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Revision: 1.106
Committed: Thu Sep 17 01:59:48 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.105: +1 -2 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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 *spellparam)
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 (spellparam)
149 {
150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*spellparam))
152 {
153 artifact *al = find_artifactlist (missile->type)->items;
154
155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, spellparam))
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, spellparam);
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, spellparam);
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 (spellparam) < missile_plus)
182 missile_plus = atoi (spellparam);
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 spellparam 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 *spellparam)
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 (spellparam)
218 {
219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value)
223 spellparam = NULL;
224 }
225
226 if (!spellparam)
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, const char *spellparam)
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 (spellparam)
804 {
805 int count = atoi (spellparam);
806
807 if (count > maxdist)
808 {
809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
810 return 0;
811 }
812
813 for (dist = 0; dist < count; dist++)
814 {
815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
816
817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
818 break;
819
820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
821 break;
822 }
823
824 if (dist < count)
825 {
826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
827 return 0;
828 }
829
830 /* Remove code that puts player on random space on maps. IMO,
831 * a lot of maps probably have areas the player should not get to,
832 * but may not be marked as NO_MAGIC (as they may be bounded
833 * by such squares). Also, there are probably treasure rooms and
834 * lots of other maps that protect areas with no magic, but the
835 * areas themselves don't contain no magic spaces.
836 */
837 /* This call here is really just to normalize the coordinates */
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
839 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
842 return 1; /* Maybe the penalty should be more severe... */
843 }
844 }
845 else
846 {
847 /* Player didn't specify a distance, so lets see how far
848 * we can move the player. Don't know why this stopped on
849 * spaces that blocked the players view.
850 */
851
852 for (dist = 0; dist < maxdist; dist++)
853 {
854 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
855
856 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
857 break;
858
859 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
860 break;
861
862 }
863
864 /* If the destination is blocked, keep backing up until we
865 * find a place for the player.
866 */
867 for (; dist > 0; dist--)
868 {
869 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
870 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
871 continue;
872
873
874 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
875 break;
876
877 }
878 if (!dist)
879 {
880 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
881 return 0;
882 }
883 }
884
885 /* Actually move the player now */
886 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
887 return 1;
888
889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
890 return 1;
891 }
892
893 /* cast_heal: Heals something.
894 * op is the caster.
895 * dir is the direction he is casting it in.
896 * spell is the spell object.
897 */
898 int
899 cast_heal (object *op, object *caster, object *spell, int dir)
900 {
901 object *tmp;
902 archetype *at;
903 object *poison;
904 int heal = 0, success = 0;
905
906 tmp = find_target_for_friendly_spell (op, dir);
907
908 if (!tmp)
909 return 0;
910
911 /* Figure out how many hp this spell might cure.
912 * could be zero if this spell heals effects, not damage.
913 */
914 heal = spell->stats.dam;
915 if (spell->stats.hp)
916 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
917
918 if (heal)
919 {
920 if (tmp->stats.hp >= tmp->stats.maxhp)
921 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
922 else
923 {
924 /* See how many points we actually heal. Instead of messages
925 * based on type of spell, we instead do messages based
926 * on amount of damage healed.
927 */
928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
931 tmp->stats.hp += heal;
932
933 if (tmp->stats.hp >= tmp->stats.maxhp)
934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
935 else if (heal > 50)
936 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
937 else if (heal > 25)
938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
939 else if (heal > 10)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
941 else
942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
943
944 success = 1;
945 }
946 }
947
948 if (spell->attacktype & AT_DISEASE)
949 if (cure_disease (tmp, op, spell))
950 success = 1;
951
952 if (spell->attacktype & AT_POISON)
953 {
954 at = archetype::find ("poisoning");
955 poison = present_arch_in_ob (at, tmp);
956 if (poison)
957 {
958 success = 1;
959 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
960 poison->stats.food = 1;
961 }
962 }
963
964 if (spell->attacktype & AT_CONFUSION)
965 {
966 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
967 if (poison)
968 {
969 success = 1;
970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
971 poison->duration = 1;
972 }
973 }
974
975 if (spell->attacktype & AT_BLIND)
976 {
977 at = archetype::find ("blindness");
978 poison = present_arch_in_ob (at, tmp);
979 if (poison)
980 {
981 success = 1;
982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
983 poison->stats.food = 1;
984 }
985 }
986
987 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
988 {
989 tmp->stats.sp += spell->last_sp;
990 if (tmp->stats.sp > tmp->stats.maxsp)
991 tmp->stats.sp = tmp->stats.maxsp;
992 success = 1;
993 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
994 }
995
996 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
997 {
998 tmp->stats.grace += spell->last_grace;
999 if (tmp->stats.grace > tmp->stats.maxgrace)
1000 tmp->stats.grace = tmp->stats.maxgrace;
1001 success = 1;
1002 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1003 }
1004
1005 if (spell->stats.food && tmp->stats.food < 999)
1006 {
1007 tmp->stats.food += spell->stats.food;
1008
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011
1012 success = 1;
1013 /* We could do something a bit better like the messages for healing above */
1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1015 }
1016
1017 return success;
1018 }
1019
1020 /* This is used for the spells that gain stats. There are no spells
1021 * right now that icnrease wis/int/pow on a temp basis, so no
1022 * good comments for those.
1023 */
1024 static const char *const no_gain_msgs[NUM_STATS] = {
1025 "You grow no stronger.",
1026 "You grow no more agile.",
1027 "You don't feel any healthier.",
1028 "You didn't grow any more intelligent.",
1029 "You do not feel any wiser.",
1030 "You don't feel any more powerful."
1031 "You are no easier to look at.",
1032 };
1033
1034 int
1035 change_ability_duration (object *spell, object *caster)
1036 {
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038 }
1039
1040 int
1041 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1042 {
1043 object *force = 0;
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
1069 return 0;
1070 }
1071 }
1072 }
1073
1074 if (!force)
1075 {
1076 force = get_archetype (FORCE_NAME);
1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1079 if (spell_ob->race)
1080 force->name = spell_ob->race;
1081 else
1082 force->name = spell_ob->name;
1083
1084 force->name_pl = spell_ob->name;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086
1087 }
1088 else
1089 {
1090 int duration = change_ability_duration (caster, spell_ob);
1091
1092 if (duration > force->duration)
1093 {
1094 force->duration = duration;
1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1096 }
1097 else
1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1099
1100 return 1;
1101 }
1102
1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1104 force->speed = 1.0;
1105 force->speed_left = -1.0;
1106 SET_FLAG (force, FLAG_APPLIED);
1107
1108 /* Now start processing the effects. First, protections */
1109 for (i = 0; i < NROFATTACKS; i++)
1110 {
1111 if (spell_ob->resist[i])
1112 {
1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1114 if (force->resist[i] > 100)
1115 force->resist[i] = 100;
1116 }
1117 }
1118
1119 if (spell_ob->stats.hp)
1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1121
1122 if (tmp->type == PLAYER)
1123 {
1124 /* Stat adjustment spells */
1125 for (i = 0; i < NUM_STATS; i++)
1126 {
1127 if (sint8 stat = spell_ob->stats.stat (i))
1128 {
1129 sint8 sm = 0;
1130 for (sint8 k = 0; k < stat; k++)
1131 sm += rndm (1, 3);
1132
1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1135
1136 force->stats.stat (i) = sm;
1137
1138 if (!sm)
1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1140 }
1141 }
1142 }
1143
1144 force->move_type = spell_ob->move_type;
1145
1146 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1147 SET_FLAG (force, FLAG_SEE_IN_DARK);
1148
1149 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1150 SET_FLAG (force, FLAG_XRAYS);
1151
1152 /* Haste/bonus speed */
1153 if (spell_ob->stats.exp)
1154 {
1155 if (op->speed > 0.5f)
1156 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1157 else
1158 force->stats.exp = spell_ob->stats.exp;
1159 }
1160
1161 force->stats.wc = spell_ob->stats.wc;
1162 force->stats.ac = spell_ob->stats.ac;
1163 force->attacktype = spell_ob->attacktype;
1164
1165 insert_ob_in_ob (force, tmp);
1166 change_abil (tmp, force); /* Mostly to display any messages */
1167 tmp->update_stats ();
1168
1169 return 1;
1170 }
1171
1172 /* This used to be part of cast_change_ability, but it really didn't make
1173 * a lot of sense, since most of the values it derives are from the god
1174 * of the caster.
1175 */
1176 int
1177 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178 {
1179 int i;
1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181
1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1183 if (dir != 0)
1184 {
1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1189 }
1190 else
1191 tmp = op;
1192
1193 /* If we've already got a force of this type, don't add a new one. */
1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 {
1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197 {
1198 if (tmp2->name == spell_ob->name)
1199 {
1200 force = tmp2; /* the old effect will be "refreshed" */
1201 break;
1202 }
1203 else if (spell_ob->race && spell_ob->race == tmp2->name)
1204 {
1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1206 return 0;
1207 }
1208 }
1209 }
1210
1211 if (force == NULL)
1212 {
1213 force = get_archetype (FORCE_NAME);
1214 force->subtype = FORCE_CHANGE_ABILITY;
1215 if (spell_ob->race)
1216 force->name = spell_ob->race;
1217 else
1218 force->name = spell_ob->name;
1219 force->name_pl = spell_ob->name;
1220 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221 }
1222 else
1223 {
1224 int duration;
1225
1226 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1227 if (duration > force->duration)
1228 {
1229 force->duration = duration;
1230 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1231 }
1232 else
1233 {
1234 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1235 }
1236 return 0;
1237 }
1238 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1239 force->speed = 1.0;
1240 force->speed_left = -1.0;
1241 SET_FLAG (force, FLAG_APPLIED);
1242
1243 if (!god)
1244 {
1245 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1246 }
1247 else
1248 {
1249 /* Only give out good benefits, and put a max on it */
1250 for (i = 0; i < NROFATTACKS; i++)
1251 {
1252 if (god->resist[i] > 0)
1253 {
1254 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1255 }
1256 }
1257 force->path_attuned |= god->path_attuned;
1258
1259 if (spell_ob->attacktype)
1260 force->slaying = god->slaying;
1261
1262 if (tmp != op)
1263 {
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1265 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1266 }
1267 else
1268 {
1269 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1270 }
1271
1272 }
1273 force->stats.wc = spell_ob->stats.wc;
1274 force->stats.ac = spell_ob->stats.ac;
1275
1276 change_abil (tmp, force); /* Mostly to display any messages */
1277 insert_ob_in_ob (force, tmp);
1278 tmp->update_stats ();
1279 return 1;
1280 }
1281
1282 /* Alchemy code by Mark Wedel
1283 *
1284 * This code adds a new spell, called alchemy. Alchemy will turn
1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1286 *
1287 * The value of the gold nuggets being about 90% of that of the item
1288 * itself. It uses the value of the object before charisma adjustments,
1289 * because the nuggets themselves will be will be adjusted by charisma
1290 * when sold.
1291 *
1292 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be
1294 * alchemised.
1295 */
1296 static void
1297 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298 {
1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1300
1301 /* Give third price when we alchemy money (this should hopefully
1302 * make it so that it isn't worth it to alchemy money, sell
1303 * the nuggets, alchemy the gold from that, etc.
1304 * Otherwise, give 9 silver on the gold for other objects,
1305 * so that it would still be more affordable to haul
1306 * the stuff back to town.
1307 */
1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1309 value = 0;
1310 else if (obj->type == MONEY || obj->type == GEM)
1311 value /= 3;
1312 else
1313 value = value * 9 / 10;
1314
1315 if (obj->value > 0 && rndm (0, 29))
1316 total_value += value;
1317
1318 total_weight += obj->total_weight ();
1319
1320 obj->destroy ();
1321 }
1322
1323 int
1324 alchemy (object *op, object *caster, object *spell_ob)
1325 {
1326 if (op->type != PLAYER)
1327 return 0;
1328
1329 archetype *nugget[3];
1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1334
1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1336 * some, and also prevents people from alchemising every table/chair/clock
1337 * in sight
1338 */
1339 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1340 int weight_max = duration * 1000;
1341 uint64 value_max = duration * 1000;
1342
1343 int weight = 0;
1344
1345 for (int y = op->y - 1; y <= op->y + 1; y++)
1346 {
1347 for (int x = op->x - 1; x <= op->x + 1; x++)
1348 {
1349 uint64 value = 0;
1350
1351 sint16 nx = x;
1352 sint16 ny = y;
1353
1354 maptile *mp = op->map;
1355
1356 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1357
1358 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1359 continue;
1360
1361 /* Treat alchemy a little differently - most spell effects
1362 * use fly as the movement type - for alchemy, consider it
1363 * ground level effect.
1364 */
1365 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1366 continue;
1367
1368 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1369 {
1370 next = tmp->above;
1371
1372 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1373 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1374 {
1375 if (tmp->inv)
1376 {
1377 object *next1, *tmp1;
1378
1379 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1380 {
1381 next1 = tmp1->below;
1382 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1383 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1384 alchemy_object (tmp1, value, weight);
1385 }
1386 }
1387
1388 alchemy_object (tmp, value, weight);
1389
1390 if (weight > weight_max)
1391 break;
1392 }
1393 }
1394
1395 value -= rndm (value >> 4);
1396 value = min (value, value_max);
1397
1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399 if (int nrof = value / nugget [i]->value)
1400 {
1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1408
1409 if (weight > weight_max)
1410 goto bailout;
1411 }
1412 }
1413
1414 bailout:
1415 return 1;
1416 }
1417
1418 /* This function removes the cursed/damned status on equipped
1419 * items.
1420 */
1421 int
1422 remove_curse (object *op, object *caster, object *spell)
1423 {
1424 int success = 0, was_one = 0;
1425
1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 {
1431 was_one++;
1432
1433 if (tmp->level <= casting_level (caster, spell))
1434 {
1435 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438
1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */
1442
1443 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 }
1446 }
1447
1448 if (op->type == PLAYER)
1449 {
1450 if (success)
1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1452 else
1453 {
1454 if (was_one)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1456 else
1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1458 }
1459 }
1460
1461 return success;
1462 }
1463
1464 /* Identifies objects in the players inventory/on the ground */
1465 int
1466 cast_identify (object *op, object *caster, object *spell)
1467 {
1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470
1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472
1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 {
1477 identify (tmp);
1478
1479 if (op->type == PLAYER)
1480 {
1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482
1483 if (tmp->msg)
1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 }
1486
1487 if (!--num_ident)
1488 break;
1489 }
1490 }
1491
1492 /* If all the power of the spell has been used up, don't go and identify
1493 * stuff on the floor. Only identify stuff on the floor if the spell
1494 * was not fully used.
1495 */
1496 if (num_ident)
1497 {
1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1500 {
1501 identify (tmp);
1502
1503 if (object *pl = tmp->visible_to ())
1504 {
1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506
1507 if (tmp->msg)
1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1509 }
1510
1511 if (!--num_ident)
1512 break;
1513 }
1514 }
1515
1516 if (buf.empty ())
1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1526 spell_effect (spell, op->x, op->y, op->map, op);
1527 return 1;
1528 }
1529 }
1530
1531 int
1532 cast_detection (object *op, object *caster, object *spell, object *skill)
1533 {
1534 object *tmp, *last, *god, *detect;
1535 int done_one, range, mflags, floor, level;
1536 sint16 x, y, nx, ny;
1537 maptile *m;
1538
1539 /* We precompute some values here so that we don't have to keep
1540 * doing it over and over again.
1541 */
1542 god = find_god (determine_god (op));
1543 level = casting_level (caster, spell);
1544 range = spell->range + SP_level_range_adjust (caster, spell);
1545
1546 if (!skill)
1547 skill = caster;
1548
1549 unordered_mapwalk (op, -range, -range, range, range)
1550 {
1551 /* For most of the detections, we only detect objects above the
1552 * floor. But this is not true for show invisible.
1553 * Basically, we just go and find the top object and work
1554 * down - that is easier than working up.
1555 */
1556
1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558 last = tmp;
1559
1560 /* Shouldn't happen, but if there are no objects on a space, this
1561 * would happen.
1562 */
1563 if (!last)
1564 continue;
1565
1566 done_one = 0;
1567 floor = 0;
1568 detect = NULL;
1569 for (tmp = last; tmp; tmp = tmp->below)
1570 {
1571 /* show invisible */
1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1573 /* Might there be other objects that we can make visible? */
1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1576 || tmp->type == CF_HANDLE
1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1583 || tmp->type == LOCKED_DOOR
1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1587 || tmp->type == TRIGGER_PEDESTAL
1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1593 {
1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1595 {
1596 tmp->invisible = 0;
1597 done_one = 1;
1598 }
1599 }
1600
1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602 floor = 1;
1603
1604 /* All detections below this point don't descend beneath the floor,
1605 * so just continue on. We could be clever and look at the type of
1606 * detection to completely break out if we don't care about objects beneath
1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1608 */
1609 if (floor)
1610 continue;
1611
1612 /* I had thought about making detect magic and detect curse
1613 * show the flash the magic item like it does for detect monster.
1614 * however, if the object is within sight, this would then make it
1615 * difficult to see what object is magical/cursed, so the
1616 * effect wouldn't be as apparent.
1617 */
1618
1619 /* detect magic */
1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622 {
1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624 /* make runes more visibile */
1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626 tmp->stats.Cha /= 4;
1627
1628 done_one = 1;
1629 }
1630
1631 /* detect monster */
1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 /* Basically, if race is set in the spell, then the creatures race must
1641 * match that. if the spell race is set to GOD, then the gods opposing
1642 * race must match.
1643 */
1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646 spell->race.contains (tmp->race)))
1647 {
1648 done_one = 2;
1649
1650 if (!detect)
1651 detect = tmp;
1652 }
1653
1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656 {
1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658 done_one = 1;
1659 }
1660 } /* for stack of objects on this space */
1661
1662 /* Code here puts an effect of the spell on the space, so you can see
1663 * where the magic is.
1664 */
1665 if (done_one)
1666 {
1667 object *detect_ob = arch_to_object (spell->other_arch);
1668
1669 /* if this is set, we want to copy the face */
1670 if (done_one == 2 && detect)
1671 {
1672 detect_ob->face = detect->face;
1673 detect_ob->animation_id = detect->animation_id;
1674 detect_ob->anim_speed = detect->anim_speed;
1675 detect_ob->last_anim = 0;
1676 /* by default, the detect_ob is already animated */
1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679 }
1680
1681 m->insert (detect_ob, nx, ny, op);
1682 }
1683 } /* for processing the surrounding spaces */
1684
1685
1686 /* Now process objects in the players inventory if detect curse or magic */
1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688 {
1689 done_one = 0;
1690
1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1692 {
1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1694 {
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1696 {
1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1698
1699 if (object *pl = tmp->visible_to ())
1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 }
1702
1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1705 {
1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1707
1708 if (object *pl = tmp->visible_to ())
1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1710 }
1711 } /* if item is not identified */
1712 } /* for the players inventory */
1713 } /* if detect magic/curse and object is a player */
1714
1715 return 1;
1716 }
1717
1718
1719 /**
1720 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1721 * level whos spell did cause the overcharge.
1722 */
1723 static void
1724 charge_mana_effect (object *victim, int caster_level)
1725 {
1726
1727 /* Prevent explosions for objects without mana. Without this check, doors
1728 * will explode, too.
1729 */
1730 if (victim->stats.maxsp <= 0)
1731 return;
1732
1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1734
1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1736 {
1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1740 }
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1746 {
1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1748 confuse_player (victim, victim, 99);
1749 }
1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1751 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1752 }
1753
1754 /* cast_transfer
1755 * This spell transfers sp from the player to another person.
1756 * We let the target go above their normal maximum SP.
1757 */
1758
1759 int
1760 cast_transfer (object *op, object *caster, object *spell, int dir)
1761 {
1762 object *plyr = NULL;
1763 sint16 x, y;
1764 maptile *m;
1765 int mflags;
1766
1767 m = op->map;
1768 x = op->x + freearr_x[dir];
1769 y = op->y + freearr_y[dir];
1770
1771 mflags = get_map_flags (m, &m, x, y, &x, &y);
1772
1773 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1774 {
1775 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1776 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1777 break;
1778 }
1779
1780
1781 /* If we did not find a player in the specified direction, transfer
1782 * to anyone on top of us. This is used for the rune of transference mostly.
1783 */
1784 if (plyr == NULL)
1785 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1786 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1787 break;
1788
1789 if (!plyr)
1790 {
1791 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1792 return 0;
1793 }
1794 /* give sp */
1795 if (spell->stats.dam > 0)
1796 {
1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 charge_mana_effect (plyr, casting_level (caster, spell));
1799 return 1;
1800 }
1801 /* suck sp away. Can't suck sp from yourself */
1802 else if (op != plyr)
1803 {
1804 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1805
1806 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1807
1808 if (rate > 95)
1809 rate = 95;
1810
1811 sucked = (plyr->stats.sp * rate) / 100;
1812 plyr->stats.sp -= sucked;
1813 if (QUERY_FLAG (op, FLAG_ALIVE))
1814 {
1815 /* Player doesn't get full credit */
1816 sucked = (sucked * rate) / 100;
1817 op->stats.sp += sucked;
1818 if (sucked > 0)
1819 {
1820 charge_mana_effect (op, casting_level (caster, spell));
1821 }
1822 }
1823 return 1;
1824 }
1825 return 0;
1826 }
1827
1828
1829 /* counterspell: nullifies spell effects.
1830 * op is the counterspell object, dir is the direction
1831 * it was cast in.
1832 * Basically, if the object has a magic attacktype,
1833 * this may nullify it.
1834 */
1835 void
1836 counterspell (object *op, int dir)
1837 {
1838 object *tmp, *head, *next;
1839 int mflags;
1840 maptile *m;
1841 sint16 sx, sy;
1842
1843 sx = op->x + freearr_x[dir];
1844 sy = op->y + freearr_y[dir];
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1847 if (mflags & P_OUT_OF_MAP)
1848 return;
1849
1850 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1851 {
1852 next = tmp->above;
1853
1854 /* Need to look at the head object - otherwise, if tmp
1855 * points to a monster, we don't have all the necessary
1856 * info for it.
1857 */
1858 if (tmp->head)
1859 head = tmp->head;
1860 else
1861 head = tmp;
1862
1863 /* don't attack our own spells */
1864 if (tmp->owner && tmp->owner == op->owner)
1865 continue;
1866
1867 /* Basically, if the object is magical and not counterspell,
1868 * we will more or less remove the object. Don't counterspell
1869 * monsters either.
1870 */
1871
1872 if (head->attacktype & AT_MAGIC
1873 && !(head->attacktype & AT_COUNTERSPELL)
1874 && !QUERY_FLAG (head, FLAG_MONSTER)
1875 && (op->level > head->level))
1876 head->destroy ();
1877 else
1878 switch (head->type)
1879 {
1880 case SPELL_EFFECT:
1881 // XXX: Don't affect floor spelleffects. See also XXX comment
1882 // about sanctuary in spell_util.C
1883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884 continue;
1885
1886 if (op->level > head->level)
1887 head->destroy ();
1888
1889 break;
1890
1891 /* I really don't get this rune code that much - that
1892 * random chance seems really low.
1893 */
1894 case RUNE:
1895 if (rndm (0, 149) == 0)
1896 {
1897 head->stats.hp--; /* weaken the rune */
1898 if (!head->stats.hp)
1899 head->destroy ();
1900 }
1901 break;
1902 }
1903 }
1904 }
1905
1906 /* cast_consecrate() - a spell to make an altar your god's */
1907 int
1908 cast_consecrate (object *op, object *caster, object *spell)
1909 {
1910 char buf[MAX_BUF];
1911
1912 object *tmp, *god = find_god (determine_god (op));
1913
1914 if (!god)
1915 {
1916 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1917 return 0;
1918 }
1919
1920 for (tmp = op->below; tmp; tmp = tmp->below)
1921 {
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break;
1924 if (tmp->type == HOLY_ALTAR)
1925 {
1926
1927 if (tmp->level > casting_level (caster, spell))
1928 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0;
1931 }
1932 else
1933 {
1934 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf;
1937 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch;
1939
1940 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1944 return 1;
1945 }
1946 }
1947 }
1948 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1949 return 0;
1950 }
1951
1952 /* animate_weapon -
1953 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1954 * The golem is based on the archetype specified, modified by the caster's level
1955 * and the attributes of the weapon. The weapon is inserted in the golem's
1956 * inventory so that it falls to the ground when the golem dies.
1957 * This code was very odd - code early on would only let players use the spell,
1958 * yet the code wass full of player checks. I've presumed that the code
1959 * that only let players use it was correct, and removed all the other
1960 * player checks. MSW 2003-01-06
1961 */
1962 int
1963 animate_weapon (object *op, object *caster, object *spell, int dir)
1964 {
1965 object *weapon, *tmp;
1966 char buf[MAX_BUF];
1967 int a, i;
1968 sint16 x, y;
1969 maptile *m;
1970
1971 if (!spell->other_arch)
1972 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1975 return 0;
1976 }
1977 /* exit if it's not a player using this spell. */
1978 if (op->type != PLAYER)
1979 return 0;
1980
1981 /* if player already has a golem, abort */
1982 if (object *golem = op->contr->golem)
1983 {
1984 control_golem (golem, dir);
1985 return 0;
1986 }
1987
1988 /* if no direction specified, pick one */
1989 if (!dir)
1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1991
1992 m = op->map;
1993 x = op->x + freearr_x[dir];
1994 y = op->y + freearr_y[dir];
1995
1996 /* if there's no place to put the golem, abort */
1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1999 {
2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2001 return 0;
2002 }
2003
2004 /* Use the weapon marked by the player. */
2005 weapon = find_marked_object (op);
2006
2007 if (!weapon)
2008 {
2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2010 return 0;
2011 }
2012
2013 if (spell->race && 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
2019 if (weapon->type != WEAPON)
2020 {
2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2022 return 0;
2023 }
2024
2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026 {
2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2028 return 0;
2029 }
2030
2031 weapon = weapon->split ();
2032
2033 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch);
2035
2036 /* if animated by a player, give the player control of the golem */
2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2038 tmp->stats.exp = 0;
2039 add_friendly_object (tmp);
2040 tmp->type = GOLEM;
2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp);
2044
2045 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if weapon->split was
2047 * used above.
2048 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove ();
2051
2052 tmp->insert (weapon);
2053
2054 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc)
2057 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2059 SET_FLAG (weapon, FLAG_APPLIED);
2060 tmp->update_stats ();
2061
2062 /* There used to be 'odd' code that basically seemed to take the absolute
2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2064 * if you're using a crappy weapon, it shouldn't be as good.
2065 */
2066
2067 /* modify weapon's animated wc */
2068 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2069 if (tmp->stats.wc < -127)
2070 tmp->stats.wc = -127;
2071
2072 /* Modify hit points for weapon */
2073 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2074 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2075 if (tmp->stats.maxhp < 0)
2076 tmp->stats.maxhp = 10;
2077 tmp->stats.hp = tmp->stats.maxhp;
2078
2079 /* Modify weapon's damage */
2080 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2081 if (tmp->stats.dam < 0)
2082 tmp->stats.dam = 127;
2083
2084
2085 /* attacktype */
2086 if (!tmp->attacktype)
2087 tmp->attacktype = AT_PHYSICAL;
2088
2089 if (materialtype_t *mt = name_to_material (op->materialname))
2090 {
2091 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2093 a = mt->save[0];
2094 }
2095 else
2096 {
2097 for (i = 0; i < NROFATTACKS; i++)
2098 tmp->resist[i] = 5;
2099 a = 10;
2100 }
2101
2102 /* Set weapon's immunity */
2103 tmp->resist[ATNR_CONFUSION] = 100;
2104 tmp->resist[ATNR_POISON] = 100;
2105 tmp->resist[ATNR_SLOW] = 100;
2106 tmp->resist[ATNR_PARALYZE] = 100;
2107 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2108 tmp->resist[ATNR_FEAR] = 100;
2109 tmp->resist[ATNR_DEPLETE] = 100;
2110 tmp->resist[ATNR_DEATH] = 100;
2111 tmp->resist[ATNR_BLIND] = 100;
2112
2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2114
2115 if (a > 14)
2116 a = 14;
2117
2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2119
2120 /* Determine golem's speed */
2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2122
2123 if (!spell->race)
2124 {
2125 sprintf (buf, "animated %s", &weapon->name);
2126 tmp->name = buf;
2127
2128 tmp->face = weapon->face;
2129 tmp->animation_id = weapon->animation_id;
2130 tmp->anim_speed = weapon->anim_speed;
2131 tmp->last_anim = weapon->last_anim;
2132 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 }
2135
2136 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138
2139 tmp->speed_left = -1;
2140 tmp->direction = dir;
2141
2142 m->insert (tmp, x, y, op);
2143 return 1;
2144 }
2145
2146 /* cast_daylight() - changes the map darkness level *lower* */
2147
2148 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map.
2150 */
2151 int
2152 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2153 {
2154 int success;
2155
2156 if (!op->map)
2157 return 0; /* shouldnt happen */
2158
2159 success = op->map->change_map_light (spell->stats.dam);
2160
2161 if (!success)
2162 {
2163 if (spell->stats.dam < 0)
2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2165 else
2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2167 }
2168
2169 return success;
2170 }
2171
2172 /* create an aura spell object and put it in the player's inventory.
2173 * as usual, op is player, caster is the object casting the spell,
2174 * spell is the spell object itself.
2175 */
2176 int
2177 create_aura (object *op, object *caster, object *spell)
2178 {
2179 int refresh = 0;
2180 object *new_aura;
2181
2182 new_aura = present_arch_in_ob (spell->other_arch, op);
2183 if (new_aura)
2184 refresh = 1;
2185 else
2186 new_aura = arch_to_object (spell->other_arch);
2187
2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2189
2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2191
2192 set_spell_skill (op, caster, spell, new_aura);
2193 new_aura->attacktype = spell->attacktype;
2194
2195 new_aura->level = casting_level (caster, spell);
2196
2197 if (refresh)
2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2199 else
2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2205 return 1;
2206 }
2207
2208 /* move aura function. An aura is a part of someone's inventory,
2209 * which he carries with him, but which acts on the map immediately
2210 * around him.
2211 * Aura parameters:
2212 * duration: duration counter.
2213 * attacktype: aura's attacktype
2214 * other_arch: archetype to drop where we attack
2215 */
2216 void
2217 move_aura (object *aura)
2218 {
2219 /* auras belong in inventories */
2220 object *env = aura->env;
2221 object *owner = aura->owner;
2222
2223 /* no matter what we've gotta remove the aura...
2224 * we'll put it back if its time isn't up.
2225 */
2226 aura->remove ();
2227
2228 /* exit if we're out of gas */
2229 if (aura->duration-- < 0)
2230 {
2231 aura->destroy ();
2232 return;
2233 }
2234
2235 /* auras only exist in inventories */
2236 if (!env || !env->map)
2237 {
2238 aura->destroy ();
2239 return;
2240 }
2241
2242 /* we need to jump out of the inventory for a bit
2243 * in order to hit the map conveniently.
2244 */
2245 aura->insert_at (env, aura);
2246
2247 for (int i = 1; i < 9; i++)
2248 {
2249 mapxy pos (env);
2250 pos.move (i);
2251
2252 /* Consider the movement type of the person with the aura as
2253 * movement type of the aura. Eg, if the player is flying, the aura
2254 * is flying also, if player is walking, it is on the ground, etc.
2255 */
2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2257 {
2258 hit_map (aura, i, aura->attacktype, 0);
2259
2260 if (aura->other_arch)
2261 pos.insert (arch_to_object (aura->other_arch), aura);
2262 }
2263 }
2264
2265 /* put the aura back in the player's inventory */
2266 env->insert (aura);
2267 aura->set_owner (owner);
2268 }
2269
2270 /* moves the peacemaker spell.
2271 * op is the piece object.
2272 */
2273 void
2274 move_peacemaker (object *op)
2275 {
2276 for (object *tmp = op->ms ().bot; tmp; 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 /* This writes a rune that contains the appropriate message.
2322 * There really isn't any adjustments we make.
2323 */
2324 int
2325 write_mark (object *op, object *spell, const char *msg)
2326 {
2327 if (!msg || msg[0] == 0)
2328 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2330 return 0;
2331 }
2332
2333 if (strcasestr_local (msg, "endmsg"))
2334 {
2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2337 return 0;
2338 }
2339
2340 if (!spell->other_arch)
2341 return 0;
2342
2343 object *tmp = arch_to_object (spell->other_arch);
2344
2345 tmp->race = op->name; /*Save the owner of the rune */
2346 tmp->msg = msg;
2347
2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2350 return 1;
2351 }
2352