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Revision: 1.81
Committed: Sat May 3 12:29:09 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.80: +6 -6 lines
Log Message:
fix minor clean-exit-destroy bug and also make peace spell invoke KILL

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 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 == 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 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 if (mflags & P_IS_ALIVE)
307 {
308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL)
313 tmp = tmp->head;
314 examine_monster (op, tmp);
315 return 1;
316 }
317 }
318 }
319
320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
321 return 1;
322 }
323
324 /* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It
328 * only checks the racial adjustments, and in fact that
329 * pl is invisible.
330 */
331 int
332 makes_invisible_to (object *pl, object *mon)
333 {
334 if (!pl->invisible)
335 return 0;
336
337 if (pl->type == PLAYER)
338 {
339 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race)
341 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0;
344
345 return 1;
346 }
347
348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1;
351
352 /* No race, can't be invisible to it */
353 if (!mon->race)
354 return 0;
355
356 if (strstr (mon->race, pl->contr->invis_race))
357 return 1;
358
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 && tmp->arch->archname == shstr_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 /* cast_heal: Heals something.
900 * op is the caster.
901 * dir is the direction he is casting it in.
902 * spell is the spell object.
903 */
904 int
905 cast_heal (object *op, object *caster, object *spell, int dir)
906 {
907 object *tmp;
908 archetype *at;
909 object *poison;
910 int heal = 0, success = 0;
911
912 tmp = find_target_for_friendly_spell (op, dir);
913
914 if (!tmp)
915 return 0;
916
917 /* Figure out how many hp this spell might cure.
918 * could be zero if this spell heals effects, not damage.
919 */
920 heal = spell->stats.dam;
921 if (spell->stats.hp)
922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
923
924 if (heal)
925 {
926 if (tmp->stats.hp >= tmp->stats.maxhp)
927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
928 else
929 {
930 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based
932 * on amount of damage healed.
933 */
934 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp;
936
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, spell))
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
1015 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999;
1017
1018 success = 1;
1019 /* We could do something a bit better like the messages for healing above */
1020 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1021 }
1022
1023 return success;
1024 }
1025
1026 /* This is used for the spells that gain stats. There are no spells
1027 * right now that icnrease wis/int/pow on a temp basis, so no
1028 * good comments for those.
1029 */
1030 static const char *const no_gain_msgs[NUM_STATS] = {
1031 "You grow no stronger.",
1032 "You grow no more agile.",
1033 "You don't feel any healthier.",
1034 "You didn't grow any more intelligent.",
1035 "You do not feel any wiser.",
1036 "You don't feel any more powerful."
1037 "You are no easier to look at.",
1038 };
1039
1040 int
1041 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1042 {
1043 object *force = NULL;
1044 int i;
1045
1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1047 object *tmp = dir
1048 ? find_target_for_friendly_spell (op, dir)
1049 : op;
1050
1051 if (!tmp)
1052 return 0;
1053
1054 /* If we've already got a force of this type, don't add a new one. */
1055 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 {
1057 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058 {
1059 if (tmp2->name == spell_ob->name)
1060 {
1061 force = tmp2; /* the old effect will be "refreshed" */
1062 break;
1063 }
1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065 {
1066 if (!silent)
1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068 return 0;
1069 }
1070 }
1071 }
1072 if (force == NULL)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076 if (spell_ob->race)
1077 force->name = spell_ob->race;
1078 else
1079 force->name = spell_ob->name;
1080 force->name_pl = spell_ob->name;
1081 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1082
1083 }
1084 else
1085 {
1086 int duration;
1087
1088 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1089 if (duration > force->duration)
1090 {
1091 force->duration = duration;
1092 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1093 }
1094 else
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1097 }
1098
1099 return 1;
1100 }
1101
1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1103 force->speed = 1.0;
1104 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED);
1106
1107 /* Now start processing the effects. First, protections */
1108 for (i = 0; i < NROFATTACKS; i++)
1109 {
1110 if (spell_ob->resist[i])
1111 {
1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1113 if (force->resist[i] > 100)
1114 force->resist[i] = 100;
1115 }
1116 }
1117
1118 if (spell_ob->stats.hp)
1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1120
1121 if (tmp->type == PLAYER)
1122 {
1123 /* Stat adjustment spells */
1124 for (i = 0; i < NUM_STATS; i++)
1125 {
1126 if (sint8 stat = spell_ob->stats.stat (i))
1127 {
1128 sint8 sm = 0;
1129 for (sint8 k = 0; k < stat; k++)
1130 sm += rndm (1, 3);
1131
1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1134
1135 force->stats.stat (i) = sm;
1136
1137 if (!sm)
1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1139 }
1140 }
1141 }
1142
1143 force->move_type = spell_ob->move_type;
1144
1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1146 SET_FLAG (force, FLAG_SEE_IN_DARK);
1147
1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1149 SET_FLAG (force, FLAG_XRAYS);
1150
1151 /* Haste/bonus speed */
1152 if (spell_ob->stats.exp)
1153 {
1154 if (op->speed > 0.5f)
1155 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1156 else
1157 force->stats.exp = spell_ob->stats.exp;
1158 }
1159
1160 force->stats.wc = spell_ob->stats.wc;
1161 force->stats.ac = spell_ob->stats.ac;
1162 force->attacktype = spell_ob->attacktype;
1163
1164 insert_ob_in_ob (force, tmp);
1165 change_abil (tmp, force); /* Mostly to display any messages */
1166 tmp->update_stats ();
1167
1168 return 1;
1169 }
1170
1171 /* This used to be part of cast_change_ability, but it really didn't make
1172 * a lot of sense, since most of the values it derives are from the god
1173 * of the caster.
1174 */
1175 int
1176 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177 {
1178 int i;
1179 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1180
1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1182 if (dir != 0)
1183 {
1184 tmp = find_target_for_friendly_spell (op, dir);
1185 }
1186 else
1187 {
1188 tmp = op;
1189 }
1190
1191 /* If we've already got a force of this type, don't add a new one. */
1192 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1193 {
1194 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1195 {
1196 if (tmp2->name == spell_ob->name)
1197 {
1198 force = tmp2; /* the old effect will be "refreshed" */
1199 break;
1200 }
1201 else if (spell_ob->race && spell_ob->race == tmp2->name)
1202 {
1203 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1204 return 0;
1205 }
1206 }
1207 }
1208 if (force == NULL)
1209 {
1210 force = get_archetype (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race)
1213 force->name = spell_ob->race;
1214 else
1215 force->name = spell_ob->name;
1216 force->name_pl = spell_ob->name;
1217 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1218 }
1219 else
1220 {
1221 int duration;
1222
1223 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1224 if (duration > force->duration)
1225 {
1226 force->duration = duration;
1227 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1228 }
1229 else
1230 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1232 }
1233 return 0;
1234 }
1235 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1236 force->speed = 1.0;
1237 force->speed_left = -1.0;
1238 SET_FLAG (force, FLAG_APPLIED);
1239
1240 if (!god)
1241 {
1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243 }
1244 else
1245 {
1246 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0)
1250 {
1251 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1252 }
1253 }
1254 force->path_attuned |= god->path_attuned;
1255
1256 if (spell_ob->attacktype)
1257 force->slaying = god->slaying;
1258
1259 if (tmp != op)
1260 {
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1263 }
1264 else
1265 {
1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1267 }
1268
1269 }
1270 force->stats.wc = spell_ob->stats.wc;
1271 force->stats.ac = spell_ob->stats.ac;
1272
1273 change_abil (tmp, force); /* Mostly to display any messages */
1274 insert_ob_in_ob (force, tmp);
1275 tmp->update_stats ();
1276 return 1;
1277 }
1278
1279 /* Alchemy code by Mark Wedel
1280 *
1281 * This code adds a new spell, called alchemy. Alchemy will turn
1282 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283 *
1284 * The value of the gold nuggets being about 90% of that of the item
1285 * itself. It uses the value of the object before charisma adjustments,
1286 * because the nuggets themselves will be will be adjusted by charisma
1287 * when sold.
1288 *
1289 * There is also a chance (1:30) that you will get nothing at all
1290 * for the object. There is also a maximum weight that will be
1291 * alchemised.
1292 */
1293 static void
1294 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1295 {
1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1297
1298 /* Give third price when we alchemy money (this should hopefully
1299 * make it so that it isn't worth it to alchemy money, sell
1300 * the nuggets, alchemy the gold from that, etc.
1301 * Otherwise, give 9 silver on the gold for other objects,
1302 * so that it would still be more affordable to haul
1303 * the stuff back to town.
1304 */
1305 if (QUERY_FLAG (obj, FLAG_UNPAID))
1306 value = 0;
1307 else if (obj->type == MONEY || obj->type == GEM)
1308 value /= 3;
1309 else
1310 value = value * 9 / 10;
1311
1312 if (obj->value > 0 && rndm (0, 29))
1313 total_value += value;
1314
1315 total_weight += obj->total_weight ();
1316
1317 obj->destroy ();
1318 }
1319
1320 int
1321 alchemy (object *op, object *caster, object *spell_ob)
1322 {
1323 if (op->type != PLAYER)
1324 return 0;
1325
1326 archetype *nugget[3];
1327
1328 nugget[0] = archetype::find ("pyrite3");
1329 nugget[1] = archetype::find ("pyrite2");
1330 nugget[2] = archetype::find ("pyrite");
1331
1332 /* Put a maximum weight of items that can be alchemised. Limits the power
1333 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight
1335 */
1336 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1337 int weight_max = duration * 1000;
1338 uint64 value_max = duration * 1000;
1339
1340 int weight = 0;
1341
1342 for (int y = op->y - 1; y <= op->y + 1; y++)
1343 {
1344 for (int x = op->x - 1; x <= op->x + 1; x++)
1345 {
1346 uint64 value = 0;
1347
1348 sint16 nx = x;
1349 sint16 ny = y;
1350
1351 maptile *mp = op->map;
1352
1353 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1354
1355 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1356 continue;
1357
1358 /* Treat alchemy a little differently - most spell effects
1359 * use fly as the movement type - for alchemy, consider it
1360 * ground level effect.
1361 */
1362 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1363 continue;
1364
1365 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1366 {
1367 next = tmp->above;
1368
1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1371 {
1372 if (tmp->inv)
1373 {
1374 object *next1, *tmp1;
1375
1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 {
1378 next1 = tmp1->below;
1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1381 alchemy_object (tmp1, value, weight);
1382 }
1383 }
1384
1385 alchemy_object (tmp, value, weight);
1386
1387 if (weight > weight_max)
1388 break;
1389 }
1390 }
1391
1392 value -= rndm (value >> 4);
1393 value = min (value, value_max);
1394
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1396 if (int nrof = value / nugget [i]->value)
1397 {
1398 value -= nrof * nugget[i]->value;
1399
1400 object *tmp = arch_to_object (nugget[i]);
1401 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0);
1404 }
1405
1406 if (weight > weight_max)
1407 goto bailout;
1408 }
1409 }
1410
1411 bailout:
1412 return 1;
1413 }
1414
1415 /* This function removes the cursed/damned status on equipped
1416 * items.
1417 */
1418 int
1419 remove_curse (object *op, object *caster, object *spell)
1420 {
1421 object *tmp;
1422 int success = 0, was_one = 0;
1423
1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 {
1429 was_one++;
1430
1431 if (tmp->level <= caster_level (caster, spell))
1432 {
1433 success++;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436
1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1439 tmp->value = 0; /* Still can't sell it */
1440
1441 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 }
1444 }
1445
1446 if (op->type == PLAYER)
1447 {
1448 if (success)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1450 else
1451 {
1452 if (was_one)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1454 else
1455 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1456 }
1457 }
1458
1459 return success;
1460 }
1461
1462 /* Identifies objects in the players inventory/on the ground */
1463 int
1464 cast_identify (object *op, object *caster, object *spell)
1465 {
1466 dynbuf_text buf;
1467 object *tmp;
1468
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 {
1478 identify (tmp);
1479
1480 if (op->type == PLAYER)
1481 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1486 }
1487
1488 num_ident--;
1489 if (!num_ident)
1490 break;
1491 }
1492 }
1493
1494 /* If all the power of the spell has been used up, don't go and identify
1495 * stuff on the floor. Only identify stuff on the floor if the spell
1496 * was not fully used.
1497 */
1498 if (num_ident)
1499 {
1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 {
1503 identify (tmp);
1504
1505 if (object *pl = tmp->visible_to ())
1506 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1508
1509 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1511 }
1512
1513 num_ident--;
1514 if (!num_ident)
1515 break;
1516 }
1517 }
1518
1519 if (buf.empty ())
1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1529 spell_effect (spell, op->x, op->y, op->map, op);
1530 return 1;
1531 }
1532 }
1533
1534 int
1535 cast_detection (object *op, object *caster, object *spell, object *skill)
1536 {
1537 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level;
1539 sint16 x, y, nx, ny;
1540 maptile *m;
1541
1542 /* We precompute some values here so that we don't have to keep
1543 * doing it over and over again.
1544 */
1545 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell);
1548
1549 if (!skill)
1550 skill = caster;
1551
1552 for (x = op->x - range; x <= op->x + range; x++)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up.
1564 */
1565
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1567 last = tmp;
1568
1569 /* Shouldn't happen, but if there are no objects on a space, this
1570 * would happen.
1571 */
1572 if (!last)
1573 continue;
1574
1575 done_one = 0;
1576 floor = 0;
1577 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below)
1579 {
1580 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1585 tmp->type == CF_HANDLE ||
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1587 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1592 {
1593 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594 {
1595 tmp->invisible = 0;
1596 done_one = 1;
1597 }
1598 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
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 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */
1654
1655 /* Code here puts an effect of the spell on the space, so you can see
1656 * where the magic is.
1657 */
1658 if (done_one)
1659 {
1660 object *detect_ob = arch_to_object (spell->other_arch);
1661
1662 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect)
1664 {
1665 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 }
1673
1674 m->insert (detect_ob, nx, ny, op);
1675 }
1676 } /* for processing the surrounding spaces */
1677
1678
1679 /* Now process objects in the players inventory if detect curse or magic */
1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681 {
1682 done_one = 0;
1683
1684 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1687 {
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1689 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1691
1692 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 }
1695
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700
1701 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 }
1704 } /* if item is not identified */
1705 } /* for the players inventory */
1706 } /* if detect magic/curse and object is a player */
1707
1708 return 1;
1709 }
1710
1711
1712 /**
1713 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1714 * level whos spell did cause the overcharge.
1715 */
1716 static void
1717 charge_mana_effect (object *victim, int caster_level)
1718 {
1719
1720 /* Prevent explosions for objects without mana. Without this check, doors
1721 * will explode, too.
1722 */
1723 if (victim->stats.maxsp <= 0)
1724 return;
1725
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727
1728 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1749 confuse_player (victim, victim, 99);
1750 }
1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 }
1754
1755 /* cast_transfer
1756 * This spell transfers sp from the player to another person.
1757 * We let the target go above their normal maximum SP.
1758 */
1759
1760 int
1761 cast_transfer (object *op, object *caster, object *spell, int dir)
1762 {
1763 object *plyr = NULL;
1764 sint16 x, y;
1765 maptile *m;
1766 int mflags;
1767
1768 m = op->map;
1769 x = op->x + freearr_x[dir];
1770 y = op->y + freearr_y[dir];
1771
1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778 break;
1779 }
1780
1781
1782 /* If we did not find a player in the specified direction, transfer
1783 * to anyone on top of us. This is used for the rune of transference mostly.
1784 */
1785 if (plyr == NULL)
1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788 break;
1789
1790 if (!plyr)
1791 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793 return 0;
1794 }
1795 /* give sp */
1796 if (spell->stats.dam > 0)
1797 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, caster_level (caster, spell));
1800 return 1;
1801 }
1802 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr)
1804 {
1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1806
1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1808
1809 if (rate > 95)
1810 rate = 95;
1811
1812 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1816 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked;
1819 if (sucked > 0)
1820 {
1821 charge_mana_effect (op, caster_level (caster, spell));
1822 }
1823 }
1824 return 1;
1825 }
1826 return 0;
1827 }
1828
1829
1830 /* counterspell: nullifies spell effects.
1831 * op is the counterspell object, dir is the direction
1832 * it was cast in.
1833 * Basically, if the object has a magic attacktype,
1834 * this may nullify it.
1835 */
1836 void
1837 counterspell (object *op, int dir)
1838 {
1839 object *tmp, *head, *next;
1840 int mflags;
1841 maptile *m;
1842 sint16 sx, sy;
1843
1844 sx = op->x + freearr_x[dir];
1845 sy = op->y + freearr_y[dir];
1846 m = op->map;
1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 {
1853 next = tmp->above;
1854
1855 /* Need to look at the head object - otherwise, if tmp
1856 * points to a monster, we don't have all the necessary
1857 * info for it.
1858 */
1859 if (tmp->head)
1860 head = tmp->head;
1861 else
1862 head = tmp;
1863
1864 /* don't attack our own spells */
1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1867
1868 /* Basically, if the object is magical and not counterspell,
1869 * we will more or less remove the object. Don't counterspell
1870 * monsters either.
1871 */
1872
1873 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
1877 head->destroy ();
1878 else
1879 switch (head->type)
1880 {
1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1887 if (op->level > head->level)
1888 head->destroy ();
1889
1890 break;
1891
1892 /* I really don't get this rune code that much - that
1893 * random chance seems really low.
1894 */
1895 case RUNE:
1896 if (rndm (0, 149) == 0)
1897 {
1898 head->stats.hp--; /* weaken the rune */
1899 if (!head->stats.hp)
1900 head->destroy ();
1901 }
1902 break;
1903 }
1904 }
1905 }
1906
1907 /* cast_consecrate() - a spell to make an altar your god's */
1908 int
1909 cast_consecrate (object *op, object *caster, object *spell)
1910 {
1911 char buf[MAX_BUF];
1912
1913 object *tmp, *god = find_god (determine_god (op));
1914
1915 if (!god)
1916 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1918 return 0;
1919 }
1920
1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
1925 if (tmp->type == HOLY_ALTAR)
1926 {
1927
1928 if (tmp->level > caster_level (caster, spell))
1929 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0;
1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
1946 }
1947 }
1948 }
1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950 return 0;
1951 }
1952
1953 /* animate_weapon -
1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955 * The golem is based on the archetype specified, modified by the caster's level
1956 * and the attributes of the weapon. The weapon is inserted in the golem's
1957 * inventory so that it falls to the ground when the golem dies.
1958 * This code was very odd - code early on would only let players use the spell,
1959 * yet the code wass full of player checks. I've presumed that the code
1960 * that only let players use it was correct, and removed all the other
1961 * player checks. MSW 2003-01-06
1962 */
1963 int
1964 animate_weapon (object *op, object *caster, object *spell, int dir)
1965 {
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF];
1968 int a, i;
1969 sint16 x, y;
1970 maptile *m;
1971
1972 if (!spell->other_arch)
1973 {
1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1976 return 0;
1977 }
1978 /* exit if it's not a player using this spell. */
1979 if (op->type != PLAYER)
1980 return 0;
1981
1982 /* if player already has a golem, abort */
1983 if (object *golem = op->contr->golem)
1984 {
1985 control_golem (golem, dir);
1986 return 0;
1987 }
1988
1989 /* if no direction specified, pick one */
1990 if (!dir)
1991 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
1992
1993 m = op->map;
1994 x = op->x + freearr_x[dir];
1995 y = op->y + freearr_y[dir];
1996
1997 /* if there's no place to put the golem, abort */
1998 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
1999 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002 return 0;
2003 }
2004
2005 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op);
2007
2008 if (!weapon)
2009 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011 return 0;
2012 }
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2014 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016 return 0;
2017 }
2018 if (weapon->type != WEAPON)
2019 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2021 return 0;
2022 }
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 {
2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2026 return 0;
2027 }
2028
2029 weapon = weapon->split ();
2030
2031 /* create the golem object */
2032 tmp = arch_to_object (spell->other_arch);
2033
2034 /* if animated by a player, give the player control of the golem */
2035 CLEAR_FLAG (tmp, FLAG_MONSTER);
2036 tmp->stats.exp = 0;
2037 add_friendly_object (tmp);
2038 tmp->type = GOLEM;
2039 tmp->set_owner (op);
2040 op->contr->golem = tmp;
2041 set_spell_skill (op, caster, spell, tmp);
2042
2043 /* Give the weapon to the golem now. A bit of a hack to check the
2044 * removed flag - it should only be set if weapon->split was
2045 * used above.
2046 */
2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2048 weapon->remove ();
2049
2050 tmp->insert (weapon);
2051
2052 /* To do everything necessary to let a golem use the weapon is a pain,
2053 * so instead, just set it as equipped (otherwise, we need to update
2054 * body_info, skills, etc)
2055 */
2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2057 SET_FLAG (weapon, FLAG_APPLIED);
2058 tmp->update_stats ();
2059
2060 /* There used to be 'odd' code that basically seemed to take the absolute
2061 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2062 * if you're using a crappy weapon, it shouldn't be as good.
2063 */
2064
2065 /* modify weapon's animated wc */
2066 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2067 if (tmp->stats.wc < -127)
2068 tmp->stats.wc = -127;
2069
2070 /* Modify hit points for weapon */
2071 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2072 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2073 if (tmp->stats.maxhp < 0)
2074 tmp->stats.maxhp = 10;
2075 tmp->stats.hp = tmp->stats.maxhp;
2076
2077 /* Modify weapon's damage */
2078 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2079 if (tmp->stats.dam < 0)
2080 tmp->stats.dam = 127;
2081
2082
2083 /* attacktype */
2084 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL;
2086
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5);
2091 a = mt->save[0];
2092 }
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099
2100 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100;
2104 tmp->resist[ATNR_PARALYZE] = 100;
2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2106 tmp->resist[ATNR_FEAR] = 100;
2107 tmp->resist[ATNR_DEPLETE] = 100;
2108 tmp->resist[ATNR_DEATH] = 100;
2109 tmp->resist[ATNR_BLIND] = 100;
2110
2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2112
2113 if (a > 14)
2114 a = 14;
2115
2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2117
2118 /* Determine golem's speed */
2119 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2120
2121 if (!spell->race)
2122 {
2123 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf;
2125
2126 tmp->face = weapon->face;
2127 tmp->animation_id = weapon->animation_id;
2128 tmp->anim_speed = weapon->anim_speed;
2129 tmp->last_anim = weapon->last_anim;
2130 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 }
2133
2134 /* make experience increase in proportion to the strength of the summoned creature. */
2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2136
2137 tmp->speed_left = -1;
2138 tmp->direction = dir;
2139
2140 m->insert (tmp, x, y, op);
2141 return 1;
2142 }
2143
2144 /* cast_daylight() - changes the map darkness level *lower* */
2145
2146 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map.
2148 */
2149
2150 int
2151 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152 {
2153 int success;
2154
2155 if (!op->map)
2156 return 0; /* shouldnt happen */
2157
2158 success = op->map->change_map_light (spell->stats.dam);
2159
2160 if (!success)
2161 {
2162 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2164 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2166 }
2167 return success;
2168 }
2169
2170 /* create an aura spell object and put it in the player's inventory.
2171 * as usual, op is player, caster is the object casting the spell,
2172 * spell is the spell object itself.
2173 */
2174 int
2175 create_aura (object *op, object *caster, object *spell)
2176 {
2177 int refresh = 0;
2178 object *new_aura;
2179
2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura)
2182 refresh = 1;
2183 else
2184 new_aura = arch_to_object (spell->other_arch);
2185
2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2187
2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189
2190 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype;
2192
2193 new_aura->level = caster_level (caster, spell);
2194
2195 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2203 return 1;
2204 }
2205
2206 /* move aura function. An aura is a part of someone's inventory,
2207 * which he carries with him, but which acts on the map immediately
2208 * around him.
2209 * Aura parameters:
2210 * duration: duration counter.
2211 * attacktype: aura's attacktype
2212 * other_arch: archetype to drop where we attack
2213 */
2214 void
2215 move_aura (object *aura)
2216 {
2217 /* auras belong in inventories */
2218 object *env = aura->env;
2219 object *owner = aura->owner;
2220
2221 /* no matter what we've gotta remove the aura...
2222 * we'll put it back if its time isn't up.
2223 */
2224 aura->remove ();
2225
2226 /* exit if we're out of gas */
2227 if (aura->duration-- < 0)
2228 {
2229 aura->destroy ();
2230 return;
2231 }
2232
2233 /* auras only exist in inventories */
2234 if (!env || !env->map)
2235 {
2236 aura->destroy ();
2237 return;
2238 }
2239
2240 /* we need to jump out of the inventory for a bit
2241 * in order to hit the map conveniently.
2242 */
2243 aura->insert_at (env, aura);
2244
2245 for (int i = 1; i < 9; i++)
2246 {
2247 mapxy pos (env);
2248 pos.move (i);
2249
2250 /* Consider the movement type of the person with the aura as
2251 * movement type of the aura. Eg, if the player is flying, the aura
2252 * is flying also, if player is walking, it is on the ground, etc.
2253 */
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 {
2256 hit_map (aura, i, aura->attacktype, 0);
2257
2258 if (aura->other_arch)
2259 pos.insert (arch_to_object (aura->other_arch), aura);
2260 }
2261 }
2262
2263 /* put the aura back in the player's inventory */
2264 env->insert (aura);
2265 aura->set_owner (owner);
2266 }
2267
2268 /* moves the peacemaker spell.
2269 * op is the piece object.
2270 */
2271 void
2272 move_peacemaker (object *op)
2273 {
2274 object *tmp;
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 {
2278 int atk_lev, def_lev;
2279 object *victim = tmp->head_ ();
2280
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282 continue;
2283
2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285 continue;
2286
2287 if (victim->stats.exp == 0)
2288 continue;
2289
2290 def_lev = MAX (1, victim->level);
2291 atk_lev = MAX (1, op->level);
2292
2293 if (rndm (0, atk_lev - 1) > def_lev)
2294 {
2295 /* make this sucker peaceful. */
2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2299 victim->stats.exp = 0;
2300 #if 0
2301 /* No idea why these were all set to zero - if something
2302 * makes this creature agressive, he should still do damage.
2303 */
2304 victim->stats.dam = 0;
2305 victim->stats.sp = 0;
2306 victim->stats.grace = 0;
2307 victim->stats.Pow = 0;
2308 #endif
2309 victim->attack_movement = RANDO2;
2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2315 if (victim->name)
2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 }
2318 }
2319 }
2320
2321
2322 /* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make.
2324 */
2325
2326 int
2327 write_mark (object *op, object *spell, const char *msg)
2328 {
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0)
2333 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335 return 0;
2336 }
2337
2338 if (strcasestr_local (msg, "endmsg"))
2339 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2341 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2342 return 0;
2343 }
2344 if (!spell->other_arch)
2345 return 0;
2346 tmp = arch_to_object (spell->other_arch);
2347
2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2349
2350 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune;
2352
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2354 return 1;
2355 }