explosions for objects without mana. Without this check, doors
1745 * will explode, too.
1746 */
1747 if (victim->stats.maxsp <= 0)
1748 return;
1749
1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1751
1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
1753 {
1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
1757 }
1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1763 {
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1765 confuse_player (victim, victim, 99);
1766 }
1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1768 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1769 }
1770
1771 /* cast_transfer
1772 * This spell transfers sp from the player to another person.
1773 * We let the target go above their normal maximum SP.
1774 */
1775
1776 int
1777 cast_transfer (object *op, object *caster, object *spell, int dir)
1778 {
1779 object *plyr = NULL;
1780 sint16 x, y;
1781 maptile *m;
1782 int mflags;
1783
1784 m = op->map;
1785 x = op->x + freearr_x[dir];
1786 y = op->y + freearr_y[dir];
1787
1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
1789
1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1791 {
1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
1794 break;
1795 }
1796
1797
1798 /* If we did not find a player in the specified direction, transfer
1799 * to anyone on top of us. This is used for the rune of transference mostly.
1800 */
1801 if (plyr == NULL)
1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
1804 break;
1805
1806 if (!plyr)
1807 {
1808 op->failmsg ("There is no one there.");
1809 return 0;
1810 }
1811 /* give sp */
1812 if (spell->stats.dam > 0)
1813 {
1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1815 charge_mana_effect (plyr, casting_level (caster, spell));
1816 return 1;
1817 }
1818 /* suck sp away. Can't suck sp from yourself */
1819 else if (op != plyr)
1820 {
1821 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1822
1823 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1824
1825 if (rate > 95)
1826 rate = 95;
1827
1828 sucked = (plyr->stats.sp * rate) / 100;
1829 plyr->stats.sp -= sucked;
1830 if (op->flag [FLAG_ALIVE])
1831 {
1832 /* Player doesn't get full credit */
1833 sucked = (sucked * rate) / 100;
1834 op->stats.sp += sucked;
1835 if (sucked > 0)
1836 {
1837 charge_mana_effect (op, casting_level (caster, spell));
1838 }
1839 }
1840 return 1;
1841 }
1842 return 0;
1843 }
1844
1845
1846 /* counterspell: nullifies spell effects.
1847 * op is the counterspell object, dir is the direction
1848 * it was cast in.
1849 * Basically, if the object has a magic attacktype,
1850 * this may nullify it.
1851 */
1852 void
1853 counterspell (object *op, int dir)
1854 {
1855 object *tmp, *head, *next;
1856 int mflags;
1857 maptile *m;
1858 sint16 sx, sy;
1859
1860 sx = op->x + freearr_x[dir];
1861 sy = op->y + freearr_y[dir];
1862 m = op->map;
1863 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1864 if (mflags & P_OUT_OF_MAP)
1865 return;
1866
1867 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1868 {
1869 next = tmp->above;
1870
1871 /* Need to look at the head object - otherwise, if tmp
1872 * points to a monster, we don't have all the necessary
1873 * info for it.
1874 */
1875 if (tmp->head)
1876 head = tmp->head;
1877 else
1878 head = tmp;
1879
1880 /* don't attack our own spells */
1881 if (tmp->owner && tmp->owner == op->owner)
1882 continue;
1883
1884 /* Basically, if the object is magical and not counterspell,
1885 * we will more or less remove the object. Don't counterspell
1886 * monsters either.
1887 */
1888
1889 if (head->attacktype & AT_MAGIC
1890 && !(head->attacktype & AT_COUNTERSPELL)
1891 && !head->flag [FLAG_MONSTER]
1892 && (op->level > head->level))
1893 head->destroy ();
1894 else
1895 switch (head->type)
1896 {
1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
1903 if (op->level > head->level)
1904 head->destroy ();
1905
1906 break;
1907
1908 /* I really don't get this rune code that much - that
1909 * random chance seems really low.
1910 */
1911 case RUNE:
1912 if (rndm (0, 149) == 0)
1913 {
1914 head->stats.hp--; /* weaken the rune */
1915 if (!head->stats.hp)
1916 head->destroy ();
1917 }
1918 break;
1919 }
1920 }
1921 }
1922
1923 /* cast_consecrate() - a spell to make an altar your god's */
1924 int
1925 cast_consecrate (object *op, object *caster, object *spell)
1926 {
1927 char buf[MAX_BUF];
1928
1929 object *tmp, *god = find_god (determine_god (op));
1930
1931 if (!god)
1932 {
1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1934 return 0;
1935 }
1936
1937 for (tmp = op->below; tmp; tmp = tmp->below)
1938 {
1939 if (tmp->flag [FLAG_IS_FLOOR])
1940 break;
1941 if (tmp->type == HOLY_ALTAR)
1942 {
1943
1944 if (tmp->level > casting_level (caster, spell))
1945 {
1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1947 return 0;
1948 }
1949 else
1950 {
1951 /* If we got here, we are consecrating an altar */
1952 sprintf (buf, "Altar of %s", &god->name);
1953 tmp->name = buf;
1954 tmp->level = casting_level (caster, spell);
1955 tmp->other_arch = god->arch;
1956
1957 if (op->type == PLAYER)
1958 esrv_update_item (UPD_NAME, op, tmp);
1959
1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1961 return 1;
1962 }
1963 }
1964 }
1965
1966 op->failmsg ("You are not standing over an altar!");
1967 return 0;
1968 }
1969
1970 /* animate_weapon -
1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1972 * The golem is based on the archetype specified, modified by the caster's level
1973 * and the attributes of the weapon. The weapon is inserted in the golem's
1974 * inventory so that it falls to the ground when the golem dies.
1975 * This code was very odd - code early on would only let players use the spell,
1976 * yet the code wass full of player checks. I've presumed that the code
1977 * that only let players use it was correct, and removed all the other
1978 * player checks. MSW 2003-01-06
1979 */
1980 int
1981 animate_weapon (object *op, object *caster, object *spell, int dir)
1982 {
1983 object *weapon, *tmp;
1984 char buf[MAX_BUF];
1985 int a, i;
1986 sint16 x, y;
1987 maptile *m;
1988
1989 if (!spell->other_arch)
1990 {
1991 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1992 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1993 return 0;
1994 }
1995 /* exit if it's not a player using this spell. */
1996 if (op->type != PLAYER)
1997 return 0;
1998
1999 /* if player already has a golem, abort */
2000 if (object *golem = op->contr->golem)
2001 {
2002 control_golem (golem, dir);
2003 return 0;
2004 }
2005
2006 /* if no direction specified, pick one */
2007 if (!dir)
2008 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2009
2010 m = op->map;
2011 x = op->x + freearr_x[dir];
2012 y = op->y + freearr_y[dir];
2013
2014 /* if there's no place to put the golem, abort */
2015 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2016 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2017 {
2018 op->failmsg ("There is something in the way.");
2019 return 0;
2020 }
2021
2022 /* Use the weapon marked by the player. */
2023 weapon = find_marked_object (op);
2024
2025 if (!weapon)
2026 {
2027 op->failmsg ("You must mark a weapon to use with this spell!");
2028 return 0;
2029 }
2030
2031 if (spell->race && weapon->arch->archname != spell->race)
2032 {
2033 op->failmsg ("The spell fails to transform your weapon.");
2034 return 0;
2035 }
2036
2037 if (weapon->type != WEAPON)
2038 {
2039 op->failmsg ("You need to wield a weapon to animate it.");
2040 return 0;
2041 }
2042
2043 if (weapon->flag [FLAG_APPLIED])
2044 {
2045 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2046 return 0;
2047 }
2048
2049 weapon = weapon->split ();
2050
2051 /* create the golem object */
2052 tmp = spell->other_arch->instance ();
2053
2054 /* if animated by a player, give the player control of the golem */
2055 tmp->clr_flag (FLAG_MONSTER);
2056 tmp->stats.exp = 0;
2057 add_friendly_object (tmp);
2058 tmp->type = GOLEM;
2059 tmp->set_owner (op);
2060 op->contr->golem = tmp;
2061 set_spell_skill (op, caster, spell, tmp);
2062
2063 /* Give the weapon to the golem now. A bit of a hack to check the
2064 * removed flag - it should only be set if weapon->split was
2065 * used above.
2066 */
2067 if (!weapon->flag [FLAG_REMOVED])
2068 weapon->remove ();
2069
2070 tmp->insert (weapon);
2071
2072 /* To do everything necessary to let a golem use the weapon is a pain,
2073 * so instead, just set it as equipped (otherwise, we need to update
2074 * body_info, skills, etc)
2075 */
2076 tmp->set_flag (FLAG_USE_WEAPON);
2077 weapon->set_flag (FLAG_APPLIED);
2078 tmp->update_stats ();
2079
2080 /* There used to be 'odd' code that basically seemed to take the absolute
2081 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2082 * if you're using a crappy weapon, it shouldn't be as good.
2083 */
2084
2085 /* modify weapon's animated wc */
2086 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2087 if (tmp->stats.wc < -127)
2088 tmp->stats.wc = -127;
2089
2090 /* Modify hit points for weapon */
2091 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2092 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2093 if (tmp->stats.maxhp < 0)
2094 tmp->stats.maxhp = 10;
2095 tmp->stats.hp = tmp->stats.maxhp;
2096
2097 /* Modify weapon's damage */
2098 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2099 if (tmp->stats.dam < 0)
2100 tmp->stats.dam = 127;
2101
2102
2103 /* attacktype */
2104 if (!tmp->attacktype)
2105 tmp->attacktype = AT_PHYSICAL;
2106
2107 for (i = 0; i < NROFATTACKS; i++)
2108 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2109
2110 a = op->material->save[0];
2111
2112 /* Set weapon's immunity */
2113 tmp->resist[ATNR_CONFUSION] = 100;
2114 tmp->resist[ATNR_POISON] = 100;
2115 tmp->resist[ATNR_SLOW] = 100;
2116 tmp->resist[ATNR_PARALYZE] = 100;
2117 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2118 tmp->resist[ATNR_FEAR] = 100;
2119 tmp->resist[ATNR_DEPLETE] = 100;
2120 tmp->resist[ATNR_DEATH] = 100;
2121 tmp->resist[ATNR_BLIND] = 100;
2122
2123 /* Improve weapon's armour value according to best save vs. physical of its material */
2124
2125 if (a > 14)
2126 a = 14;
2127
2128 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2129
2130 /* Determine golem's speed */
2131 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2132
2133 if (!spell->race)
2134 {
2135 sprintf (buf, "animated %s", &weapon->name);
2136 tmp->name = buf;
2137
2138 tmp->face = weapon->face;
2139 tmp->animation_id = weapon->animation_id;
2140 tmp->anim_speed = weapon->anim_speed;
2141 tmp->last_anim = weapon->last_anim;
2142 tmp->state = weapon->state;
2143 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2144 }
2145
2146 /* make experience increase in proportion to the strength of the summoned creature. */
2147 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2148
2149 tmp->speed_left = -1;
2150 tmp->direction = dir;
2151
2152 m->insert (tmp, x, y, op);
2153 return 1;
2154 }
2155
2156 /* cast_daylight() - changes the map darkness level *lower* */
2157
2158 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2159 * This changes the light level for the entire map.
2160 */
2161 int
2162 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2163 {
2164 int success;
2165
2166 if (!op->map)
2167 return 0; /* shouldnt happen */
2168
2169 success = op->map->change_map_light (spell->stats.dam);
2170
2171 if (!success)
2172 {
2173 if (spell->stats.dam < 0)
2174 op->failmsg ("It can be no brighter here.");
2175 else
2176 op->failmsg ("It can be no darker here.");
2177 }
2178
2179 return success;
2180 }
2181
2182 /* create an aura spell object and put it in the player's inventory.
2183 * as usual, op is player, caster is the object casting the spell,
2184 * spell is the spell object itself.
2185 */
2186 int
2187 create_aura (object *op, object *caster, object *spell)
2188 {
2189 int refresh = 0;
2190 object *new_aura;
2191
2192 new_aura = present_arch_in_ob (spell->other_arch, op);
2193 if (new_aura)
2194 refresh = 1;
2195 else
2196 new_aura = spell->other_arch->instance ();
2197
2198 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2199
2200 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2201
2202 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype;
2204
2205 new_aura->level = casting_level (caster, spell);
2206
2207 if (refresh)
2208 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2209 else
2210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2211
2212 insert_ob_in_ob (new_aura, op);
2213 new_aura->set_owner (op);
2214
2215 return 1;
2216 }
2217
2218 /* move aura function. An aura is a part of someone's inventory,
2219 * which he carries with him, but which acts on the map immediately
2220 * around him.
2221 * Aura parameters:
2222 * duration: duration counter.
2223 * attacktype: aura's attacktype
2224 * other_arch: archetype to drop where we attack
2225 */
2226 void
2227 move_aura (object *aura)
2228 {
2229 /* auras belong in inventories */
2230 object *env = aura->env;
2231 object *owner = aura->owner;
2232
2233 /* no matter what we've gotta remove the aura...
2234 * we'll put it back if its time isn't up.
2235 */
2236 aura->remove ();
2237
2238 /* exit if we're out of gas */
2239 if (aura->duration-- < 0)
2240 {
2241 aura->destroy ();
2242 return;
2243 }
2244
2245 /* auras only exist in inventories */
2246 if (!env || !env->map)
2247 {
2248 aura->destroy ();
2249 return;
2250 }
2251
2252 /* we need to jump out of the inventory for a bit
2253 * in order to hit the map conveniently.
2254 */
2255 aura->insert_at (env, aura);
2256
2257 for (int i = 1; i < 9; i++)
2258 {
2259 mapxy pos (env);
2260 pos.move (i);
2261
2262 /* Consider the movement type of the person with the aura as
2263 * movement type of the aura. Eg, if the player is flying, the aura
2264 * is flying also, if player is walking, it is on the ground, etc.
2265 */
2266 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2267 {
2268 hit_map (aura, i, aura->attacktype, 0);
2269
2270 if (aura->other_arch)
2271 pos.insert (aura->other_arch->instance (), aura);
2272 }
2273 }
2274
2275 /* put the aura back in the player's inventory */
2276 env->insert (aura);
2277 aura->set_owner (owner);
2278 }
2279
2280 /* moves the peacemaker spell.
2281 * op is the piece object.
2282 */
2283 void
2284 move_peacemaker (object *op)
2285 {
2286 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287 {
2288 int atk_lev, def_lev;
2289 object *victim = tmp->head_ ();
2290
2291 if (!victim->flag [FLAG_MONSTER])
2292 continue;
2293
2294 if (victim->flag [FLAG_UNAGGRESSIVE])
2295 continue;
2296
2297 if (victim->stats.exp == 0)
2298 continue;
2299
2300 def_lev = max (1, victim->level);
2301 atk_lev = max (1, op->level);
2302
2303 if (rndm (0, atk_lev - 1) > def_lev)
2304 {
2305 /* make this sucker peaceful. */
2306
2307 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2308 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2309 victim->stats.exp = 0;
2310 #if 0
2311 /* No idea why these were all set to zero - if something
2312 * makes this creature agressive, he should still do damage.
2313 */
2314 victim->stats.dam = 0;
2315 victim->stats.sp = 0;
2316 victim->stats.grace = 0;
2317 victim->stats.Pow = 0;
2318 #endif
2319 victim->attack_movement = RANDO2;
2320 victim->set_flag (FLAG_UNAGGRESSIVE);
2321 victim->set_flag (FLAG_RUN_AWAY);
2322 victim->set_flag (FLAG_RANDOM_MOVE);
2323 victim->clr_flag (FLAG_MONSTER);
2324
2325 if (victim->name)
2326 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2327 }
2328 }
2329 }
2330
2331 /* This writes a rune that contains the appropriate message.
2332 * There really isn't any adjustments we make.
2333 */
2334 int
2335 write_mark (object *op, object *spell, const char *msg)
2336 {
2337 if (!msg || msg[0] == 0)
2338 {
2339 op->failmsg ("Write what?");
2340 return 0;
2341 }
2342
2343 if (!msg_is_safe (msg))
2344 {
2345 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2346 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2347 return 0;
2348 }
2349
2350 if (!spell->other_arch)
2351 return 0;
2352
2353 object *tmp = spell->other_arch->instance ();
2354
2355 tmp->race = op->name; /*Save the owner of the rune */
2356 tmp->msg = msg;
2357
2358 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2359
2360 return 1;
2361 }
2362