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Revision: 1.103
Committed: Mon Jun 8 08:57:34 2009 UTC (15 years ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.102: +18 -8 lines
Log Message:
fixed show invisible, to show objects of type CONTAINER.

(lets hope this doesn't break any quest too hard, but for tuk5 it
seems to be the only way to make the box visible...)

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
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 <support@deliantra.net>
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 || 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 wand->destroy ();
76 tmp = get_archetype ("fireball");
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
82 tmp->stats.hp = tmp->stats.dam / 2;
83
84 if (tmp->stats.hp < 2)
85 tmp->stats.hp = 2;
86
87 tmp->insert_at (op);
88 return 1;
89 }
90
91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level;
95 else
96 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
98 return 0;
99 }
100
101 if (!ncharges)
102 ncharges = 1;
103
104 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed);
111 }
112
113 return 1;
114 }
115
116 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
118 * arrows.
119 * Sets the plus based on the casters level. It is also settable with the
120 * invoke command. If the caster attempts to create missiles with too
121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc...
125 */
126 int
127 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128 {
129 int bonus_plus = 0;
130 const char *missile_name = "arrow";
131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
134 missile_name = tmp->race;
135
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137
138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
143 return 0;
144 }
145
146 object *missile = missile_arch->instance ();
147
148 if (stringarg)
149 {
150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg))
152 {
153 artifact *al = find_artifactlist (missile->type)->items;
154
155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg))
157 break;
158
159 if (!al)
160 {
161 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
163 return 0;
164 }
165
166 if (al->item->slaying)
167 {
168 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
170 return 0;
171 }
172
173 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical -
175 * otherwise, in most cases, not enough will be created. I don't want to get into
176 * the parsing of having to do both plus and type.
177 */
178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0;
180 }
181 else if (atoi (stringarg) < missile_plus)
182 missile_plus = atoi (stringarg);
183 }
184
185 missile_plus = clamp (missile_plus, -4, 4);
186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
190 if (missile->nrof < 1)
191 missile->nrof = 1;
192
193 missile->magic = missile_plus;
194 /* Can't get any money for these objects */
195 missile->value = 0;
196
197 SET_FLAG (missile, FLAG_IDENTIFIED);
198
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200 pick_up (op, missile);
201
202 return 1;
203 }
204
205
206 /* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/
208 int
209 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
210 {
211 int food_value;
212 archetype *at = NULL;
213 object *new_op;
214
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216
217 if (stringarg)
218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg);
220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg);
222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL;
224 }
225
226 if (!stringarg)
227 {
228 archetype *at_tmp;
229
230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this
232 * function, and addition of new food types is automatically added.
233 * We don't use flesh types because the weight values of those need
234 * to be altered from the donor.
235 */
236
237 /* We assume the food items don't have multiple parts */
238 for_all_archetypes (at_tmp)
239 {
240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
242 /* Basically, if the food value is something that is creatable
243 * under the limits of the spell and it is higher than
244 * the item we have now, take it instead.
245 */
246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp;
252 }
253 }
254 }
255
256 /* Pretty unlikely (there are some very low food items), but you never
257 * know
258 */
259 if (!at)
260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0;
263 }
264
265 food_value /= at->stats.food;
266 new_op = arch_to_object (at);
267 new_op->nrof = food_value;
268
269 new_op->value = 0;
270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
272
273 cast_create_obj (op, caster, new_op, dir);
274 return 1;
275 }
276
277 int
278 probe (object *op, object *caster, object *spell_ob, int dir)
279 {
280 int r, mflags, maxrange;
281 object *tmp;
282 maptile *m;
283
284 if (!dir)
285 {
286 examine_monster (op, op);
287 return 1;
288 }
289
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++)
292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294
295 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y);
297
298 if (mflags & P_OUT_OF_MAP)
299 break;
300
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0;
305 }
306
307 if (mflags & P_IS_ALIVE)
308 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
311 {
312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313 if (tmp->head != NULL)
314 tmp = tmp->head;
315 examine_monster (op, tmp);
316 return 1;
317 }
318 }
319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1;
323 }
324
325 /* This checks to see if 'pl' is invisible to 'mon'.
326 * does race check, undead check, etc
327 * Returns TRUE if mon can't see pl, false
328 * otherwise. This doesn't check range, walls, etc. It
329 * only checks the racial adjustments, and in fact that
330 * pl is invisible.
331 */
332 int
333 makes_invisible_to (object *pl, object *mon)
334 {
335 if (!pl->invisible)
336 return 0;
337
338 if (pl->type == PLAYER)
339 {
340 /* If race isn't set, then invisible unless it is undead */
341 if (!pl->contr->invis_race)
342 {
343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
344 return 0;
345
346 return 1;
347 }
348
349 /* invis_race is set if we get here */
350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1;
352
353 /* No race, can't be invisible to it */
354 if (!mon->race)
355 return 0;
356
357 if (mon->race.contains (pl->contr->invis_race))
358 return 1;
359
360 /* Nothing matched above, return 0 */
361 return 0;
362 }
363 else
364 {
365 /* monsters are invisible to everything */
366 return 1;
367 }
368 }
369
370 /* Makes the player or character invisible.
371 * Note the spells to 'stack', but perhaps in odd ways.
372 * the duration for all is cumulative.
373 * In terms of invis undead/normal invis, it is the last one cast that
374 * will determine if you are invisible to undead or normal monsters.
375 * For improved invis, if you cast it with a one of the others, you
376 * lose the improved part of it, and the above statement about undead/
377 * normal applies.
378 */
379 int
380 cast_invisible (object *op, object *caster, object *spell_ob)
381 {
382 if (op->invisible > 1000)
383 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0;
386 }
387
388 /* Remove the switch with 90% duplicate code - just handle the differences with
389 * and if statement or two.
390 */
391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
392 /* max duration */
393 if (op->invisible > 1000)
394 op->invisible = 1000;
395
396 if (op->type == PLAYER)
397 {
398 op->contr->invis_race = spell_ob->race;
399
400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
401 op->contr->tmp_invis = 0;
402 else
403 op->contr->tmp_invis = 1;
404
405 op->contr->hidden = 0;
406 }
407
408 if (makes_invisible_to (op, op))
409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410 else
411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
412
413 update_object (op, UP_OBJ_CHANGE);
414
415 /* Only search the active objects - only these should actually do
416 * harm to the player.
417 */
418 for_all_actives (tmp)
419 if (tmp->enemy == op)
420 tmp->enemy = 0;
421
422 return 1;
423 }
424
425 /* earth to dust spell. Basically destroys earthwalls in the area.
426 */
427 int
428 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429 {
430 int range, i, j, mflags;
431 sint16 sx, sy;
432 maptile *m;
433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435
436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++)
438 {
439 sx = op->x + i;
440 sy = op->y + j;
441 m = op->map;
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443
444 if (mflags & P_OUT_OF_MAP)
445 continue;
446
447 // earth to dust tears down everything that can be torn down
448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 {
450 next = tmp->above;
451
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 }
455 }
456
457 return 1;
458 }
459
460 void
461 execute_word_of_recall (object *op)
462 {
463 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else
468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 }
470
471 op->destroy ();
472 }
473
474 /* Word of recall causes the player to return 'home'.
475 * we put a force into the player object, so that there is a
476 * time delay effect.
477 */
478 int
479 cast_word_of_recall (object *op, object *caster, object *spell_ob)
480 {
481 object *dummy;
482 int time;
483
484 if (op->type != PLAYER)
485 return 0;
486
487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
488 {
489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
490 return 1;
491 }
492
493 dummy = get_archetype (FORCE_NAME);
494
495 if (!dummy)
496 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0;
500 }
501
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1)
504 time = 1;
505
506 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something.
509 */
510 dummy->set_speed (0.002);
511 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL;
514
515 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't.
517 */
518 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y;
521
522 op->insert (dummy);
523
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525
526 return 1;
527 }
528
529 /* cast_wonder
530 * wonder is really just a spell that will likely cast another
531 * spell.
532 */
533 int
534 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
535 {
536 object *newspell;
537
538 if (!rndm (0, 3))
539 return cast_cone (op, caster, dir, spell_ob);
540
541 if (spell_ob->randomitems)
542 {
543 newspell = generate_treasure (spell_ob->randomitems, caster->level);
544 if (!newspell)
545 {
546 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
547 return 0;
548 }
549 if (newspell->type != SPELL)
550 {
551 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
552 return 0;
553 }
554 /* Prevent inifinit recursion */
555 if (newspell->subtype == SP_WONDER)
556 {
557 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
558 return 0;
559 }
560 return cast_spell (op, caster, dir, newspell, NULL);
561 }
562 return 1;
563 }
564
565 int
566 perceive_self (object *op)
567 {
568 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION);
570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
579 if (object *god = find_god (determine_god (op)))
580 buf << " - You worship " << &god->name << ".\n";
581 else
582 buf << " - You worship no god.\n";
583
584 object *tmp = present_arch_in_ob (at, op);
585
586 if (*cp == '\0' && !tmp)
587 buf << " - You feel very mundane. ";
588 else
589 {
590 buf << " - You have: " << cp << ".\n";
591
592 if (tmp)
593 for (int i = 0; i < NUM_STATS; i++)
594 if (tmp->stats.stat (i) < 0)
595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 }
597
598 if (is_dragon_pl (op))
599 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp; tmp = tmp->below)
601 {
602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 {
604 if (tmp->stats.exp == 0)
605 buf << " - Your metabolism isn't focused on anything.\n";
606 else
607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608
609 break;
610 }
611 }
612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614
615 return 1;
616 }
617
618 /* This creates magic walls. Really, it can create most any object,
619 * within some reason.
620 */
621 int
622 magic_wall (object *op, object *caster, int dir, object *spell_ob)
623 {
624 object *tmp;
625 int i, posblocked, negblocked, maxrange;
626 sint16 x, y;
627 maptile *m;
628 const char *name;
629 archetype *at;
630
631 if (!dir)
632 {
633 dir = op->facing;
634 x = op->x;
635 y = op->y;
636 }
637 else
638 {
639 x = op->x + freearr_x[dir];
640 y = op->y + freearr_y[dir];
641 }
642
643 m = op->map;
644
645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
650 return 0;
651 }
652
653 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch);
655 else if (spell_ob->race)
656 {
657 char buf1[MAX_BUF];
658
659 sprintf (buf1, spell_ob->race, dir);
660 at = archetype::find (buf1);
661 if (!at)
662 {
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0;
666 }
667
668 tmp = arch_to_object (at);
669 }
670 else
671 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673 return 0;
674 }
675
676 if (tmp->type == SPELL_EFFECT)
677 {
678 tmp->attacktype = spell_ob->attacktype;
679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
680 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681 tmp->range = 0;
682 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 {
685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.maxhp = tmp->stats.hp;
687 }
688
689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
690 {
691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 SET_FLAG (tmp, FLAG_IS_USED_UP);
693 }
694
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
696 {
697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE);
701 }
702
703 /* This can't really hurt - if the object doesn't kill anything,
704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
706 */
707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
710 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = casting_level (caster, spell_ob) / 2;
712
713 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op)))
715 {
716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
717 return 0;
718 }
719
720 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723
724 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through
728 * blocked spaces.
729 */
730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
731 posblocked = 0;
732 negblocked = 0;
733
734 for (i = 1; i <= maxrange; i++)
735 {
736 int dir2;
737
738 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
739
740 x = tmp->x + i * freearr_x[dir2];
741 y = tmp->y + i * freearr_y[dir2];
742 m = tmp->map;
743
744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
746 {
747 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op);
749
750 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch));
753
754 }
755 else
756 posblocked = 1;
757
758 x = tmp->x - i * freearr_x[dir2];
759 y = tmp->y - i * freearr_y[dir2];
760 m = tmp->map;
761
762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
764 {
765 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op);
767
768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch));
770 }
771 else
772 negblocked = 1;
773 }
774
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
776 update_all_los (op->map, op->x, op->y);
777
778 return 1;
779 }
780
781 int
782 dimension_door (object *op, object *caster, object *spob, int dir)
783 {
784 uint32 dist, maxdist;
785 int mflags;
786 maptile *m;
787 sint16 sx, sy;
788
789 if (op->type != PLAYER)
790 return 0;
791
792 if (!dir)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
795 return 0;
796 }
797
798 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in.
800 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802
803 if (op->contr->count)
804 {
805 if (op->contr->count > maxdist)
806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
808 return 0;
809 }
810
811 for (dist = 0; dist < op->contr->count; dist++)
812 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
814
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break;
817
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break;
820 }
821
822 if (dist < op->contr->count)
823 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0;
827 }
828
829 op->contr->count = 0;
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1;
889
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
891 return 1;
892 }
893
894 /* cast_heal: Heals something.
895 * op is the caster.
896 * dir is the direction he is casting it in.
897 * spell is the spell object.
898 */
899 int
900 cast_heal (object *op, object *caster, object *spell, int dir)
901 {
902 object *tmp;
903 archetype *at;
904 object *poison;
905 int heal = 0, success = 0;
906
907 tmp = find_target_for_friendly_spell (op, dir);
908
909 if (!tmp)
910 return 0;
911
912 /* Figure out how many hp this spell might cure.
913 * could be zero if this spell heals effects, not damage.
914 */
915 heal = spell->stats.dam;
916 if (spell->stats.hp)
917 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
918
919 if (heal)
920 {
921 if (tmp->stats.hp >= tmp->stats.maxhp)
922 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
923 else
924 {
925 /* See how many points we actually heal. Instead of messages
926 * based on type of spell, we instead do messages based
927 * on amount of damage healed.
928 */
929 if (heal > tmp->stats.maxhp - tmp->stats.hp)
930 heal = tmp->stats.maxhp - tmp->stats.hp;
931
932 tmp->stats.hp += heal;
933
934 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50)
937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
938 else if (heal > 25)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
940 else if (heal > 10)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
942 else
943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
944
945 success = 1;
946 }
947 }
948
949 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op, spell))
951 success = 1;
952
953 if (spell->attacktype & AT_POISON)
954 {
955 at = archetype::find ("poisoning");
956 poison = present_arch_in_ob (at, tmp);
957 if (poison)
958 {
959 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
961 poison->stats.food = 1;
962 }
963 }
964
965 if (spell->attacktype & AT_CONFUSION)
966 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
968 if (poison)
969 {
970 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1;
973 }
974 }
975
976 if (spell->attacktype & AT_BLIND)
977 {
978 at = archetype::find ("blindness");
979 poison = present_arch_in_ob (at, tmp);
980 if (poison)
981 {
982 success = 1;
983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
984 poison->stats.food = 1;
985 }
986 }
987
988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
989 {
990 tmp->stats.sp += spell->last_sp;
991 if (tmp->stats.sp > tmp->stats.maxsp)
992 tmp->stats.sp = tmp->stats.maxsp;
993 success = 1;
994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
995 }
996
997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
998 {
999 tmp->stats.grace += spell->last_grace;
1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1001 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1;
1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1004 }
1005
1006 if (spell->stats.food && tmp->stats.food < 999)
1007 {
1008 tmp->stats.food += spell->stats.food;
1009
1010 if (tmp->stats.food > 999)
1011 tmp->stats.food = 999;
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 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1037 {
1038 object *force = 0;
1039 int i;
1040
1041 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1042 object *tmp = dir
1043 ? find_target_for_friendly_spell (op, dir)
1044 : op;
1045
1046 if (!tmp)
1047 return 0;
1048
1049 /* If we've already got a force of this type, don't add a new one. */
1050 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1051 {
1052 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1053 {
1054 if (tmp2->name == spell_ob->name)
1055 {
1056 force = tmp2; /* the old effect will be "refreshed" */
1057 break;
1058 }
1059 else if (spell_ob->race && spell_ob->race == tmp2->name)
1060 {
1061 if (!silent)
1062 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1063
1064 return 0;
1065 }
1066 }
1067 }
1068
1069 if (!force)
1070 {
1071 force = get_archetype (FORCE_NAME);
1072 force->subtype = FORCE_CHANGE_ABILITY;
1073
1074 if (spell_ob->race)
1075 force->name = spell_ob->race;
1076 else
1077 force->name = spell_ob->name;
1078
1079 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081
1082 }
1083 else
1084 {
1085 int duration;
1086
1087 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1088 if (duration > force->duration)
1089 {
1090 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 }
1093 else
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095
1096 return 1;
1097 }
1098
1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1100 force->speed = 1.0;
1101 force->speed_left = -1.0;
1102 SET_FLAG (force, FLAG_APPLIED);
1103
1104 /* Now start processing the effects. First, protections */
1105 for (i = 0; i < NROFATTACKS; i++)
1106 {
1107 if (spell_ob->resist[i])
1108 {
1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1110 if (force->resist[i] > 100)
1111 force->resist[i] = 100;
1112 }
1113 }
1114
1115 if (spell_ob->stats.hp)
1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1117
1118 if (tmp->type == PLAYER)
1119 {
1120 /* Stat adjustment spells */
1121 for (i = 0; i < NUM_STATS; i++)
1122 {
1123 if (sint8 stat = spell_ob->stats.stat (i))
1124 {
1125 sint8 sm = 0;
1126 for (sint8 k = 0; k < stat; k++)
1127 sm += rndm (1, 3);
1128
1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1131
1132 force->stats.stat (i) = sm;
1133
1134 if (!sm)
1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1136 }
1137 }
1138 }
1139
1140 force->move_type = spell_ob->move_type;
1141
1142 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1143 SET_FLAG (force, FLAG_SEE_IN_DARK);
1144
1145 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1146 SET_FLAG (force, FLAG_XRAYS);
1147
1148 /* Haste/bonus speed */
1149 if (spell_ob->stats.exp)
1150 {
1151 if (op->speed > 0.5f)
1152 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1153 else
1154 force->stats.exp = spell_ob->stats.exp;
1155 }
1156
1157 force->stats.wc = spell_ob->stats.wc;
1158 force->stats.ac = spell_ob->stats.ac;
1159 force->attacktype = spell_ob->attacktype;
1160
1161 insert_ob_in_ob (force, tmp);
1162 change_abil (tmp, force); /* Mostly to display any messages */
1163 tmp->update_stats ();
1164
1165 return 1;
1166 }
1167
1168 /* This used to be part of cast_change_ability, but it really didn't make
1169 * a lot of sense, since most of the values it derives are from the god
1170 * of the caster.
1171 */
1172 int
1173 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1174 {
1175 int i;
1176 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1177
1178 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1179 if (dir != 0)
1180 {
1181 tmp = find_target_for_friendly_spell (op, dir);
1182
1183 if (!tmp)
1184 return 0;
1185 }
1186 else
1187 tmp = op;
1188
1189 /* If we've already got a force of this type, don't add a new one. */
1190 for (object *tmp2 = tmp->inv; tmp2; 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
1207 if (force == NULL)
1208 {
1209 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race)
1212 force->name = spell_ob->race;
1213 else
1214 force->name = spell_ob->name;
1215 force->name_pl = spell_ob->name;
1216 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1217 }
1218 else
1219 {
1220 int duration;
1221
1222 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1223 if (duration > force->duration)
1224 {
1225 force->duration = duration;
1226 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1227 }
1228 else
1229 {
1230 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1231 }
1232 return 0;
1233 }
1234 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1235 force->speed = 1.0;
1236 force->speed_left = -1.0;
1237 SET_FLAG (force, FLAG_APPLIED);
1238
1239 if (!god)
1240 {
1241 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1242 }
1243 else
1244 {
1245 /* Only give out good benefits, and put a max on it */
1246 for (i = 0; i < NROFATTACKS; i++)
1247 {
1248 if (god->resist[i] > 0)
1249 {
1250 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1251 }
1252 }
1253 force->path_attuned |= god->path_attuned;
1254
1255 if (spell_ob->attacktype)
1256 force->slaying = god->slaying;
1257
1258 if (tmp != op)
1259 {
1260 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1261 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1262 }
1263 else
1264 {
1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1266 }
1267
1268 }
1269 force->stats.wc = spell_ob->stats.wc;
1270 force->stats.ac = spell_ob->stats.ac;
1271
1272 change_abil (tmp, force); /* Mostly to display any messages */
1273 insert_ob_in_ob (force, tmp);
1274 tmp->update_stats ();
1275 return 1;
1276 }
1277
1278 /* Alchemy code by Mark Wedel
1279 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 *
1283 * The value of the gold nuggets being about 90% of that of the item
1284 * itself. It uses the value of the object before charisma adjustments,
1285 * because the nuggets themselves will be will be adjusted by charisma
1286 * when sold.
1287 *
1288 * There is also a chance (1:30) that you will get nothing at all
1289 * for the object. There is also a maximum weight that will be
1290 * alchemised.
1291 */
1292 static void
1293 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294 {
1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1296
1297 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul
1302 * the stuff back to town.
1303 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1305 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3;
1308 else
1309 value = value * 9 / 10;
1310
1311 if (obj->value > 0 && rndm (0, 29))
1312 total_value += value;
1313
1314 total_weight += obj->total_weight ();
1315
1316 obj->destroy ();
1317 }
1318
1319 int
1320 alchemy (object *op, object *caster, object *spell_ob)
1321 {
1322 if (op->type != PLAYER)
1323 return 0;
1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1332 * some, and also prevents people from alchemising every table/chair/clock
1333 * in sight
1334 */
1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1336 int weight_max = duration * 1000;
1337 uint64 value_max = duration * 1000;
1338
1339 int weight = 0;
1340
1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1342 {
1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1344 {
1345 uint64 value = 0;
1346
1347 sint16 nx = x;
1348 sint16 ny = y;
1349
1350 maptile *mp = op->map;
1351
1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1353
1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1355 continue;
1356
1357 /* Treat alchemy a little differently - most spell effects
1358 * use fly as the movement type - for alchemy, consider it
1359 * ground level effect.
1360 */
1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1362 continue;
1363
1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1365 {
1366 next = tmp->above;
1367
1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1370 {
1371 if (tmp->inv)
1372 {
1373 object *next1, *tmp1;
1374
1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1376 {
1377 next1 = tmp1->below;
1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1380 alchemy_object (tmp1, value, weight);
1381 }
1382 }
1383
1384 alchemy_object (tmp, value, weight);
1385
1386 if (weight > weight_max)
1387 break;
1388 }
1389 }
1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 op->map->insert (tmp, x, y, op, 0);
1403 }
1404
1405 if (weight > weight_max)
1406 goto bailout;
1407 }
1408 }
1409
1410 bailout:
1411 return 1;
1412 }
1413
1414 /* This function removes the cursed/damned status on equipped
1415 * items.
1416 */
1417 int
1418 remove_curse (object *op, object *caster, object *spell)
1419 {
1420 object *tmp;
1421 int success = 0, was_one = 0;
1422
1423 for (tmp = op->inv; tmp; tmp = tmp->below)
1424 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1425 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1426 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1427 {
1428 was_one++;
1429
1430 if (tmp->level <= casting_level (caster, spell))
1431 {
1432 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435
1436 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */
1439
1440 if (object *pl = tmp->visible_to ())
1441 esrv_update_item (UPD_FLAGS, pl, tmp);
1442 }
1443 }
1444
1445 if (op->type == PLAYER)
1446 {
1447 if (success)
1448 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1449 else
1450 {
1451 if (was_one)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1453 else
1454 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1455 }
1456 }
1457
1458 return success;
1459 }
1460
1461 /* Identifies objects in the players inventory/on the ground */
1462 int
1463 cast_identify (object *op, object *caster, object *spell)
1464 {
1465 object *tmp;
1466 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467
1468 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1469
1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 {
1474 identify (tmp);
1475
1476 if (op->type == PLAYER)
1477 {
1478 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479
1480 if (tmp->msg)
1481 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 }
1483
1484 if (!--num_ident)
1485 break;
1486 }
1487 }
1488
1489 /* If all the power of the spell has been used up, don't go and identify
1490 * stuff on the floor. Only identify stuff on the floor if the spell
1491 * was not fully used.
1492 */
1493 if (num_ident)
1494 {
1495 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1496 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1497 {
1498 identify (tmp);
1499
1500 if (object *pl = tmp->visible_to ())
1501 {
1502 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1503
1504 if (tmp->msg)
1505 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1506 }
1507
1508 if (!--num_ident)
1509 break;
1510 }
1511 }
1512
1513 if (buf.empty ())
1514 {
1515 op->failmsg ("You can't reach anything unidentified.");
1516 return 0;
1517 }
1518 else
1519 {
1520 if (op->contr)
1521 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1522
1523 spell_effect (spell, op->x, op->y, op->map, op);
1524 return 1;
1525 }
1526 }
1527
1528 int
1529 cast_detection (object *op, object *caster, object *spell, object *skill)
1530 {
1531 object *tmp, *last, *god, *detect;
1532 int done_one, range, mflags, floor, level;
1533 sint16 x, y, nx, ny;
1534 maptile *m;
1535
1536 /* We precompute some values here so that we don't have to keep
1537 * doing it over and over again.
1538 */
1539 god = find_god (determine_god (op));
1540 level = casting_level (caster, spell);
1541 range = spell->range + SP_level_range_adjust (caster, spell);
1542
1543 if (!skill)
1544 skill = caster;
1545
1546 unordered_mapwalk (op, -range, -range, range, range)
1547 {
1548 /* For most of the detections, we only detect objects above the
1549 * floor. But this is not true for show invisible.
1550 * Basically, we just go and find the top object and work
1551 * down - that is easier than working up.
1552 */
1553
1554 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1555 last = tmp;
1556
1557 /* Shouldn't happen, but if there are no objects on a space, this
1558 * would happen.
1559 */
1560 if (!last)
1561 continue;
1562
1563 done_one = 0;
1564 floor = 0;
1565 detect = NULL;
1566 for (tmp = last; tmp; tmp = tmp->below)
1567 {
1568 /* show invisible */
1569 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1570 /* Might there be other objects that we can make visible? */
1571 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1572 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1573 || tmp->type == CF_HANDLE
1574 || tmp->type == TRAPDOOR
1575 || tmp->type == EXIT
1576 || tmp->type == HOLE
1577 || tmp->type == BUTTON
1578 || tmp->type == TELEPORTER
1579 || tmp->type == GATE
1580 || tmp->type == LOCKED_DOOR
1581 || tmp->type == WEAPON
1582 || tmp->type == ALTAR
1583 || tmp->type == SIGN
1584 || tmp->type == TRIGGER_PEDESTAL
1585 || tmp->type == SPECIAL_KEY
1586 || tmp->type == TREASURE
1587 || tmp->type == BOOK
1588 || tmp->type == HOLY_ALTAR
1589 || tmp->type == CONTAINER)))
1590 {
1591 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1592 {
1593 tmp->invisible = 0;
1594 done_one = 1;
1595 }
1596 }
1597
1598 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1599 floor = 1;
1600
1601 /* All detections below this point don't descend beneath the floor,
1602 * so just continue on. We could be clever and look at the type of
1603 * detection to completely break out if we don't care about objects beneath
1604 * the floor, but once we get to the floor, not likely a very big issue anyways.
1605 */
1606 if (floor)
1607 continue;
1608
1609 /* I had thought about making detect magic and detect curse
1610 * show the flash the magic item like it does for detect monster.
1611 * however, if the object is within sight, this would then make it
1612 * difficult to see what object is magical/cursed, so the
1613 * effect wouldn't be as apparent.
1614 */
1615
1616 /* detect magic */
1617 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1618 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1619 {
1620 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1621 /* make runes more visibile */
1622 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1623 tmp->stats.Cha /= 4;
1624
1625 done_one = 1;
1626 }
1627
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632
1633 if (!detect)
1634 detect = tmp;
1635 }
1636
1637 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match.
1640 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 spell->race.contains (tmp->race)))
1644 {
1645 done_one = 2;
1646
1647 if (!detect)
1648 detect = tmp;
1649 }
1650
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1652 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1655 done_one = 1;
1656 }
1657 } /* for stack of objects on this space */
1658
1659 /* Code here puts an effect of the spell on the space, so you can see
1660 * where the magic is.
1661 */
1662 if (done_one)
1663 {
1664 object *detect_ob = arch_to_object (spell->other_arch);
1665
1666 /* if this is set, we want to copy the face */
1667 if (done_one == 2 && detect)
1668 {
1669 detect_ob->face = detect->face;
1670 detect_ob->animation_id = detect->animation_id;
1671 detect_ob->anim_speed = detect->anim_speed;
1672 detect_ob->last_anim = 0;
1673 /* by default, the detect_ob is already animated */
1674 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1675 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1676 }
1677
1678 m->insert (detect_ob, nx, ny, op);
1679 }
1680 } /* for processing the surrounding spaces */
1681
1682
1683 /* Now process objects in the players inventory if detect curse or magic */
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1685 {
1686 done_one = 0;
1687
1688 for (tmp = op->inv; tmp; tmp = tmp->below)
1689 {
1690 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1691 {
1692 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1693 {
1694 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1695
1696 if (object *pl = tmp->visible_to ())
1697 esrv_update_item (UPD_FLAGS, pl, tmp);
1698 }
1699
1700 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1701 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1702 {
1703 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1704
1705 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1707 }
1708 } /* if item is not identified */
1709 } /* for the players inventory */
1710 } /* if detect magic/curse and object is a player */
1711
1712 return 1;
1713 }
1714
1715
1716 /**
1717 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1718 * level whos spell did cause the overcharge.
1719 */
1720 static void
1721 charge_mana_effect (object *victim, int caster_level)
1722 {
1723
1724 /* Prevent explosions for objects without mana. Without this check, doors
1725 * will explode, too.
1726 */
1727 if (victim->stats.maxsp <= 0)
1728 return;
1729
1730 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1731
1732 if (victim->stats.sp >= victim->stats.maxsp * 2)
1733 {
1734 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1735 victim->stats.sp = 2 * victim->stats.maxsp;
1736 create_exploding_ball_at (victim, caster_level);
1737 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1745 confuse_player (victim, victim, 99);
1746 }
1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1749 }
1750
1751 /* cast_transfer
1752 * This spell transfers sp from the player to another person.
1753 * We let the target go above their normal maximum SP.
1754 */
1755
1756 int
1757 cast_transfer (object *op, object *caster, object *spell, int dir)
1758 {
1759 object *plyr = NULL;
1760 sint16 x, y;
1761 maptile *m;
1762 int mflags;
1763
1764 m = op->map;
1765 x = op->x + freearr_x[dir];
1766 y = op->y + freearr_y[dir];
1767
1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 {
1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1774 break;
1775 }
1776
1777
1778 /* If we did not find a player in the specified direction, transfer
1779 * to anyone on top of us. This is used for the rune of transference mostly.
1780 */
1781 if (plyr == NULL)
1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1784 break;
1785
1786 if (!plyr)
1787 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1789 return 0;
1790 }
1791 /* give sp */
1792 if (spell->stats.dam > 0)
1793 {
1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1795 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1;
1797 }
1798 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr)
1800 {
1801 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1802
1803 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1804
1805 if (rate > 95)
1806 rate = 95;
1807
1808 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE))
1811 {
1812 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked;
1815 if (sucked > 0)
1816 {
1817 charge_mana_effect (op, casting_level (caster, spell));
1818 }
1819 }
1820 return 1;
1821 }
1822 return 0;
1823 }
1824
1825
1826 /* counterspell: nullifies spell effects.
1827 * op is the counterspell object, dir is the direction
1828 * it was cast in.
1829 * Basically, if the object has a magic attacktype,
1830 * this may nullify it.
1831 */
1832 void
1833 counterspell (object *op, int dir)
1834 {
1835 object *tmp, *head, *next;
1836 int mflags;
1837 maptile *m;
1838 sint16 sx, sy;
1839
1840 sx = op->x + freearr_x[dir];
1841 sy = op->y + freearr_y[dir];
1842 m = op->map;
1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1844 if (mflags & P_OUT_OF_MAP)
1845 return;
1846
1847 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1848 {
1849 next = tmp->above;
1850
1851 /* Need to look at the head object - otherwise, if tmp
1852 * points to a monster, we don't have all the necessary
1853 * info for it.
1854 */
1855 if (tmp->head)
1856 head = tmp->head;
1857 else
1858 head = tmp;
1859
1860 /* don't attack our own spells */
1861 if (tmp->owner && tmp->owner == op->owner)
1862 continue;
1863
1864 /* Basically, if the object is magical and not counterspell,
1865 * we will more or less remove the object. Don't counterspell
1866 * monsters either.
1867 */
1868
1869 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER)
1872 && (op->level > head->level))
1873 head->destroy ();
1874 else
1875 switch (head->type)
1876 {
1877 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1881 continue;
1882
1883 if (op->level > head->level)
1884 head->destroy ();
1885
1886 break;
1887
1888 /* I really don't get this rune code that much - that
1889 * random chance seems really low.
1890 */
1891 case RUNE:
1892 if (rndm (0, 149) == 0)
1893 {
1894 head->stats.hp--; /* weaken the rune */
1895 if (!head->stats.hp)
1896 head->destroy ();
1897 }
1898 break;
1899 }
1900 }
1901 }
1902
1903 /* cast_consecrate() - a spell to make an altar your god's */
1904 int
1905 cast_consecrate (object *op, object *caster, object *spell)
1906 {
1907 char buf[MAX_BUF];
1908
1909 object *tmp, *god = find_god (determine_god (op));
1910
1911 if (!god)
1912 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1914 return 0;
1915 }
1916
1917 for (tmp = op->below; tmp; tmp = tmp->below)
1918 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break;
1921 if (tmp->type == HOLY_ALTAR)
1922 {
1923
1924 if (tmp->level > casting_level (caster, spell))
1925 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0;
1928 }
1929 else
1930 {
1931 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf;
1934 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch;
1936
1937 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1;
1942 }
1943 }
1944 }
1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1946 return 0;
1947 }
1948
1949 /* animate_weapon -
1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1951 * The golem is based on the archetype specified, modified by the caster's level
1952 * and the attributes of the weapon. The weapon is inserted in the golem's
1953 * inventory so that it falls to the ground when the golem dies.
1954 * This code was very odd - code early on would only let players use the spell,
1955 * yet the code wass full of player checks. I've presumed that the code
1956 * that only let players use it was correct, and removed all the other
1957 * player checks. MSW 2003-01-06
1958 */
1959 int
1960 animate_weapon (object *op, object *caster, object *spell, int dir)
1961 {
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF];
1964 int a, i;
1965 sint16 x, y;
1966 maptile *m;
1967
1968 if (!spell->other_arch)
1969 {
1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1972 return 0;
1973 }
1974 /* exit if it's not a player using this spell. */
1975 if (op->type != PLAYER)
1976 return 0;
1977
1978 /* if player already has a golem, abort */
1979 if (object *golem = op->contr->golem)
1980 {
1981 control_golem (golem, dir);
1982 return 0;
1983 }
1984
1985 /* if no direction specified, pick one */
1986 if (!dir)
1987 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1988
1989 m = op->map;
1990 x = op->x + freearr_x[dir];
1991 y = op->y + freearr_y[dir];
1992
1993 /* if there's no place to put the golem, abort */
1994 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1995 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1998 return 0;
1999 }
2000
2001 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op);
2003
2004 if (!weapon)
2005 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2007 return 0;
2008 }
2009
2010 if (spell->race && weapon->arch->archname != spell->race)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013 return 0;
2014 }
2015
2016 if (weapon->type != WEAPON)
2017 {
2018 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2019 return 0;
2020 }
2021
2022 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2023 {
2024 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2025 return 0;
2026 }
2027
2028 weapon = weapon->split ();
2029
2030 /* create the golem object */
2031 tmp = arch_to_object (spell->other_arch);
2032
2033 /* if animated by a player, give the player control of the golem */
2034 CLEAR_FLAG (tmp, FLAG_MONSTER);
2035 tmp->stats.exp = 0;
2036 add_friendly_object (tmp);
2037 tmp->type = GOLEM;
2038 tmp->set_owner (op);
2039 op->contr->golem = tmp;
2040 set_spell_skill (op, caster, spell, tmp);
2041
2042 /* Give the weapon to the golem now. A bit of a hack to check the
2043 * removed flag - it should only be set if weapon->split was
2044 * used above.
2045 */
2046 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2047 weapon->remove ();
2048
2049 tmp->insert (weapon);
2050
2051 /* To do everything necessary to let a golem use the weapon is a pain,
2052 * so instead, just set it as equipped (otherwise, we need to update
2053 * body_info, skills, etc)
2054 */
2055 SET_FLAG (tmp, FLAG_USE_WEAPON);
2056 SET_FLAG (weapon, FLAG_APPLIED);
2057 tmp->update_stats ();
2058
2059 /* There used to be 'odd' code that basically seemed to take the absolute
2060 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2061 * if you're using a crappy weapon, it shouldn't be as good.
2062 */
2063
2064 /* modify weapon's animated wc */
2065 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2066 if (tmp->stats.wc < -127)
2067 tmp->stats.wc = -127;
2068
2069 /* Modify hit points for weapon */
2070 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2071 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2072 if (tmp->stats.maxhp < 0)
2073 tmp->stats.maxhp = 10;
2074 tmp->stats.hp = tmp->stats.maxhp;
2075
2076 /* Modify weapon's damage */
2077 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2078 if (tmp->stats.dam < 0)
2079 tmp->stats.dam = 127;
2080
2081
2082 /* attacktype */
2083 if (!tmp->attacktype)
2084 tmp->attacktype = AT_PHYSICAL;
2085
2086 if (materialtype_t *mt = name_to_material (op->materialname))
2087 {
2088 for (i = 0; i < NROFATTACKS; i++)
2089 tmp->resist[i] = 50 - (mt->save[i] * 5);
2090 a = mt->save[0];
2091 }
2092 else
2093 {
2094 for (i = 0; i < NROFATTACKS; i++)
2095 tmp->resist[i] = 5;
2096 a = 10;
2097 }
2098
2099 /* Set weapon's immunity */
2100 tmp->resist[ATNR_CONFUSION] = 100;
2101 tmp->resist[ATNR_POISON] = 100;
2102 tmp->resist[ATNR_SLOW] = 100;
2103 tmp->resist[ATNR_PARALYZE] = 100;
2104 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2105 tmp->resist[ATNR_FEAR] = 100;
2106 tmp->resist[ATNR_DEPLETE] = 100;
2107 tmp->resist[ATNR_DEATH] = 100;
2108 tmp->resist[ATNR_BLIND] = 100;
2109
2110 /* Improve weapon's armour value according to best save vs. physical of its material */
2111
2112 if (a > 14)
2113 a = 14;
2114
2115 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2116
2117 /* Determine golem's speed */
2118 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2119
2120 if (!spell->race)
2121 {
2122 sprintf (buf, "animated %s", &weapon->name);
2123 tmp->name = buf;
2124
2125 tmp->face = weapon->face;
2126 tmp->animation_id = weapon->animation_id;
2127 tmp->anim_speed = weapon->anim_speed;
2128 tmp->last_anim = weapon->last_anim;
2129 tmp->state = weapon->state;
2130 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2131 }
2132
2133 /* make experience increase in proportion to the strength of the summoned creature. */
2134 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2135
2136 tmp->speed_left = -1;
2137 tmp->direction = dir;
2138
2139 m->insert (tmp, x, y, op);
2140 return 1;
2141 }
2142
2143 /* cast_daylight() - changes the map darkness level *lower* */
2144
2145 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2146 * This changes the light level for the entire map.
2147 */
2148 int
2149 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2150 {
2151 int success;
2152
2153 if (!op->map)
2154 return 0; /* shouldnt happen */
2155
2156 success = op->map->change_map_light (spell->stats.dam);
2157
2158 if (!success)
2159 {
2160 if (spell->stats.dam < 0)
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2162 else
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2164 }
2165
2166 return success;
2167 }
2168
2169 /* create an aura spell object and put it in the player's inventory.
2170 * as usual, op is player, caster is the object casting the spell,
2171 * spell is the spell object itself.
2172 */
2173 int
2174 create_aura (object *op, object *caster, object *spell)
2175 {
2176 int refresh = 0;
2177 object *new_aura;
2178
2179 new_aura = present_arch_in_ob (spell->other_arch, op);
2180 if (new_aura)
2181 refresh = 1;
2182 else
2183 new_aura = arch_to_object (spell->other_arch);
2184
2185 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2186
2187 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2188
2189 set_spell_skill (op, caster, spell, new_aura);
2190 new_aura->attacktype = spell->attacktype;
2191
2192 new_aura->level = casting_level (caster, spell);
2193
2194 if (refresh)
2195 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2196 else
2197 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2198
2199 insert_ob_in_ob (new_aura, op);
2200 new_aura->set_owner (op);
2201
2202 return 1;
2203 }
2204
2205 /* move aura function. An aura is a part of someone's inventory,
2206 * which he carries with him, but which acts on the map immediately
2207 * around him.
2208 * Aura parameters:
2209 * duration: duration counter.
2210 * attacktype: aura's attacktype
2211 * other_arch: archetype to drop where we attack
2212 */
2213 void
2214 move_aura (object *aura)
2215 {
2216 /* auras belong in inventories */
2217 object *env = aura->env;
2218 object *owner = aura->owner;
2219
2220 /* no matter what we've gotta remove the aura...
2221 * we'll put it back if its time isn't up.
2222 */
2223 aura->remove ();
2224
2225 /* exit if we're out of gas */
2226 if (aura->duration-- < 0)
2227 {
2228 aura->destroy ();
2229 return;
2230 }
2231
2232 /* auras only exist in inventories */
2233 if (!env || !env->map)
2234 {
2235 aura->destroy ();
2236 return;
2237 }
2238
2239 /* we need to jump out of the inventory for a bit
2240 * in order to hit the map conveniently.
2241 */
2242 aura->insert_at (env, aura);
2243
2244 for (int i = 1; i < 9; i++)
2245 {
2246 mapxy pos (env);
2247 pos.move (i);
2248
2249 /* Consider the movement type of the person with the aura as
2250 * movement type of the aura. Eg, if the player is flying, the aura
2251 * is flying also, if player is walking, it is on the ground, etc.
2252 */
2253 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2254 {
2255 hit_map (aura, i, aura->attacktype, 0);
2256
2257 if (aura->other_arch)
2258 pos.insert (arch_to_object (aura->other_arch), aura);
2259 }
2260 }
2261
2262 /* put the aura back in the player's inventory */
2263 env->insert (aura);
2264 aura->set_owner (owner);
2265 }
2266
2267 /* moves the peacemaker spell.
2268 * op is the piece object.
2269 */
2270 void
2271 move_peacemaker (object *op)
2272 {
2273 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2274 {
2275 int atk_lev, def_lev;
2276 object *victim = tmp->head_ ();
2277
2278 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2279 continue;
2280
2281 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2282 continue;
2283
2284 if (victim->stats.exp == 0)
2285 continue;
2286
2287 def_lev = MAX (1, victim->level);
2288 atk_lev = MAX (1, op->level);
2289
2290 if (rndm (0, atk_lev - 1) > def_lev)
2291 {
2292 /* make this sucker peaceful. */
2293
2294 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2295 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2296 victim->stats.exp = 0;
2297 #if 0
2298 /* No idea why these were all set to zero - if something
2299 * makes this creature agressive, he should still do damage.
2300 */
2301 victim->stats.dam = 0;
2302 victim->stats.sp = 0;
2303 victim->stats.grace = 0;
2304 victim->stats.Pow = 0;
2305 #endif
2306 victim->attack_movement = RANDO2;
2307 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2308 SET_FLAG (victim, FLAG_RUN_AWAY);
2309 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2310 CLEAR_FLAG (victim, FLAG_MONSTER);
2311
2312 if (victim->name)
2313 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2314 }
2315 }
2316 }
2317
2318 /* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make.
2320 */
2321 int
2322 write_mark (object *op, object *spell, const char *msg)
2323 {
2324 if (!msg || msg[0] == 0)
2325 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2327 return 0;
2328 }
2329
2330 if (strcasestr_local (msg, "endmsg"))
2331 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2333 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2334 return 0;
2335 }
2336
2337 if (!spell->other_arch)
2338 return 0;
2339
2340 object *tmp = arch_to_object (spell->other_arch);
2341
2342 tmp->race = op->name; /*Save the owner of the rune */
2343 tmp->msg = msg;
2344
2345 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2346
2347 return 1;
2348 }
2349