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/cvs/deliantra/server/server/spell_effect.C
Revision: 1.64
Committed: Thu Jul 26 00:27:09 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +1 -1 lines
Log Message:
very very preliminary, non-working sound framework

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <living.h>
27 #include <sproto.h>
28 #include <spells.h>
29 #include <sounds.h>
30
31 /* cast_magic_storm: This is really used mostly for spell
32 * fumbles at the like. tmp is the object to propogate.
33 * op is what is casting this.
34 */
35 void
36 cast_magic_storm (object *op, object *tmp, int lvl)
37 {
38 if (!tmp)
39 return; /* error */
40
41 tmp->level = op->level;
42 tmp->range += lvl / 5; /* increase the area of destruction */
43 tmp->duration += lvl / 5;
44
45 /* Put a cap on duration for this - if the player fails in their
46 * apartment, don't want it to go on so long that it kills them
47 * multiple times. Also, damge already increases with level,
48 * so don't really need to increase the duration as much either.
49 */
50 if (tmp->duration >= 40)
51 tmp->duration = 40;
52
53 tmp->stats.dam = lvl; /* nasty recoils! */
54 tmp->stats.maxhp = tmp->count; /* tract single parent */
55
56 tmp->insert_at (op, op);
57 }
58
59 int
60 recharge (object *op, object *caster, object *spell_ob)
61 {
62 object *wand, *tmp;
63 int ncharges;
64
65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND)
67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0;
70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy ();
77 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level;
96 else
97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0;
100 }
101
102 if (!ncharges)
103 ncharges = 1;
104
105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
110 SET_FLAG (wand, FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed);
112 }
113
114 return 1;
115 }
116
117 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
119 * arrows.
120 * Sets the plus based on the casters level. It is also settable with the
121 * invoke command. If the caster attempts to create missiles with too
122 * great a plus, the default is used.
123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc...
126 */
127
128 int
129 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
130 {
131 int missile_plus = 0, bonus_plus = 0;
132 const char *missile_name;
133 object *tmp, *missile;
134
135 missile_name = "arrow";
136
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
139 missile_name = tmp->race;
140
141 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
142
143 if (archetype::find (missile_name) == NULL)
144 {
145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
146 return 0;
147 }
148
149 missile = get_archetype (missile_name);
150
151 if (stringarg)
152 {
153 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*stringarg))
155 {
156 artifact *al = find_artifactlist (missile->type)->items;
157
158 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, stringarg))
160 break;
161
162 if (!al)
163 {
164 missile->destroy ();
165 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
166 return 0;
167 }
168
169 if (al->item->slaying)
170 {
171 missile->destroy ();
172 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
173 return 0;
174 }
175
176 give_artifact_abilities (missile, al->item);
177 /* These special arrows cost something extra. Don't have them also be magical -
178 * otherwise, in most cases, not enough will be created. I don't want to get into
179 * the parsing of having to do both plus and type.
180 */
181 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0;
183 }
184 else if (atoi (stringarg) < missile_plus)
185 missile_plus = atoi (stringarg);
186 }
187
188 if (missile_plus > 4)
189 missile_plus = 4;
190 else if (missile_plus < -4)
191 missile_plus = -4;
192
193 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
194 missile->nrof -= 3 * (missile_plus + bonus_plus);
195
196 if (missile->nrof < 1)
197 missile->nrof = 1;
198
199 missile->magic = missile_plus;
200 /* Can't get any money for these objects */
201 missile->value = 0;
202
203 SET_FLAG (missile, FLAG_IDENTIFIED);
204
205 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
206 pick_up (op, missile);
207
208 return 1;
209 }
210
211
212 /* allows the choice of what sort of food object to make.
213 * If stringarg is NULL, it will create food dependent on level --PeterM*/
214 int
215 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
216 {
217 int food_value;
218 archetype *at = NULL;
219 object *new_op;
220
221 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
222
223 if (stringarg)
224 {
225 at = find_archetype_by_object_type_name (FOOD, stringarg);
226 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, stringarg);
228 if (at == NULL || at->stats.food > food_value)
229 stringarg = NULL;
230 }
231
232 if (!stringarg)
233 {
234 archetype *at_tmp;
235
236 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this
238 * function, and addition of new food types is automatically added.
239 * We don't use flesh types because the weight values of those need
240 * to be altered from the donor.
241 */
242
243 /* We assume the food items don't have multiple parts */
244 for_all_archetypes (at_tmp)
245 {
246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
247 {
248 /* Basically, if the food value is something that is creatable
249 * under the limits of the spell and it is higher than
250 * the item we have now, take it instead.
251 */
252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
257 at = at_tmp;
258 }
259 }
260 }
261 /* Pretty unlikely (there are some very low food items), but you never
262 * know
263 */
264 if (!at)
265 {
266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
267 return 0;
268 }
269
270 food_value /= at->stats.food;
271 new_op = arch_to_object (at);
272 new_op->nrof = food_value;
273
274 new_op->value = 0;
275 if (new_op->nrof < 1)
276 new_op->nrof = 1;
277
278 cast_create_obj (op, caster, new_op, dir);
279 return 1;
280 }
281
282 int
283 probe (object *op, object *caster, object *spell_ob, int dir)
284 {
285 int r, mflags, maxrange;
286 object *tmp;
287 maptile *m;
288
289
290 if (!dir)
291 {
292 examine_monster (op, op);
293 return 1;
294 }
295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
296 for (r = 1; r < maxrange; r++)
297 {
298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
299
300 m = op->map;
301 mflags = get_map_flags (m, &m, x, y, &x, &y);
302
303 if (mflags & P_OUT_OF_MAP)
304 break;
305
306 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
307 {
308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
309 return 0;
310 }
311 if (mflags & P_IS_ALIVE)
312 {
313 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
314 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
315 {
316 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
317 if (tmp->head != NULL)
318 tmp = tmp->head;
319 examine_monster (op, tmp);
320 return 1;
321 }
322 }
323 }
324 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
325 return 1;
326 }
327
328
329 /* This checks to see if 'pl' is invisible to 'mon'.
330 * does race check, undead check, etc
331 * Returns TRUE if mon can't see pl, false
332 * otherwise. This doesn't check range, walls, etc. It
333 * only checks the racial adjustments, and in fact that
334 * pl is invisible.
335 */
336 int
337 makes_invisible_to (object *pl, object *mon)
338 {
339
340 if (!pl->invisible)
341 return 0;
342 if (pl->type == PLAYER)
343 {
344 /* If race isn't set, then invisible unless it is undead */
345 if (!pl->contr->invis_race)
346 {
347 if (QUERY_FLAG (mon, FLAG_UNDEAD))
348 return 0;
349 return 1;
350 }
351 /* invis_race is set if we get here */
352 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
353 return 1;
354 /* No race, can't be invisible to it */
355 if (!mon->race)
356 return 0;
357 if (strstr (mon->race, pl->contr->invis_race))
358 return 1;
359 /* Nothing matched above, return 0 */
360 return 0;
361 }
362 else
363 {
364 /* monsters are invisible to everything */
365 return 1;
366 }
367 }
368
369 /* Makes the player or character invisible.
370 * Note the spells to 'stack', but perhaps in odd ways.
371 * the duration for all is cumulative.
372 * In terms of invis undead/normal invis, it is the last one cast that
373 * will determine if you are invisible to undead or normal monsters.
374 * For improved invis, if you cast it with a one of the others, you
375 * lose the improved part of it, and the above statement about undead/
376 * normal applies.
377 */
378 int
379 cast_invisible (object *op, object *caster, object *spell_ob)
380 {
381 if (op->invisible > 1000)
382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0;
385 }
386
387 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two.
389 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
391 /* max duration */
392 if (op->invisible > 1000)
393 op->invisible = 1000;
394
395 if (op->type == PLAYER)
396 {
397 op->contr->invis_race = spell_ob->race;
398
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
400 op->contr->tmp_invis = 0;
401 else
402 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 }
406
407 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411
412 update_object (op, UP_OBJ_CHANGE);
413
414 /* Only search the active objects - only these should actually do
415 * harm to the player.
416 */
417 for_all_actives (tmp)
418 if (tmp->enemy == op)
419 tmp->enemy = 0;
420
421 return 1;
422 }
423
424 /* earth to dust spell. Basically destroys earthwalls in the area.
425 */
426 int
427 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428 {
429 object *tmp, *next;
430 int range, i, j, mflags;
431 sint16 sx, sy;
432 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438
439 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++)
441 {
442 sx = op->x + i;
443 sy = op->y + j;
444 m = op->map;
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446
447 if (mflags & P_OUT_OF_MAP)
448 continue;
449
450 // earth to dust tears down everything that can be teared down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
452 {
453 next = tmp->above;
454 if (QUERY_FLAG (tmp, 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 && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
473 pl->enter_exit (op);
474 }
475 }
476
477 op->destroy ();
478 }
479
480 /* Word of recall causes the player to return 'home'.
481 * we put a force into the player object, so that there is a
482 * time delay effect.
483 */
484 int
485 cast_word_of_recall (object *op, object *caster, object *spell_ob)
486 {
487 object *dummy;
488 int time;
489
490 if (op->type != PLAYER)
491 return 0;
492
493 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
494 {
495 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
496 return 1;
497 }
498
499 dummy = get_archetype (FORCE_NAME);
500 if (dummy == NULL)
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
504 return 0;
505 }
506
507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
508 if (time < 1)
509 time = 1;
510
511 /* value of speed really doesn't make much difference, as long as it is
512 * positive. Lower value may be useful so that the problem doesn't
513 * do anything really odd if it say a -1000 or something.
514 */
515 dummy->set_speed (0.002);
516 dummy->speed_left = -dummy->speed * time;
517 dummy->type = SPELL_EFFECT;
518 dummy->subtype = SP_WORD_OF_RECALL;
519
520 /* If we could take advantage of enter_player_savebed() here, it would be
521 * nice, but until the map load fails, we can't.
522 */
523 EXIT_PATH (dummy) = op->contr->savebed_map;
524 EXIT_X (dummy) = op->contr->bed_x;
525 EXIT_Y (dummy) = op->contr->bed_y;
526
527 op->insert (dummy);
528
529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
531 return 1;
532 }
533
534 /* cast_wonder
535 * wonder is really just a spell that will likely cast another
536 * spell.
537 */
538 int
539 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
540 {
541 object *newspell;
542
543 if (!rndm (0, 3))
544 return cast_cone (op, caster, dir, spell_ob);
545
546 if (spell_ob->randomitems)
547 {
548 newspell = generate_treasure (spell_ob->randomitems, caster->level);
549 if (!newspell)
550 {
551 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
552 return 0;
553 }
554 if (newspell->type != SPELL)
555 {
556 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
557 return 0;
558 }
559 /* Prevent inifinit recursion */
560 if (newspell->subtype == SP_WONDER)
561 {
562 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
563 return 0;
564 }
565 return cast_spell (op, caster, dir, newspell, NULL);
566 }
567 return 1;
568 }
569
570 int
571 perceive_self (object *op)
572 {
573 const char *cp = describe_item (op, op);
574 archetype *at = archetype::find (ARCH_DEPLETION);
575
576 dynbuf_text buf;
577
578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
582 if (object *god = find_god (determine_god (op)))
583 buf << "You worship " << &god->name << ".\n";
584 else
585 buf << "You worship no god.\n";
586
587 object *tmp = present_arch_in_ob (at, op);
588
589 if (*cp == '\0' && tmp == NULL)
590 buf << "You feel very mundane. ";
591 else
592 {
593 buf << "You have: " << cp << ".\n";
594
595 if (tmp)
596 for (int i = 0; i < NUM_STATS; i++)
597 if (tmp->stats.stat (i) < 0)
598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 }
600
601 if (is_dragon_pl (op))
602 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp; tmp = tmp->below)
604 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
606 {
607 if (tmp->stats.exp == 0)
608 buf << "Your metabolism isn't focused on anything.\n";
609 else
610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611
612 break;
613 }
614 }
615
616 buf << '\0'; // zero-terminate
617
618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619
620 return 1;
621 }
622
623 /* This creates magic walls. Really, it can create most any object,
624 * within some reason.
625 */
626 int
627 magic_wall (object *op, object *caster, int dir, object *spell_ob)
628 {
629 object *tmp;
630 int i, posblocked, negblocked, maxrange;
631 sint16 x, y;
632 maptile *m;
633 const char *name;
634 archetype *at;
635
636 if (!dir)
637 {
638 dir = op->facing;
639 x = op->x;
640 y = op->y;
641 }
642 else
643 {
644 x = op->x + freearr_x[dir];
645 y = op->y + freearr_y[dir];
646 }
647
648 m = op->map;
649
650 if ((spell_ob->move_block || x != op->x || y != op->y) &&
651 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
652 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
653 {
654 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
655 return 0;
656 }
657
658 if (spell_ob->other_arch)
659 tmp = arch_to_object (spell_ob->other_arch);
660 else if (spell_ob->race)
661 {
662 char buf1[MAX_BUF];
663
664 sprintf (buf1, spell_ob->race, dir);
665 at = archetype::find (buf1);
666 if (!at)
667 {
668 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
669 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
670 return 0;
671 }
672
673 tmp = arch_to_object (at);
674 }
675 else
676 {
677 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
678 return 0;
679 }
680
681 if (tmp->type == SPELL_EFFECT)
682 {
683 tmp->attacktype = spell_ob->attacktype;
684 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
685 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
686 tmp->range = 0;
687 }
688 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
689 {
690 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
691 tmp->stats.maxhp = tmp->stats.hp;
692 }
693
694 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
695 {
696 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
697 SET_FLAG (tmp, FLAG_IS_USED_UP);
698 }
699
700 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
701 {
702 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
703 tmp->stats.maxhp = tmp->stats.hp;
704 SET_FLAG (tmp, FLAG_TEAR_DOWN);
705 SET_FLAG (tmp, FLAG_ALIVE);
706 }
707
708 /* This can't really hurt - if the object doesn't kill anything,
709 * these fields just won't be used. Do not set the owner for
710 * earthwalls, though, so they survive restarts.
711 */
712 if (tmp->type != EARTHWALL) //TODO
713 tmp->set_owner (op);
714
715 set_spell_skill (op, caster, spell_ob, tmp);
716 tmp->level = caster_level (caster, spell_ob) / 2;
717
718 name = tmp->name;
719 if (!(tmp = m->insert (tmp, x, y, op)))
720 {
721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
722 return 0;
723 }
724
725 /* If this is a spellcasting wall, need to insert the spell object */
726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
728
729 /* This code causes the wall to extend some distance in
730 * each direction, or until an obstruction is encountered.
731 * posblocked and negblocked help determine how far the
732 * created wall can extend, it won't go extend through
733 * blocked spaces.
734 */
735 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
736 posblocked = 0;
737 negblocked = 0;
738
739 for (i = 1; i <= maxrange; i++)
740 {
741 int dir2;
742
743 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
744
745 x = tmp->x + i * freearr_x[dir2];
746 y = tmp->y + i * freearr_y[dir2];
747 m = tmp->map;
748
749 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
751 {
752 object *tmp2 = tmp->clone ();
753 m->insert (tmp2, x, y, op);
754
755 /* If this is a spellcasting wall, need to insert the spell object */
756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
757 tmp2->insert (arch_to_object (tmp2->other_arch));
758
759 }
760 else
761 posblocked = 1;
762
763 x = tmp->x - i * freearr_x[dir2];
764 y = tmp->y - i * freearr_y[dir2];
765 m = tmp->map;
766
767 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
769 {
770 object *tmp2 = tmp->clone ();
771 m->insert (tmp2, x, y, op);
772
773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
774 tmp2->insert (arch_to_object (tmp2->other_arch));
775 }
776 else
777 negblocked = 1;
778 }
779
780 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
781 update_all_los (op->map, op->x, op->y);
782
783 return 1;
784 }
785
786 int
787 dimension_door (object *op, object *caster, object *spob, int dir)
788 {
789 uint32 dist, maxdist;
790 int mflags;
791 maptile *m;
792 sint16 sx, sy;
793
794 if (op->type != PLAYER)
795 return 0;
796
797 if (!dir)
798 {
799 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
800 return 0;
801 }
802
803 /* Given the new outdoor maps, can't let players dimension door for
804 * ever, so put limits in.
805 */
806 maxdist = spob->range + SP_level_range_adjust (caster, spob);
807
808 if (op->contr->count)
809 {
810 if (op->contr->count > maxdist)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
813 return 0;
814 }
815
816 for (dist = 0; dist < op->contr->count; dist++)
817 {
818 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
819
820 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
821 break;
822
823 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 break;
825 }
826
827 if (dist < op->contr->count)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
830 op->contr->count = 0;
831 return 0;
832 }
833
834 op->contr->count = 0;
835
836 /* Remove code that puts player on random space on maps. IMO,
837 * a lot of maps probably have areas the player should not get to,
838 * but may not be marked as NO_MAGIC (as they may be bounded
839 * by such squares). Also, there are probably treasure rooms and
840 * lots of other maps that protect areas with no magic, but the
841 * areas themselves don't contain no magic spaces.
842 */
843 /* This call here is really just to normalize the coordinates */
844 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
845 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
846 {
847 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
848 return 1; /* Maybe the penalty should be more severe... */
849 }
850 }
851 else
852 {
853 /* Player didn't specify a distance, so lets see how far
854 * we can move the player. Don't know why this stopped on
855 * spaces that blocked the players view.
856 */
857
858 for (dist = 0; dist < maxdist; dist++)
859 {
860 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
861
862 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
863 break;
864
865 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
866 break;
867
868 }
869
870 /* If the destination is blocked, keep backing up until we
871 * find a place for the player.
872 */
873 for (; dist > 0; dist--)
874 {
875 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
876 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
877 continue;
878
879
880 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
881 break;
882
883 }
884 if (!dist)
885 {
886 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
887 return 0;
888 }
889 }
890
891 /* Actually move the player now */
892 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
893 return 1;
894
895 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
896 return 1;
897 }
898
899
900 /* cast_heal: Heals something.
901 * op is the caster.
902 * dir is the direction he is casting it in.
903 * spell is the spell object.
904 */
905 int
906 cast_heal (object *op, object *caster, object *spell, int dir)
907 {
908 object *tmp;
909 archetype *at;
910 object *poison;
911 int heal = 0, success = 0;
912
913 tmp = find_target_for_friendly_spell (op, dir);
914
915 if (!tmp)
916 return 0;
917
918 /* Figure out how many hp this spell might cure.
919 * could be zero if this spell heals effects, not damage.
920 */
921 heal = spell->stats.dam;
922 if (spell->stats.hp)
923 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
924
925 if (heal)
926 {
927 if (tmp->stats.hp >= tmp->stats.maxhp)
928 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
929 else
930 {
931 /* See how many points we actually heal. Instead of messages
932 * based on type of spell, we instead do messages based
933 * on amount of damage healed.
934 */
935 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
936 heal = tmp->stats.maxhp - tmp->stats.hp;
937 tmp->stats.hp += heal;
938
939 if (tmp->stats.hp >= tmp->stats.maxhp)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
941 else if (heal > 50)
942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
943 else if (heal > 25)
944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
945 else if (heal > 10)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
947 else
948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
949
950 success = 1;
951 }
952 }
953
954 if (spell->attacktype & AT_DISEASE)
955 if (cure_disease (tmp, op))
956 success = 1;
957
958 if (spell->attacktype & AT_POISON)
959 {
960 at = archetype::find ("poisoning");
961 poison = present_arch_in_ob (at, tmp);
962 if (poison)
963 {
964 success = 1;
965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
966 poison->stats.food = 1;
967 }
968 }
969
970 if (spell->attacktype & AT_CONFUSION)
971 {
972 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
973 if (poison)
974 {
975 success = 1;
976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
977 poison->duration = 1;
978 }
979 }
980
981 if (spell->attacktype & AT_BLIND)
982 {
983 at = archetype::find ("blindness");
984 poison = present_arch_in_ob (at, tmp);
985 if (poison)
986 {
987 success = 1;
988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
989 poison->stats.food = 1;
990 }
991 }
992
993 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
994 {
995 tmp->stats.sp += spell->last_sp;
996 if (tmp->stats.sp > tmp->stats.maxsp)
997 tmp->stats.sp = tmp->stats.maxsp;
998 success = 1;
999 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1000 }
1001
1002 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1003 {
1004 tmp->stats.grace += spell->last_grace;
1005 if (tmp->stats.grace > tmp->stats.maxgrace)
1006 tmp->stats.grace = tmp->stats.maxgrace;
1007 success = 1;
1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1009 }
1010
1011 if (spell->stats.food && tmp->stats.food < 999)
1012 {
1013 tmp->stats.food += spell->stats.food;
1014 if (tmp->stats.food > 999)
1015 tmp->stats.food = 999;
1016 success = 1;
1017 /* We could do something a bit better like the messages for healing above */
1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019 }
1020
1021 return success;
1022 }
1023
1024 /* This is used for the spells that gain stats. There are no spells
1025 * right now that icnrease wis/int/pow on a temp basis, so no
1026 * good comments for those.
1027 */
1028 static const char *const no_gain_msgs[NUM_STATS] = {
1029 "You grow no stronger.",
1030 "You grow no more agile.",
1031 "You don't feel any healthier.",
1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1035 "You are no easier to look at.",
1036 };
1037
1038 int
1039 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040 {
1041 object *force = NULL;
1042 int i;
1043
1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1045 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir)
1047 : op;
1048
1049 if (!tmp)
1050 return 0;
1051
1052 /* If we've already got a force of this type, don't add a new one. */
1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1054 {
1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1056 {
1057 if (tmp2->name == spell_ob->name)
1058 {
1059 force = tmp2; /* the old effect will be "refreshed" */
1060 break;
1061 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 {
1064 if (!silent)
1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066 return 0;
1067 }
1068 }
1069 }
1070 if (force == NULL)
1071 {
1072 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY;
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080
1081 }
1082 else
1083 {
1084 int duration;
1085
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration)
1088 {
1089 force->duration = duration;
1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091 }
1092 else
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 }
1096
1097 return 1;
1098 }
1099
1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1101 force->speed = 1.0;
1102 force->speed_left = -1.0;
1103 SET_FLAG (force, FLAG_APPLIED);
1104
1105 /* Now start processing the effects. First, protections */
1106 for (i = 0; i < NROFATTACKS; i++)
1107 {
1108 if (spell_ob->resist[i])
1109 {
1110 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1111 if (force->resist[i] > 100)
1112 force->resist[i] = 100;
1113 }
1114 }
1115
1116 if (spell_ob->stats.hp)
1117 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1118
1119 if (tmp->type == PLAYER)
1120 {
1121 /* Stat adjustment spells */
1122 for (i = 0; i < NUM_STATS; i++)
1123 {
1124 if (sint8 stat = spell_ob->stats.stat (i))
1125 {
1126 sint8 sm = 0;
1127 for (sint8 k = 0; k < stat; k++)
1128 sm += rndm (1, 3);
1129
1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1132
1133 force->stats.stat (i) = sm;
1134
1135 if (!sm)
1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1137 }
1138 }
1139 }
1140
1141 force->move_type = spell_ob->move_type;
1142
1143 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1144 SET_FLAG (force, FLAG_SEE_IN_DARK);
1145
1146 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1147 SET_FLAG (force, FLAG_XRAYS);
1148
1149 /* Haste/bonus speed */
1150 if (spell_ob->stats.exp)
1151 {
1152 if (op->speed > 0.5f)
1153 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1154 else
1155 force->stats.exp = spell_ob->stats.exp;
1156 }
1157
1158 force->stats.wc = spell_ob->stats.wc;
1159 force->stats.ac = spell_ob->stats.ac;
1160 force->attacktype = spell_ob->attacktype;
1161
1162 insert_ob_in_ob (force, tmp);
1163 change_abil (tmp, force); /* Mostly to display any messages */
1164 tmp->update_stats ();
1165
1166 return 1;
1167 }
1168
1169 /* This used to be part of cast_change_ability, but it really didn't make
1170 * a lot of sense, since most of the values it derives are from the god
1171 * of the caster.
1172 */
1173 int
1174 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175 {
1176 int i;
1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1178
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if (dir != 0)
1181 {
1182 tmp = find_target_for_friendly_spell (op, dir);
1183 }
1184 else
1185 {
1186 tmp = op;
1187 }
1188
1189 /* If we've already got a force of this type, don't add a new one. */
1190 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1191 {
1192 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1193 {
1194 if (tmp2->name == spell_ob->name)
1195 {
1196 force = tmp2; /* the old effect will be "refreshed" */
1197 break;
1198 }
1199 else if (spell_ob->race && spell_ob->race == tmp2->name)
1200 {
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1202 return 0;
1203 }
1204 }
1205 }
1206 if (force == NULL)
1207 {
1208 force = get_archetype (FORCE_NAME);
1209 force->subtype = FORCE_CHANGE_ABILITY;
1210 if (spell_ob->race)
1211 force->name = spell_ob->race;
1212 else
1213 force->name = spell_ob->name;
1214 force->name_pl = spell_ob->name;
1215 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1216 }
1217 else
1218 {
1219 int duration;
1220
1221 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1222 if (duration > force->duration)
1223 {
1224 force->duration = duration;
1225 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1226 }
1227 else
1228 {
1229 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1230 }
1231 return 0;
1232 }
1233 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1234 force->speed = 1.0;
1235 force->speed_left = -1.0;
1236 SET_FLAG (force, FLAG_APPLIED);
1237
1238 if (!god)
1239 {
1240 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1241 }
1242 else
1243 {
1244 /* Only give out good benefits, and put a max on it */
1245 for (i = 0; i < NROFATTACKS; i++)
1246 {
1247 if (god->resist[i] > 0)
1248 {
1249 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1250 }
1251 }
1252 force->path_attuned |= god->path_attuned;
1253
1254 if (spell_ob->attacktype)
1255 force->slaying = god->slaying;
1256
1257 if (tmp != op)
1258 {
1259 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1260 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1261 }
1262 else
1263 {
1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1265 }
1266
1267 }
1268 force->stats.wc = spell_ob->stats.wc;
1269 force->stats.ac = spell_ob->stats.ac;
1270
1271 change_abil (tmp, force); /* Mostly to display any messages */
1272 insert_ob_in_ob (force, tmp);
1273 tmp->update_stats ();
1274 return 1;
1275 }
1276
1277 /* Alchemy code by Mark Wedel
1278 *
1279 * This code adds a new spell, called alchemy. Alchemy will turn
1280 * objects to gold nuggets, the value of the gold nuggets being
1281 * about 90% of that of the item itself. It uses the value of the
1282 * object before charisma adjustments, because the nuggets themselves
1283 * will be will be adjusted by charisma when sold.
1284 *
1285 * Large nuggets are worth 25 gp each (base). You will always get
1286 * the maximum number of large nuggets you could get.
1287 * Small nuggets are worth 1 gp each (base). You will get from 0
1288 * to the max amount of small nuggets as you could get.
1289 *
1290 * For example, if an item is worth 110 gold, you will get
1291 * 4 large nuggets, and from 0-10 small nuggets.
1292 *
1293 * There is also a chance (1:30) that you will get nothing at all
1294 * for the object. There is also a maximum weight that will be
1295 * alchemised.
1296 */
1297 static void
1298 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1299 {
1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1301
1302 /* Give third price when we alchemy money (This should hopefully
1303 * make it so that it isn't worth it to alchemy money, sell
1304 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul
1307 * the stuff back to town.
1308 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1310 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3;
1313 else
1314 value = value * 9 / 10;
1315
1316 if (obj->value > 0 && rndm (0, 29))
1317 total_value += value;
1318
1319 total_weight += obj->total_weight ();
1320
1321 obj->destroy ();
1322 }
1323
1324 static void
1325 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1326 {
1327 int flag = 0;
1328
1329 /* Put any nuggets below the player, but we can only pass this
1330 * flag if we are on the same space as the player
1331 */
1332 if (x == op->x && y == op->y && op->map == m)
1333 flag = INS_BELOW_ORIGINATOR;
1334
1335 if (small_nuggets)
1336 {
1337 object *tmp = small->clone ();
1338 tmp->nrof = small_nuggets;
1339 m->insert (tmp, x, y, op, flag);
1340 }
1341
1342 if (large_nuggets)
1343 {
1344 object *tmp = large->clone ();
1345 tmp->nrof = large_nuggets;
1346 m->insert (tmp, x, y, op, flag);
1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1352 }
1353
1354 int
1355 alchemy (object *op, object *caster, object *spell_ob)
1356 {
1357 if (op->type != PLAYER)
1358 return 0;
1359
1360 object *large = get_archetype ("largenugget");
1361 object *small = get_archetype ("smallnugget");
1362
1363 /* Put a maximum weight of items that can be alchemised. Limits the power
1364 * some, and also prevents people from alchemising every table/chair/clock
1365 * in sight
1366 */
1367 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1368 int weight_max = duration * 1000;
1369 uint64 value_max = duration * 1000;
1370
1371 int weight = 0;
1372
1373 for (int y = op->y - 1; y <= op->y + 1; y++)
1374 {
1375 for (int x = op->x - 1; x <= op->x + 1; x++)
1376 {
1377 uint64 value = 0;
1378
1379 sint16 nx = x;
1380 sint16 ny = y;
1381
1382 maptile *mp = op->map;
1383
1384 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1385
1386 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1387 continue;
1388
1389 /* Treat alchemy a little differently - most spell effects
1390 * use fly as the movement type - for alchemy, consider it
1391 * ground level effect.
1392 */
1393 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1394 continue;
1395
1396 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1397 {
1398 next = tmp->above;
1399
1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1402 {
1403 if (tmp->inv)
1404 {
1405 object *next1, *tmp1;
1406
1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1408 {
1409 next1 = tmp1->below;
1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1412 alchemy_object (tmp1, value, weight);
1413 }
1414 }
1415
1416 alchemy_object (tmp, value, weight);
1417
1418 if (weight > weight_max)
1419 break;
1420 }
1421 }
1422
1423 value = min (value, value_max);
1424
1425 uint64 count = value / large->value;
1426 int large_nuggets = count;
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1431
1432 /* Insert all the nuggets at one time. This probably saves time, but
1433 * it also prevents us from alcheming nuggets that were just created
1434 * with this spell.
1435 */
1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1437
1438 if (weight > weight_max)
1439 goto bailout;
1440 }
1441 }
1442
1443 bailout:
1444 large->destroy ();
1445 small->destroy ();
1446 return 1;
1447 }
1448
1449
1450 /* This function removes the cursed/damned status on equipped
1451 * items.
1452 */
1453 int
1454 remove_curse (object *op, object *caster, object *spell)
1455 {
1456 object *tmp;
1457 int success = 0, was_one = 0;
1458
1459 for (tmp = op->inv; tmp; tmp = tmp->below)
1460 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1461 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1462 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1463 {
1464 was_one++;
1465 if (tmp->level <= caster_level (caster, spell))
1466 {
1467 success++;
1468 if (QUERY_FLAG (spell, FLAG_DAMNED))
1469 CLEAR_FLAG (tmp, FLAG_DAMNED);
1470
1471 CLEAR_FLAG (tmp, FLAG_CURSED);
1472 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1473 tmp->value = 0; /* Still can't sell it */
1474 if (op->type == PLAYER)
1475 esrv_send_item (op, tmp);
1476 }
1477 }
1478
1479 if (op->type == PLAYER)
1480 {
1481 if (success)
1482 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1483 else
1484 {
1485 if (was_one)
1486 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1487 else
1488 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1489 }
1490 }
1491
1492 return success;
1493 }
1494
1495 /* Identifies objects in the players inventory/on the ground */
1496
1497 int
1498 cast_identify (object *op, object *caster, object *spell)
1499 {
1500 object *tmp;
1501 int success = 0, num_ident;
1502
1503 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1504
1505 if (num_ident < 1)
1506 num_ident = 1;
1507
1508 for (tmp = op->inv; tmp; tmp = tmp->below)
1509 {
1510 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1511 {
1512 identify (tmp);
1513
1514 if (op->type == PLAYER)
1515 {
1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1517
1518 if (tmp->msg)
1519 {
1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1522 }
1523 }
1524
1525 num_ident--;
1526 success = 1;
1527 if (!num_ident)
1528 break;
1529 }
1530 }
1531
1532 /* If all the power of the spell has been used up, don't go and identify
1533 * stuff on the floor. Only identify stuff on the floor if the spell
1534 * was not fully used.
1535 */
1536 if (num_ident)
1537 {
1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1540 {
1541 identify (tmp);
1542
1543 if (op->type == PLAYER)
1544 {
1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1546
1547 if (tmp->msg)
1548 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1551 }
1552
1553 esrv_send_item (op, tmp);
1554 }
1555
1556 num_ident--;
1557 success = 1;
1558 if (!num_ident)
1559 break;
1560 }
1561 }
1562
1563 if (!success)
1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1565 else
1566 spell_effect (spell, op->x, op->y, op->map, op);
1567
1568 return success;
1569 }
1570
1571 int
1572 cast_detection (object *op, object *caster, object *spell, object *skill)
1573 {
1574 object *tmp, *last, *god, *detect;
1575 int done_one, range, mflags, floor, level;
1576 sint16 x, y, nx, ny;
1577 maptile *m;
1578
1579 /* We precompute some values here so that we don't have to keep
1580 * doing it over and over again.
1581 */
1582 god = find_god (determine_god (op));
1583 level = caster_level (caster, spell);
1584 range = spell->range + SP_level_range_adjust (caster, spell);
1585
1586 if (!skill)
1587 skill = caster;
1588
1589 for (x = op->x - range; x <= op->x + range; x++)
1590 for (y = op->y - range; y <= op->y + range; y++)
1591 {
1592 m = op->map;
1593 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1594 if (mflags & P_OUT_OF_MAP)
1595 continue;
1596
1597 /* For most of the detections, we only detect objects above the
1598 * floor. But this is not true for show invisible.
1599 * Basically, we just go and find the top object and work
1600 * down - that is easier than working up.
1601 */
1602
1603 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1604 last = tmp;
1605
1606 /* Shouldn't happen, but if there are no objects on a space, this
1607 * would happen.
1608 */
1609 if (!last)
1610 continue;
1611
1612 done_one = 0;
1613 floor = 0;
1614 detect = NULL;
1615 for (tmp = last; tmp; tmp = tmp->below)
1616 {
1617 /* show invisible */
1618 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1619 /* Might there be other objects that we can make visible? */
1620 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1621 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1622 tmp->type == CF_HANDLE ||
1623 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1624 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1625 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1626 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1627 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1628 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1629 {
1630 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1631 {
1632 tmp->invisible = 0;
1633 done_one = 1;
1634 }
1635 }
1636
1637 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1638 floor = 1;
1639
1640 /* All detections below this point don't descend beneath the floor,
1641 * so just continue on. We could be clever and look at the type of
1642 * detection to completely break out if we don't care about objects beneath
1643 * the floor, but once we get to the floor, not likely a very big issue anyways.
1644 */
1645 if (floor)
1646 continue;
1647
1648 /* I had thought about making detect magic and detect curse
1649 * show the flash the magic item like it does for detect monster.
1650 * however, if the object is within sight, this would then make it
1651 * difficult to see what object is magical/cursed, so the
1652 * effect wouldn't be as apparant.
1653 */
1654
1655 /* detect magic */
1656 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1657 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1658 {
1659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1660 /* make runes more visibile */
1661 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1662 tmp->stats.Cha /= 4;
1663 done_one = 1;
1664 }
1665 /* detect monster */
1666 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1667 {
1668 done_one = 2;
1669 if (!detect)
1670 detect = tmp;
1671 }
1672 /* Basically, if race is set in the spell, then the creatures race must
1673 * match that. if the spell race is set to GOD, then the gods opposing
1674 * race must match.
1675 */
1676 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1677 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1678 (strstr (spell->race, tmp->race))))
1679 {
1680 done_one = 2;
1681 if (!detect)
1682 detect = tmp;
1683 }
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1685 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1686 {
1687 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1688 done_one = 1;
1689 }
1690 } /* for stack of objects on this space */
1691
1692 /* Code here puts an effect of the spell on the space, so you can see
1693 * where the magic is.
1694 */
1695 if (done_one)
1696 {
1697 object *detect_ob = arch_to_object (spell->other_arch);
1698
1699 /* if this is set, we want to copy the face */
1700 if (done_one == 2 && detect)
1701 {
1702 detect_ob->face = detect->face;
1703 detect_ob->animation_id = detect->animation_id;
1704 detect_ob->anim_speed = detect->anim_speed;
1705 detect_ob->last_anim = 0;
1706 /* by default, the detect_ob is already animated */
1707 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1708 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1709 }
1710
1711 m->insert (detect_ob, nx, ny, op);
1712 }
1713 } /* for processing the surrounding spaces */
1714
1715
1716 /* Now process objects in the players inventory if detect curse or magic */
1717 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1718 {
1719 done_one = 0;
1720 for (tmp = op->inv; tmp; tmp = tmp->below)
1721 {
1722 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1723 {
1724 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1725 {
1726 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1727 if (op->type == PLAYER)
1728 esrv_send_item (op, tmp);
1729 }
1730 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1731 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1732 {
1733 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1734 if (op->type == PLAYER)
1735 esrv_send_item (op, tmp);
1736 }
1737 } /* if item is not identified */
1738 } /* for the players inventory */
1739 } /* if detect magic/curse and object is a player */
1740 return 1;
1741 }
1742
1743
1744 /**
1745 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1746 * level whos spell did cause the overcharge.
1747 */
1748 static void
1749 charge_mana_effect (object *victim, int caster_level)
1750 {
1751
1752 /* Prevent explosions for objects without mana. Without this check, doors
1753 * will explode, too.
1754 */
1755 if (victim->stats.maxsp <= 0)
1756 return;
1757
1758 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1759
1760 if (victim->stats.sp >= victim->stats.maxsp * 2)
1761 {
1762 object *tmp;
1763
1764 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1765
1766 /* Explodes a fireball centered at player */
1767 tmp = get_archetype (EXPLODING_FIREBALL);
1768 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1769 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1770
1771 tmp->insert_at (victim);
1772 victim->stats.sp = 2 * victim->stats.maxsp;
1773 }
1774 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1775 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1777 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1779 {
1780 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1781 confuse_player (victim, victim, 99);
1782 }
1783 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1784 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1785 }
1786
1787 /* cast_transfer
1788 * This spell transfers sp from the player to another person.
1789 * We let the target go above their normal maximum SP.
1790 */
1791
1792 int
1793 cast_transfer (object *op, object *caster, object *spell, int dir)
1794 {
1795 object *plyr = NULL;
1796 sint16 x, y;
1797 maptile *m;
1798 int mflags;
1799
1800 m = op->map;
1801 x = op->x + freearr_x[dir];
1802 y = op->y + freearr_y[dir];
1803
1804 mflags = get_map_flags (m, &m, x, y, &x, &y);
1805
1806 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1807 {
1808 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1809 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1810 break;
1811 }
1812
1813
1814 /* If we did not find a player in the specified direction, transfer
1815 * to anyone on top of us. This is used for the rune of transference mostly.
1816 */
1817 if (plyr == NULL)
1818 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1819 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1820 break;
1821
1822 if (!plyr)
1823 {
1824 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1825 return 0;
1826 }
1827 /* give sp */
1828 if (spell->stats.dam > 0)
1829 {
1830 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1831 charge_mana_effect (plyr, caster_level (caster, spell));
1832 return 1;
1833 }
1834 /* suck sp away. Can't suck sp from yourself */
1835 else if (op != plyr)
1836 {
1837 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1838
1839 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1840
1841 if (rate > 95)
1842 rate = 95;
1843
1844 sucked = (plyr->stats.sp * rate) / 100;
1845 plyr->stats.sp -= sucked;
1846 if (QUERY_FLAG (op, FLAG_ALIVE))
1847 {
1848 /* Player doesn't get full credit */
1849 sucked = (sucked * rate) / 100;
1850 op->stats.sp += sucked;
1851 if (sucked > 0)
1852 {
1853 charge_mana_effect (op, caster_level (caster, spell));
1854 }
1855 }
1856 return 1;
1857 }
1858 return 0;
1859 }
1860
1861
1862 /* counterspell: nullifies spell effects.
1863 * op is the counterspell object, dir is the direction
1864 * it was cast in.
1865 * Basically, if the object has a magic attacktype,
1866 * this may nullify it.
1867 */
1868 void
1869 counterspell (object *op, int dir)
1870 {
1871 object *tmp, *head, *next;
1872 int mflags;
1873 maptile *m;
1874 sint16 sx, sy;
1875
1876 sx = op->x + freearr_x[dir];
1877 sy = op->y + freearr_y[dir];
1878 m = op->map;
1879 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1880 if (mflags & P_OUT_OF_MAP)
1881 return;
1882
1883 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1884 {
1885 next = tmp->above;
1886
1887 /* Need to look at the head object - otherwise, if tmp
1888 * points to a monster, we don't have all the necessary
1889 * info for it.
1890 */
1891 if (tmp->head)
1892 head = tmp->head;
1893 else
1894 head = tmp;
1895
1896 /* don't attack our own spells */
1897 if (tmp->owner && tmp->owner == op->owner)
1898 continue;
1899
1900 /* Basically, if the object is magical and not counterspell,
1901 * we will more or less remove the object. Don't counterspell
1902 * monsters either.
1903 */
1904
1905 if (head->attacktype & AT_MAGIC
1906 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER)
1908 && (op->level > head->level))
1909 head->destroy ();
1910 else
1911 switch (head->type)
1912 {
1913 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1917 continue;
1918
1919 if (op->level > head->level)
1920 head->destroy ();
1921
1922 break;
1923
1924 /* I really don't get this rune code that much - that
1925 * random chance seems really low.
1926 */
1927 case RUNE:
1928 if (rndm (0, 149) == 0)
1929 {
1930 head->stats.hp--; /* weaken the rune */
1931 if (!head->stats.hp)
1932 head->destroy ();
1933 }
1934 break;
1935 }
1936 }
1937 }
1938
1939
1940
1941 /* cast_consecrate() - a spell to make an altar your god's */
1942 int
1943 cast_consecrate (object *op, object *caster, object *spell)
1944 {
1945 char buf[MAX_BUF];
1946
1947 object *tmp, *god = find_god (determine_god (op));
1948
1949 if (!god)
1950 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1952 return 0;
1953 }
1954
1955 for (tmp = op->below; tmp; tmp = tmp->below)
1956 {
1957 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1958 break;
1959 if (tmp->type == HOLY_ALTAR)
1960 {
1961
1962 if (tmp->level > caster_level (caster, spell))
1963 {
1964 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1965 return 0;
1966 }
1967 else
1968 {
1969 /* If we got here, we are consecrating an altar */
1970 sprintf (buf, "Altar of %s", &god->name);
1971 tmp->name = buf;
1972 tmp->level = caster_level (caster, spell);
1973 tmp->other_arch = god->arch;
1974 if (op->type == PLAYER)
1975 esrv_update_item (UPD_NAME, op, tmp);
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1977 return 1;
1978 }
1979 }
1980 }
1981 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1982 return 0;
1983 }
1984
1985 /* animate_weapon -
1986 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1987 * The golem is based on the archetype specified, modified by the caster's level
1988 * and the attributes of the weapon. The weapon is inserted in the golem's
1989 * inventory so that it falls to the ground when the golem dies.
1990 * This code was very odd - code early on would only let players use the spell,
1991 * yet the code wass full of player checks. I've presumed that the code
1992 * that only let players use it was correct, and removed all the other
1993 * player checks. MSW 2003-01-06
1994 */
1995 int
1996 animate_weapon (object *op, object *caster, object *spell, int dir)
1997 {
1998 object *weapon, *tmp;
1999 char buf[MAX_BUF];
2000 int a, i;
2001 sint16 x, y;
2002 maptile *m;
2003
2004 if (!spell->other_arch)
2005 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2008 return 0;
2009 }
2010 /* exit if it's not a player using this spell. */
2011 if (op->type != PLAYER)
2012 return 0;
2013
2014 /* if player already has a golem, abort */
2015 if (object *golem = op->contr->golem)
2016 {
2017 control_golem (golem, dir);
2018 return 0;
2019 }
2020
2021 /* if no direction specified, pick one */
2022 if (!dir)
2023 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2024
2025 m = op->map;
2026 x = op->x + freearr_x[dir];
2027 y = op->y + freearr_y[dir];
2028
2029 /* if there's no place to put the golem, abort */
2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2032 {
2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2034 return 0;
2035 }
2036
2037 /* Use the weapon marked by the player. */
2038 weapon = find_marked_object (op);
2039
2040 if (!weapon)
2041 {
2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2043 return 0;
2044 }
2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2046 {
2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2048 return 0;
2049 }
2050 if (weapon->type != WEAPON)
2051 {
2052 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2053 return 0;
2054 }
2055 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2056 {
2057 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2058 return 0;
2059 }
2060
2061 if (weapon->nrof > 1)
2062 {
2063 tmp = get_split_ob (weapon, 1);
2064 esrv_send_item (op, weapon);
2065 weapon = tmp;
2066 }
2067
2068 /* create the golem object */
2069 tmp = arch_to_object (spell->other_arch);
2070
2071 /* if animated by a player, give the player control of the golem */
2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2073 tmp->stats.exp = 0;
2074 add_friendly_object (tmp);
2075 tmp->type = GOLEM;
2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2078 set_spell_skill (op, caster, spell, tmp);
2079
2080 /* Give the weapon to the golem now. A bit of a hack to check the
2081 * removed flag - it should only be set if get_split_object was
2082 * used above.
2083 */
2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2085 weapon->remove ();
2086
2087 insert_ob_in_ob (weapon, tmp);
2088 esrv_send_item (op, weapon);
2089 /* To do everything necessary to let a golem use the weapon is a pain,
2090 * so instead, just set it as equipped (otherwise, we need to update
2091 * body_info, skills, etc)
2092 */
2093 SET_FLAG (tmp, FLAG_USE_WEAPON);
2094 SET_FLAG (weapon, FLAG_APPLIED);
2095 tmp->update_stats ();
2096
2097 /* There used to be 'odd' code that basically seemed to take the absolute
2098 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2099 * if you're using a crappy weapon, it shouldn't be as good.
2100 */
2101
2102 /* modify weapon's animated wc */
2103 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2104 if (tmp->stats.wc < -127)
2105 tmp->stats.wc = -127;
2106
2107 /* Modify hit points for weapon */
2108 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2109 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2110 if (tmp->stats.maxhp < 0)
2111 tmp->stats.maxhp = 10;
2112 tmp->stats.hp = tmp->stats.maxhp;
2113
2114 /* Modify weapon's damage */
2115 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2116 if (tmp->stats.dam < 0)
2117 tmp->stats.dam = 127;
2118
2119
2120 /* attacktype */
2121 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL;
2123
2124 if (materialtype_t *mt = name_to_material (op->materialname))
2125 {
2126 for (i = 0; i < NROFATTACKS; i++)
2127 tmp->resist[i] = 50 - (mt->save[i] * 5);
2128 a = mt->save[0];
2129 }
2130 else
2131 {
2132 for (i = 0; i < NROFATTACKS; i++)
2133 tmp->resist[i] = 5;
2134 a = 10;
2135 }
2136
2137 /* Set weapon's immunity */
2138 tmp->resist[ATNR_CONFUSION] = 100;
2139 tmp->resist[ATNR_POISON] = 100;
2140 tmp->resist[ATNR_SLOW] = 100;
2141 tmp->resist[ATNR_PARALYZE] = 100;
2142 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2143 tmp->resist[ATNR_FEAR] = 100;
2144 tmp->resist[ATNR_DEPLETE] = 100;
2145 tmp->resist[ATNR_DEATH] = 100;
2146 tmp->resist[ATNR_BLIND] = 100;
2147
2148 /* Improve weapon's armour value according to best save vs. physical of its material */
2149
2150 if (a > 14)
2151 a = 14;
2152
2153 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2154
2155 /* Determine golem's speed */
2156 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2157
2158 if (!spell->race)
2159 {
2160 sprintf (buf, "animated %s", &weapon->name);
2161 tmp->name = buf;
2162
2163 tmp->face = weapon->face;
2164 tmp->animation_id = weapon->animation_id;
2165 tmp->anim_speed = weapon->anim_speed;
2166 tmp->last_anim = weapon->last_anim;
2167 tmp->state = weapon->state;
2168 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2169 }
2170
2171 /* make experience increase in proportion to the strength of the summoned creature. */
2172 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2173
2174 tmp->speed_left = -1;
2175 tmp->direction = dir;
2176
2177 m->insert (tmp, x, y, op);
2178 return 1;
2179 }
2180
2181 /* cast_daylight() - changes the map darkness level *lower* */
2182
2183 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2184 * This changes the light level for the entire map.
2185 */
2186
2187 int
2188 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2189 {
2190 int success;
2191
2192 if (!op->map)
2193 return 0; /* shouldnt happen */
2194
2195 success = op->map->change_map_light (spell->stats.dam);
2196
2197 if (!success)
2198 {
2199 if (spell->stats.dam < 0)
2200 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2201 else
2202 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2203 }
2204 return success;
2205 }
2206
2207
2208
2209
2210
2211 /* create an aura spell object and put it in the player's inventory.
2212 * as usual, op is player, caster is the object casting the spell,
2213 * spell is the spell object itself.
2214 */
2215 int
2216 create_aura (object *op, object *caster, object *spell)
2217 {
2218 int refresh = 0;
2219 object *new_aura;
2220
2221 new_aura = present_arch_in_ob (spell->other_arch, op);
2222 if (new_aura)
2223 refresh = 1;
2224 else
2225 new_aura = arch_to_object (spell->other_arch);
2226
2227 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2228
2229 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2230
2231 new_aura->set_owner (op);
2232 set_spell_skill (op, caster, spell, new_aura);
2233 new_aura->attacktype = spell->attacktype;
2234
2235 new_aura->level = caster_level (caster, spell);
2236 if (refresh)
2237 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2238 else
2239 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2240 insert_ob_in_ob (new_aura, op);
2241 return 1;
2242 }
2243
2244
2245 /* move aura function. An aura is a part of someone's inventory,
2246 * which he carries with him, but which acts on the map immediately
2247 * around him.
2248 * Aura parameters:
2249 * duration: duration counter.
2250 * attacktype: aura's attacktype
2251 * other_arch: archetype to drop where we attack
2252 */
2253
2254 void
2255 move_aura (object *aura)
2256 {
2257 int i, mflags;
2258 object *env;
2259 maptile *m;
2260
2261 /* auras belong in inventories */
2262 env = aura->env;
2263
2264 /* no matter what we've gotta remove the aura...
2265 * we'll put it back if its time isn't up.
2266 */
2267 aura->remove ();
2268
2269 /* exit if we're out of gas */
2270 if (aura->duration-- < 0)
2271 {
2272 aura->destroy ();
2273 return;
2274 }
2275
2276 /* auras only exist in inventories */
2277 if (env == NULL || env->map == NULL)
2278 {
2279 aura->destroy ();
2280 return;
2281 }
2282
2283 /* we need to jump out of the inventory for a bit
2284 * in order to hit the map conveniently.
2285 */
2286 aura->insert_at (env, aura);
2287
2288 for (i = 1; i < 9; i++)
2289 {
2290 sint16 nx, ny;
2291
2292 nx = aura->x + freearr_x[i];
2293 ny = aura->y + freearr_y[i];
2294 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2295
2296 /* Consider the movement tyep of the person with the aura as
2297 * movement type of the aura. Eg, if the player is flying, the aura
2298 * is flying also, if player is walking, it is on the ground, etc.
2299 */
2300 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2301 {
2302 hit_map (aura, i, aura->attacktype, 0);
2303
2304 if (aura->other_arch)
2305 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2306 }
2307 }
2308
2309 /* put the aura back in the player's inventory */
2310 aura->remove ();
2311 insert_ob_in_ob (aura, env);
2312 }
2313
2314 /* moves the peacemaker spell.
2315 * op is the piece object.
2316 */
2317
2318 void
2319 move_peacemaker (object *op)
2320 {
2321 object *tmp;
2322
2323 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2324 {
2325 int atk_lev, def_lev;
2326 object *victim = tmp;
2327
2328 if (tmp->head)
2329 victim = tmp->head;
2330 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2331 continue;
2332 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2333 continue;
2334 if (victim->stats.exp == 0)
2335 continue;
2336
2337 def_lev = MAX (1, victim->level);
2338 atk_lev = MAX (1, op->level);
2339
2340 if (rndm (0, atk_lev - 1) > def_lev)
2341 {
2342 /* make this sucker peaceful. */
2343
2344 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2345 victim->stats.exp = 0;
2346 #if 0
2347 /* No idea why these were all set to zero - if something
2348 * makes this creature agressive, he should still do damage.
2349 */
2350 victim->stats.dam = 0;
2351 victim->stats.sp = 0;
2352 victim->stats.grace = 0;
2353 victim->stats.Pow = 0;
2354 #endif
2355 victim->attack_movement = RANDO2;
2356 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2357 SET_FLAG (victim, FLAG_RUN_AWAY);
2358 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2359 CLEAR_FLAG (victim, FLAG_MONSTER);
2360 if (victim->name)
2361 {
2362 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2363 }
2364 }
2365 }
2366 }
2367
2368
2369 /* This writes a rune that contains the appropriate message.
2370 * There really isn't any adjustments we make.
2371 */
2372
2373 int
2374 write_mark (object *op, object *spell, const char *msg)
2375 {
2376 char rune[HUGE_BUF];
2377 object *tmp;
2378
2379 if (!msg || msg[0] == 0)
2380 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2382 return 0;
2383 }
2384
2385 if (strcasestr_local (msg, "endmsg"))
2386 {
2387 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2388 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2389 return 0;
2390 }
2391 if (!spell->other_arch)
2392 return 0;
2393 tmp = arch_to_object (spell->other_arch);
2394
2395 snprintf (rune, sizeof (rune), "%s\n", msg);
2396
2397 tmp->race = op->name; /*Save the owner of the rune */
2398 tmp->msg = rune;
2399
2400 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2401 return 1;
2402 }