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Revision: 1.112
Committed: Wed Nov 4 18:17:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.111: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <living.h>
28 #include <sproto.h>
29 #include <spells.h>
30 #include <sounds.h>
31
32 /* cast_magic_storm: This is really used mostly for spell
33 * fumbles at the like. tmp is the object to propogate.
34 * op is what is casting this.
35 */
36 void
37 cast_magic_storm (object *op, object *tmp, int lvl)
38 {
39 if (!tmp)
40 return; /* error */
41
42 tmp->level = op->level;
43 tmp->range += lvl / 5; /* increase the area of destruction */
44 tmp->duration += lvl / 5;
45
46 /* Put a cap on duration for this - if the player fails in their
47 * apartment, don't want it to go on so long that it kills them
48 * multiple times. Also, damge already increases with level,
49 * so don't really need to increase the duration as much either.
50 */
51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
54 tmp->stats.dam = lvl; /* nasty recoils! */
55 tmp->stats.maxhp = tmp->count; /* tract single parent */
56
57 tmp->insert_at (op, op);
58 }
59
60 int
61 recharge (object *op, object *caster, object *spell_ob)
62 {
63 object *wand, *tmp;
64 int ncharges;
65
66 wand = find_marked_object (op);
67 if (!wand || wand->type != WAND)
68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0;
71 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 op->play_sound (sound_find ("ob_explode"));
76 wand->destroy ();
77 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
80 if (!tmp->stats.dam)
81 tmp->stats.dam = 1;
82
83 tmp->stats.hp = tmp->stats.dam / 2;
84
85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
87
88 tmp->insert_at (op);
89 return 1;
90 }
91
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
94 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level;
96 else
97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0;
100 }
101
102 if (!ncharges)
103 ncharges = 1;
104
105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 {
110 SET_FLAG (wand, FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed);
112 }
113
114 return 1;
115 }
116
117 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
119 * arrows.
120 * Sets the plus based on the casters level. It is also settable with the
121 * invoke command. If the caster attempts to create missiles with too
122 * great a plus, the default is used.
123 * The # of arrows created also goes up with level, so if a 30th level mage
124 * wants LOTS of arrows, and doesn't care what the plus is he could
125 * create nonnmagic arrows, or even -1, etc...
126 */
127 int
128 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129 {
130 int bonus_plus = 0;
131 const char *missile_name = "arrow";
132
133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name = tmp->race;
136
137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138
139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
142 {
143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144 return 0;
145 }
146
147 object *missile = missile_arch->instance ();
148
149 if (spellparam)
150 {
151 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*spellparam))
153 {
154 artifact *al = find_artifactlist (missile->type)->items;
155
156 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, spellparam))
158 break;
159
160 if (!al)
161 {
162 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 return 0;
165 }
166
167 if (al->item->slaying)
168 {
169 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0;
172 }
173
174 give_artifact_abilities (missile, al->item);
175 /* These special arrows cost something extra. Don't have them also be magical -
176 * otherwise, in most cases, not enough will be created. I don't want to get into
177 * the parsing of having to do both plus and type.
178 */
179 bonus_plus = 1 + (al->item->value / 5);
180 missile_plus = 0;
181 }
182 else if (atoi (spellparam) < missile_plus)
183 missile_plus = atoi (spellparam);
184 }
185
186 missile_plus = clamp (missile_plus, -4, 4);
187
188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
189 missile->nrof -= 3 * (missile_plus + bonus_plus);
190
191 if (missile->nrof < 1)
192 missile->nrof = 1;
193
194 missile->magic = missile_plus;
195 /* Can't get any money for these objects */
196 missile->value = 0;
197
198 SET_FLAG (missile, FLAG_IDENTIFIED);
199
200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
201 pick_up (op, missile);
202
203 return 1;
204 }
205
206
207 /* allows the choice of what sort of food object to make.
208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209 int
210 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211 {
212 int food_value;
213 archetype *at = NULL;
214 object *new_op;
215
216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217
218 if (spellparam)
219 {
220 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 if (at == NULL)
222 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 if (at == NULL || at->stats.food > food_value)
224 spellparam = NULL;
225 }
226
227 if (!spellparam)
228 {
229 archetype *at_tmp;
230
231 /* We try to find the archetype with the maximum food value.
232 * This removes the dependancy of hard coded food values in this
233 * function, and addition of new food types is automatically added.
234 * We don't use flesh types because the weight values of those need
235 * to be altered from the donor.
236 */
237
238 /* We assume the food items don't have multiple parts */
239 for_all_archetypes (at_tmp)
240 {
241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 {
243 /* Basically, if the food value is something that is creatable
244 * under the limits of the spell and it is higher than
245 * the item we have now, take it instead.
246 */
247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp;
253 }
254 }
255 }
256
257 /* Pretty unlikely (there are some very low food items), but you never
258 * know
259 */
260 if (!at)
261 {
262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
263 return 0;
264 }
265
266 food_value /= at->stats.food;
267 new_op = arch_to_object (at);
268 new_op->nrof = food_value;
269
270 new_op->value = 0;
271 if (new_op->nrof < 1)
272 new_op->nrof = 1;
273
274 cast_create_obj (op, caster, new_op, dir);
275 return 1;
276 }
277
278 int
279 probe (object *op, object *caster, object *spell_ob, int dir)
280 {
281 int r, mflags, maxrange;
282 object *tmp;
283 maptile *m;
284
285 if (!dir)
286 {
287 examine_monster (op, op);
288 return 1;
289 }
290
291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
292 for (r = 1; r < maxrange; r++)
293 {
294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
295
296 m = op->map;
297 mflags = get_map_flags (m, &m, x, y, &x, &y);
298
299 if (mflags & P_OUT_OF_MAP)
300 break;
301
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0;
306 }
307
308 if (mflags & P_IS_ALIVE)
309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL)
315 tmp = tmp->head;
316 examine_monster (op, tmp);
317 return 1;
318 }
319 }
320 }
321
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1;
324 }
325
326 /* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It
330 * only checks the racial adjustments, and in fact that
331 * pl is invisible.
332 */
333 int
334 makes_invisible_to (object *pl, object *mon)
335 {
336 if (!pl->invisible)
337 return 0;
338
339 if (pl->type == PLAYER)
340 {
341 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race)
343 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0;
346
347 return 1;
348 }
349
350 /* invis_race is set if we get here */
351 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 return 1;
353
354 /* No race, can't be invisible to it */
355 if (!mon->race)
356 return 0;
357
358 if (mon->race.contains (pl->contr->invis_race))
359 return 1;
360
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
368 }
369 }
370
371 /* Makes the player or character invisible.
372 * Note the spells to 'stack', but perhaps in odd ways.
373 * the duration for all is cumulative.
374 * In terms of invis undead/normal invis, it is the last one cast that
375 * will determine if you are invisible to undead or normal monsters.
376 * For improved invis, if you cast it with a one of the others, you
377 * lose the improved part of it, and the above statement about undead/
378 * normal applies.
379 */
380 int
381 cast_invisible (object *op, object *caster, object *spell_ob)
382 {
383 if (op->invisible > 1000)
384 {
385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
386 return 0;
387 }
388
389 /* Remove the switch with 90% duplicate code - just handle the differences with
390 * and if statement or two.
391 */
392 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
393 /* max duration */
394 if (op->invisible > 1000)
395 op->invisible = 1000;
396
397 if (op->type == PLAYER)
398 {
399 op->contr->invis_race = spell_ob->race;
400
401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
402 op->contr->tmp_invis = 0;
403 else
404 op->contr->tmp_invis = 1;
405
406 op->contr->hidden = 0;
407 }
408
409 if (makes_invisible_to (op, op))
410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
411 else
412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
413
414 update_object (op, UP_OBJ_CHANGE);
415
416 /* Only search the active objects - only these should actually do
417 * harm to the player.
418 */
419 for_all_actives (tmp)
420 if (tmp->enemy == op)
421 tmp->enemy = 0;
422
423 return 1;
424 }
425
426 /* earth to dust spell. Basically destroys earthwalls in the area.
427 */
428 int
429 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430 {
431 int range, i, j, mflags;
432 sint16 sx, sy;
433 maptile *m;
434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436
437 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++)
439 {
440 sx = op->x + i;
441 sy = op->y + j;
442 m = op->map;
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444
445 if (mflags & P_OUT_OF_MAP)
446 continue;
447
448 // earth to dust tears down everything that can be torn down
449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 {
451 next = tmp->above;
452
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 }
456 }
457
458 return 1;
459 }
460
461 void
462 execute_word_of_recall (object *op)
463 {
464 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else
469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
471
472 op->destroy ();
473 }
474
475 /* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a
477 * time delay effect.
478 */
479 int
480 cast_word_of_recall (object *op, object *caster, object *spell_ob)
481 {
482 object *dummy;
483 int time;
484
485 if (op->type != PLAYER)
486 return 0;
487
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1;
492 }
493
494 dummy = get_archetype (FORCE_NAME);
495
496 if (!dummy)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1)
505 time = 1;
506
507 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something.
510 */
511 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL;
515
516 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't.
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522
523 op->insert (dummy);
524
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
527 return 1;
528 }
529
530 /* cast_wonder
531 * wonder is really just a spell that will likely cast another
532 * spell.
533 */
534 int
535 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536 {
537 object *newspell;
538
539 if (!rndm (0, 3))
540 return cast_cone (op, caster, dir, spell_ob);
541
542 if (spell_ob->randomitems)
543 {
544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
545 if (!newspell)
546 {
547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548 return 0;
549 }
550 if (newspell->type != SPELL)
551 {
552 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553 return 0;
554 }
555 /* Prevent inifinit recursion */
556 if (newspell->subtype == SP_WONDER)
557 {
558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559 return 0;
560 }
561 return cast_spell (op, caster, dir, newspell, NULL);
562 }
563 return 1;
564 }
565
566 int
567 perceive_self (object *op)
568 {
569 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION);
571
572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573
574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
580 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n";
582 else
583 buf << " - You worship no god.\n";
584
585 object *tmp = present_arch_in_ob (at, op);
586
587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
590 {
591 buf << " - You have: " << cp << ".\n";
592
593 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0)
596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 }
598
599 if (is_dragon_pl (op))
600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 {
605 if (tmp->stats.exp == 0)
606 buf << " - Your metabolism isn't focused on anything.\n";
607 else
608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609
610 break;
611 }
612 }
613
614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 return 1;
617 }
618
619 /* This creates magic walls. Really, it can create most any object,
620 * within some reason.
621 */
622 int
623 magic_wall (object *op, object *caster, int dir, object *spell_ob)
624 {
625 object *tmp;
626 int i, posblocked, negblocked, maxrange;
627 sint16 x, y;
628 maptile *m;
629 const char *name;
630 archetype *at;
631
632 if (!dir)
633 {
634 dir = op->facing;
635 x = op->x;
636 y = op->y;
637 }
638 else
639 {
640 x = op->x + freearr_x[dir];
641 y = op->y + freearr_y[dir];
642 }
643
644 m = op->map;
645
646 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
651 return 0;
652 }
653
654 if (spell_ob->other_arch)
655 tmp = arch_to_object (spell_ob->other_arch);
656 else if (spell_ob->race)
657 {
658 char buf1[MAX_BUF];
659
660 sprintf (buf1, spell_ob->race, dir);
661 at = archetype::find (buf1);
662 if (!at)
663 {
664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0;
667 }
668
669 tmp = arch_to_object (at);
670 }
671 else
672 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674 return 0;
675 }
676
677 if (tmp->type == SPELL_EFFECT)
678 {
679 tmp->attacktype = spell_ob->attacktype;
680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682 tmp->range = 0;
683 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
685 {
686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687 tmp->stats.maxhp = tmp->stats.hp;
688 }
689
690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
691 {
692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693 SET_FLAG (tmp, FLAG_IS_USED_UP);
694 }
695
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE);
702 }
703
704 /* This can't really hurt - if the object doesn't kill anything,
705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
707 */
708 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op);
710
711 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = casting_level (caster, spell_ob) / 2;
713
714 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
718 return 0;
719 }
720
721 /* If this is a spellcasting wall, need to insert the spell object */
722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
724
725 /* This code causes the wall to extend some distance in
726 * each direction, or until an obstruction is encountered.
727 * posblocked and negblocked help determine how far the
728 * created wall can extend, it won't go extend through
729 * blocked spaces.
730 */
731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
732 posblocked = 0;
733 negblocked = 0;
734
735 for (i = 1; i <= maxrange; i++)
736 {
737 int dir2;
738
739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
740
741 x = tmp->x + i * freearr_x[dir2];
742 y = tmp->y + i * freearr_y[dir2];
743 m = tmp->map;
744
745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
747 {
748 object *tmp2 = tmp->clone ();
749 m->insert (tmp2, x, y, op);
750
751 /* If this is a spellcasting wall, need to insert the spell object */
752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 tmp2->insert (arch_to_object (tmp2->other_arch));
754
755 }
756 else
757 posblocked = 1;
758
759 x = tmp->x - i * freearr_x[dir2];
760 y = tmp->y - i * freearr_y[dir2];
761 m = tmp->map;
762
763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
765 {
766 object *tmp2 = tmp->clone ();
767 m->insert (tmp2, x, y, op);
768
769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 tmp2->insert (arch_to_object (tmp2->other_arch));
771 }
772 else
773 negblocked = 1;
774 }
775
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
777 update_all_los (op->map, op->x, op->y);
778
779 return 1;
780 }
781
782 int
783 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784 {
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (spellparam)
805 {
806 int count = atoi (spellparam);
807
808 if (count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 return 0;
829 }
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1;
889
890 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891
892 return 1;
893 }
894
895 /* cast_heal: Heals something.
896 * op is the caster.
897 * dir is the direction he is casting it in.
898 * spell is the spell object.
899 */
900 int
901 cast_heal (object *op, object *caster, object *spell, int dir)
902 {
903 object *tmp;
904 archetype *at;
905 object *poison;
906 int heal = 0, success = 0;
907
908 tmp = find_target_for_friendly_spell (op, dir);
909
910 if (!tmp)
911 return 0;
912
913 /* Figure out how many hp this spell might cure.
914 * could be zero if this spell heals effects, not damage.
915 */
916 heal = spell->stats.dam;
917 if (spell->stats.hp)
918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
919
920 if (heal)
921 {
922 if (tmp->stats.hp >= tmp->stats.maxhp)
923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 else
925 {
926 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based
928 * on amount of damage healed.
929 */
930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
933 tmp->stats.hp += heal;
934
935 if (tmp->stats.hp >= tmp->stats.maxhp)
936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
937 else if (heal > 50)
938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
939 else if (heal > 25)
940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
941 else if (heal > 10)
942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
943 else
944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
945
946 success = 1;
947 }
948 }
949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
954 if (spell->attacktype & AT_POISON)
955 {
956 at = archetype::find ("poisoning");
957 poison = present_arch_in_ob (at, tmp);
958 if (poison)
959 {
960 success = 1;
961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962 poison->stats.food = 1;
963 }
964 }
965
966 if (spell->attacktype & AT_CONFUSION)
967 {
968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
969 if (poison)
970 {
971 success = 1;
972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973 poison->duration = 1;
974 }
975 }
976
977 if (spell->attacktype & AT_BLIND)
978 {
979 at = archetype::find ("blindness");
980 poison = present_arch_in_ob (at, tmp);
981 if (poison)
982 {
983 success = 1;
984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
985 poison->stats.food = 1;
986 }
987 }
988
989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
991 tmp->stats.sp += spell->last_sp;
992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
994 success = 1;
995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
996 }
997
998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1000 tmp->stats.grace += spell->last_grace;
1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1;
1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 }
1006
1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1009 tmp->stats.food += spell->stats.food;
1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1014 success = 1;
1015 /* We could do something a bit better like the messages for healing above */
1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017 }
1018
1019 return success;
1020 }
1021
1022 /* This is used for the spells that gain stats. There are no spells
1023 * right now that icnrease wis/int/pow on a temp basis, so no
1024 * good comments for those.
1025 */
1026 static const char *const no_gain_msgs[NUM_STATS] = {
1027 "You grow no stronger.",
1028 "You grow no more agile.",
1029 "You don't feel any healthier.",
1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1033 "You are no easier to look at.",
1034 };
1035
1036 int
1037 change_ability_duration (object *spell, object *caster)
1038 {
1039 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040 }
1041
1042 int
1043 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044 {
1045 object *force = 0;
1046 int i;
1047
1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 object *tmp = dir
1050 ? find_target_for_friendly_spell (op, dir)
1051 : op;
1052
1053 if (!tmp)
1054 return 0;
1055
1056 /* If we've already got a force of this type, don't add a new one. */
1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 {
1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060 {
1061 if (tmp2->name == spell_ob->name)
1062 {
1063 force = tmp2; /* the old effect will be "refreshed" */
1064 break;
1065 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 {
1068 if (!silent)
1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl);
1072
1073 return 0;
1074 }
1075 }
1076 }
1077
1078 int duration = change_ability_duration (spell_ob, caster);
1079
1080 if (force)
1081 {
1082 if (duration > force->duration)
1083 {
1084 force->duration = duration;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 }
1087 else
1088 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1089
1090 return 1;
1091 }
1092
1093 new_draw_info_format (NDI_UNIQUE, 0, op,
1094 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095 TICK2TIME (duration));
1096
1097 force = get_archetype (FORCE_NAME);
1098 force->subtype = FORCE_CHANGE_ABILITY;
1099 force->duration = duration;
1100
1101 if (spell_ob->race)
1102 force->name = spell_ob->race;
1103 else
1104 force->name = spell_ob->name;
1105
1106 force->name_pl = spell_ob->name;
1107
1108 force->speed = 1.0;
1109 force->speed_left = -1.0;
1110 SET_FLAG (force, FLAG_APPLIED);
1111
1112 /* Now start processing the effects. First, protections */
1113 for (i = 0; i < NROFATTACKS; i++)
1114 {
1115 if (spell_ob->resist[i])
1116 {
1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1118 if (force->resist[i] > 100)
1119 force->resist[i] = 100;
1120 }
1121 }
1122
1123 if (spell_ob->stats.hp)
1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1125
1126 if (tmp->type == PLAYER)
1127 {
1128 /* Stat adjustment spells */
1129 for (i = 0; i < NUM_STATS; i++)
1130 {
1131 if (sint8 stat = spell_ob->stats.stat (i))
1132 {
1133 sint8 sm = 0;
1134 for (sint8 k = 0; k < stat; k++)
1135 sm += rndm (1, 3);
1136
1137 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1138 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1139
1140 force->stats.stat (i) = sm;
1141
1142 if (!sm)
1143 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1144 }
1145 }
1146 }
1147
1148 force->move_type = spell_ob->move_type;
1149
1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1151 SET_FLAG (force, FLAG_SEE_IN_DARK);
1152
1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1154 SET_FLAG (force, FLAG_XRAYS);
1155
1156 /* Haste/bonus speed */
1157 if (spell_ob->stats.exp)
1158 {
1159 if (op->speed > 0.5f)
1160 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1161 else
1162 force->stats.exp = spell_ob->stats.exp;
1163 }
1164
1165 force->stats.wc = spell_ob->stats.wc;
1166 force->stats.ac = spell_ob->stats.ac;
1167 force->attacktype = spell_ob->attacktype;
1168
1169 insert_ob_in_ob (force, tmp);
1170 change_abil (tmp, force); /* Mostly to display any messages */
1171 tmp->update_stats ();
1172
1173 return 1;
1174 }
1175
1176 /* This used to be part of cast_change_ability, but it really didn't make
1177 * a lot of sense, since most of the values it derives are from the god
1178 * of the caster.
1179 */
1180 int
1181 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182 {
1183 int i;
1184 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1185
1186 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1187 if (dir != 0)
1188 {
1189 tmp = find_target_for_friendly_spell (op, dir);
1190
1191 if (!tmp)
1192 return 0;
1193 }
1194 else
1195 tmp = op;
1196
1197 /* If we've already got a force of this type, don't add a new one. */
1198 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 {
1200 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201 {
1202 if (tmp2->name == spell_ob->name)
1203 {
1204 force = tmp2; /* the old effect will be "refreshed" */
1205 break;
1206 }
1207 else if (spell_ob->race && spell_ob->race == tmp2->name)
1208 {
1209 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1210 return 0;
1211 }
1212 }
1213 }
1214
1215 if (force == NULL)
1216 {
1217 force = get_archetype (FORCE_NAME);
1218 force->subtype = FORCE_CHANGE_ABILITY;
1219 if (spell_ob->race)
1220 force->name = spell_ob->race;
1221 else
1222 force->name = spell_ob->name;
1223 force->name_pl = spell_ob->name;
1224 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1225 }
1226 else
1227 {
1228 int duration;
1229
1230 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1231 if (duration > force->duration)
1232 {
1233 force->duration = duration;
1234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 }
1236 else
1237 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1239 }
1240 return 0;
1241 }
1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1243 force->speed = 1.0;
1244 force->speed_left = -1.0;
1245 SET_FLAG (force, FLAG_APPLIED);
1246
1247 if (!god)
1248 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250 }
1251 else
1252 {
1253 /* Only give out good benefits, and put a max on it */
1254 for (i = 0; i < NROFATTACKS; i++)
1255 {
1256 if (god->resist[i] > 0)
1257 {
1258 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1259 }
1260 }
1261 force->path_attuned |= god->path_attuned;
1262
1263 if (spell_ob->attacktype)
1264 force->slaying = god->slaying;
1265
1266 if (tmp != op)
1267 {
1268 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1269 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1270 }
1271 else
1272 {
1273 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1274 }
1275
1276 }
1277 force->stats.wc = spell_ob->stats.wc;
1278 force->stats.ac = spell_ob->stats.ac;
1279
1280 change_abil (tmp, force); /* Mostly to display any messages */
1281 insert_ob_in_ob (force, tmp);
1282 tmp->update_stats ();
1283 return 1;
1284 }
1285
1286 /* Alchemy code by Mark Wedel
1287 *
1288 * This code adds a new spell, called alchemy. Alchemy will turn
1289 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1290 *
1291 * The value of the gold nuggets being about 90% of that of the item
1292 * itself. It uses the value of the object before charisma adjustments,
1293 * because the nuggets themselves will be will be adjusted by charisma
1294 * when sold.
1295 *
1296 * There is also a chance (1:30) that you will get nothing at all
1297 * for the object. There is also a maximum weight that will be
1298 * alchemised.
1299 */
1300 static void
1301 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1302 {
1303 uint64 value = query_cost (obj, NULL, F_TRUE);
1304
1305 /* Give third price when we alchemy money (this should hopefully
1306 * make it so that it isn't worth it to alchemy money, sell
1307 * the nuggets, alchemy the gold from that, etc.
1308 * Otherwise, give 9 silver on the gold for other objects,
1309 * so that it would still be more affordable to haul
1310 * the stuff back to town.
1311 */
1312 if (QUERY_FLAG (obj, FLAG_UNPAID))
1313 value = 0;
1314 else if (obj->type == MONEY || obj->type == GEM)
1315 value /= 3;
1316 else
1317 value = value * 9 / 10;
1318
1319 if (obj->value > 0 && rndm (0, 29))
1320 total_value += value;
1321
1322 total_weight += obj->total_weight ();
1323
1324 obj->destroy ();
1325 }
1326
1327 int
1328 alchemy (object *op, object *caster, object *spell_ob)
1329 {
1330 if (op->type != PLAYER)
1331 return 0;
1332
1333 archetype *nugget[3];
1334
1335 nugget[0] = archetype::find ("pyrite3");
1336 nugget[1] = archetype::find ("pyrite2");
1337 nugget[2] = archetype::find ("pyrite");
1338
1339 /* Put a maximum weight of items that can be alchemised. Limits the power
1340 * some, and also prevents people from alchemising every table/chair/clock
1341 * in sight
1342 */
1343 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1344 int weight_max = duration * 1000;
1345 uint64 value_max = duration * 1000;
1346
1347 int weight = 0;
1348
1349 for (int y = op->y - 1; y <= op->y + 1; y++)
1350 {
1351 for (int x = op->x - 1; x <= op->x + 1; x++)
1352 {
1353 uint64 value = 0;
1354
1355 sint16 nx = x;
1356 sint16 ny = y;
1357
1358 maptile *mp = op->map;
1359
1360 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1361
1362 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1363 continue;
1364
1365 /* Treat alchemy a little differently - most spell effects
1366 * use fly as the movement type - for alchemy, consider it
1367 * ground level effect.
1368 */
1369 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1370 continue;
1371
1372 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1373 {
1374 next = tmp->above;
1375
1376 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1377 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1378 {
1379 if (tmp->inv)
1380 {
1381 object *next1, *tmp1;
1382
1383 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1384 {
1385 next1 = tmp1->below;
1386 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1387 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1388 alchemy_object (tmp1, value, weight);
1389 }
1390 }
1391
1392 alchemy_object (tmp, value, weight);
1393
1394 if (weight > weight_max)
1395 break;
1396 }
1397 }
1398
1399 value -= rndm (value >> 4);
1400 value = min (value, value_max);
1401
1402 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1403 if (int nrof = value / nugget [i]->value)
1404 {
1405 value -= nrof * nugget[i]->value;
1406
1407 object *tmp = arch_to_object (nugget[i]);
1408 tmp->nrof = nrof;
1409 tmp->flag [FLAG_IDENTIFIED] = true;
1410 op->map->insert (tmp, x, y, op, 0);
1411 }
1412
1413 if (weight > weight_max)
1414 goto bailout;
1415 }
1416 }
1417
1418 bailout:
1419 return 1;
1420 }
1421
1422 /* This function removes the cursed/damned status on equipped
1423 * items.
1424 */
1425 int
1426 remove_curse (object *op, object *caster, object *spell)
1427 {
1428 int success = 0, was_one = 0;
1429
1430 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1431 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1432 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1433 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1434 {
1435 was_one++;
1436
1437 if (tmp->level <= casting_level (caster, spell))
1438 {
1439 success++;
1440 if (QUERY_FLAG (spell, FLAG_DAMNED))
1441 CLEAR_FLAG (tmp, FLAG_DAMNED);
1442
1443 CLEAR_FLAG (tmp, FLAG_CURSED);
1444 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445 tmp->value = 0; /* Still can't sell it */
1446
1447 if (object *pl = tmp->visible_to ())
1448 esrv_update_item (UPD_FLAGS, pl, tmp);
1449 }
1450 }
1451
1452 if (op->type == PLAYER)
1453 {
1454 if (success)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1456 else
1457 {
1458 if (was_one)
1459 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1460 else
1461 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1462 }
1463 }
1464
1465 return success;
1466 }
1467
1468 /* Identifies objects in the players inventory/on the ground */
1469 int
1470 cast_identify (object *op, object *caster, object *spell)
1471 {
1472 object *tmp;
1473 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474
1475 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1476
1477 for (tmp = op->inv; tmp; tmp = tmp->below)
1478 {
1479 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1480 {
1481 identify (tmp);
1482
1483 if (op->type == PLAYER)
1484 {
1485 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1486
1487 if (tmp->msg)
1488 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1489 }
1490
1491 if (!--num_ident)
1492 break;
1493 }
1494 }
1495
1496 /* If all the power of the spell has been used up, don't go and identify
1497 * stuff on the floor. Only identify stuff on the floor if the spell
1498 * was not fully used.
1499 */
1500 if (num_ident)
1501 {
1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1504 {
1505 identify (tmp);
1506
1507 if (object *pl = tmp->visible_to ())
1508 {
1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1510
1511 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 }
1514
1515 if (!--num_ident)
1516 break;
1517 }
1518 }
1519
1520 if (buf.empty ())
1521 {
1522 op->failmsg ("You can't reach anything unidentified.");
1523 return 0;
1524 }
1525 else
1526 {
1527 if (op->contr)
1528 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529
1530 spell_effect (spell, op->x, op->y, op->map, op);
1531 return 1;
1532 }
1533 }
1534
1535 int
1536 cast_detection (object *op, object *caster, object *spell, object *skill)
1537 {
1538 object *tmp, *last, *god, *detect;
1539 int done_one, range, mflags, floor, level;
1540 sint16 x, y, nx, ny;
1541 maptile *m;
1542
1543 /* We precompute some values here so that we don't have to keep
1544 * doing it over and over again.
1545 */
1546 god = find_god (determine_god (op));
1547 level = casting_level (caster, spell);
1548 range = spell->range + SP_level_range_adjust (caster, spell);
1549
1550 if (!skill)
1551 skill = caster;
1552
1553 unordered_mapwalk (op, -range, -range, range, range)
1554 {
1555 /* For most of the detections, we only detect objects above the
1556 * floor. But this is not true for show invisible.
1557 * Basically, we just go and find the top object and work
1558 * down - that is easier than working up.
1559 */
1560
1561 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1562 last = tmp;
1563
1564 /* Shouldn't happen, but if there are no objects on a space, this
1565 * would happen.
1566 */
1567 if (!last)
1568 continue;
1569
1570 done_one = 0;
1571 floor = 0;
1572 detect = NULL;
1573 for (tmp = last; tmp; tmp = tmp->below)
1574 {
1575 /* show invisible */
1576 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1577 /* Might there be other objects that we can make visible? */
1578 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1579 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1580 || tmp->type == T_HANDLE
1581 || tmp->type == TRAPDOOR
1582 || tmp->type == EXIT
1583 || tmp->type == HOLE
1584 || tmp->type == BUTTON
1585 || tmp->type == TELEPORTER
1586 || tmp->type == GATE
1587 || tmp->type == LOCKED_DOOR
1588 || tmp->type == WEAPON
1589 || tmp->type == ALTAR
1590 || tmp->type == SIGN
1591 || tmp->type == TRIGGER_PEDESTAL
1592 || tmp->type == SPECIAL_KEY
1593 || tmp->type == TREASURE
1594 || tmp->type == BOOK
1595 || tmp->type == HOLY_ALTAR
1596 || tmp->type == CONTAINER)))
1597 {
1598 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1599 {
1600 tmp->invisible = 0;
1601 done_one = 1;
1602 }
1603 }
1604
1605 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1606 floor = 1;
1607
1608 /* All detections below this point don't descend beneath the floor,
1609 * so just continue on. We could be clever and look at the type of
1610 * detection to completely break out if we don't care about objects beneath
1611 * the floor, but once we get to the floor, not likely a very big issue anyways.
1612 */
1613 if (floor)
1614 continue;
1615
1616 /* I had thought about making detect magic and detect curse
1617 * show the flash the magic item like it does for detect monster.
1618 * however, if the object is within sight, this would then make it
1619 * difficult to see what object is magical/cursed, so the
1620 * effect wouldn't be as apparent.
1621 */
1622
1623 /* detect magic */
1624 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1625 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1626 {
1627 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1628 /* make runes more visibile */
1629 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1630 tmp->stats.Cha /= 4;
1631
1632 done_one = 1;
1633 }
1634
1635 /* detect monster */
1636 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637 {
1638 done_one = 2;
1639
1640 if (!detect)
1641 detect = tmp;
1642 }
1643
1644 /* Basically, if race is set in the spell, then the creatures race must
1645 * match that. if the spell race is set to GOD, then the gods opposing
1646 * race must match.
1647 */
1648 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650 spell->race.contains (tmp->race)))
1651 {
1652 done_one = 2;
1653
1654 if (!detect)
1655 detect = tmp;
1656 }
1657
1658 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1659 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1660 {
1661 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1662 done_one = 1;
1663 }
1664 } /* for stack of objects on this space */
1665
1666 /* Code here puts an effect of the spell on the space, so you can see
1667 * where the magic is.
1668 */
1669 if (done_one)
1670 {
1671 object *detect_ob = arch_to_object (spell->other_arch);
1672
1673 /* if this is set, we want to copy the face */
1674 if (done_one == 2 && detect)
1675 {
1676 detect_ob->face = detect->face;
1677 detect_ob->animation_id = detect->animation_id;
1678 detect_ob->anim_speed = detect->anim_speed;
1679 detect_ob->last_anim = 0;
1680 /* by default, the detect_ob is already animated */
1681 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1682 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1683 }
1684
1685 m->insert (detect_ob, nx, ny, op);
1686 }
1687 } /* for processing the surrounding spaces */
1688
1689
1690 /* Now process objects in the players inventory if detect curse or magic */
1691 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1692 {
1693 done_one = 0;
1694
1695 for (tmp = op->inv; tmp; tmp = tmp->below)
1696 {
1697 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1698 {
1699 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1700 {
1701 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1702
1703 if (object *pl = tmp->visible_to ())
1704 esrv_update_item (UPD_FLAGS, pl, tmp);
1705 }
1706
1707 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1708 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1709 {
1710 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1711
1712 if (object *pl = tmp->visible_to ())
1713 esrv_update_item (UPD_FLAGS, pl, tmp);
1714 }
1715 } /* if item is not identified */
1716 } /* for the players inventory */
1717 } /* if detect magic/curse and object is a player */
1718
1719 return 1;
1720 }
1721
1722
1723 /**
1724 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1725 * level whos spell did cause the overcharge.
1726 */
1727 static void
1728 charge_mana_effect (object *victim, int caster_level)
1729 {
1730
1731 /* Prevent explosions for objects without mana. Without this check, doors
1732 * will explode, too.
1733 */
1734 if (victim->stats.maxsp <= 0)
1735 return;
1736
1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1738
1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
1740 {
1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
1744 }
1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1750 {
1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1752 confuse_player (victim, victim, 99);
1753 }
1754 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1755 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1756 }
1757
1758 /* cast_transfer
1759 * This spell transfers sp from the player to another person.
1760 * We let the target go above their normal maximum SP.
1761 */
1762
1763 int
1764 cast_transfer (object *op, object *caster, object *spell, int dir)
1765 {
1766 object *plyr = NULL;
1767 sint16 x, y;
1768 maptile *m;
1769 int mflags;
1770
1771 m = op->map;
1772 x = op->x + freearr_x[dir];
1773 y = op->y + freearr_y[dir];
1774
1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
1776
1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1778 {
1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1780 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1781 break;
1782 }
1783
1784
1785 /* If we did not find a player in the specified direction, transfer
1786 * to anyone on top of us. This is used for the rune of transference mostly.
1787 */
1788 if (plyr == NULL)
1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1790 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1791 break;
1792
1793 if (!plyr)
1794 {
1795 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1796 return 0;
1797 }
1798 /* give sp */
1799 if (spell->stats.dam > 0)
1800 {
1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1802 charge_mana_effect (plyr, casting_level (caster, spell));
1803 return 1;
1804 }
1805 /* suck sp away. Can't suck sp from yourself */
1806 else if (op != plyr)
1807 {
1808 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1809
1810 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1811
1812 if (rate > 95)
1813 rate = 95;
1814
1815 sucked = (plyr->stats.sp * rate) / 100;
1816 plyr->stats.sp -= sucked;
1817 if (QUERY_FLAG (op, FLAG_ALIVE))
1818 {
1819 /* Player doesn't get full credit */
1820 sucked = (sucked * rate) / 100;
1821 op->stats.sp += sucked;
1822 if (sucked > 0)
1823 {
1824 charge_mana_effect (op, casting_level (caster, spell));
1825 }
1826 }
1827 return 1;
1828 }
1829 return 0;
1830 }
1831
1832
1833 /* counterspell: nullifies spell effects.
1834 * op is the counterspell object, dir is the direction
1835 * it was cast in.
1836 * Basically, if the object has a magic attacktype,
1837 * this may nullify it.
1838 */
1839 void
1840 counterspell (object *op, int dir)
1841 {
1842 object *tmp, *head, *next;
1843 int mflags;
1844 maptile *m;
1845 sint16 sx, sy;
1846
1847 sx = op->x + freearr_x[dir];
1848 sy = op->y + freearr_y[dir];
1849 m = op->map;
1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1851 if (mflags & P_OUT_OF_MAP)
1852 return;
1853
1854 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1855 {
1856 next = tmp->above;
1857
1858 /* Need to look at the head object - otherwise, if tmp
1859 * points to a monster, we don't have all the necessary
1860 * info for it.
1861 */
1862 if (tmp->head)
1863 head = tmp->head;
1864 else
1865 head = tmp;
1866
1867 /* don't attack our own spells */
1868 if (tmp->owner && tmp->owner == op->owner)
1869 continue;
1870
1871 /* Basically, if the object is magical and not counterspell,
1872 * we will more or less remove the object. Don't counterspell
1873 * monsters either.
1874 */
1875
1876 if (head->attacktype & AT_MAGIC
1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !QUERY_FLAG (head, FLAG_MONSTER)
1879 && (op->level > head->level))
1880 head->destroy ();
1881 else
1882 switch (head->type)
1883 {
1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1888 continue;
1889
1890 if (op->level > head->level)
1891 head->destroy ();
1892
1893 break;
1894
1895 /* I really don't get this rune code that much - that
1896 * random chance seems really low.
1897 */
1898 case RUNE:
1899 if (rndm (0, 149) == 0)
1900 {
1901 head->stats.hp--; /* weaken the rune */
1902 if (!head->stats.hp)
1903 head->destroy ();
1904 }
1905 break;
1906 }
1907 }
1908 }
1909
1910 /* cast_consecrate() - a spell to make an altar your god's */
1911 int
1912 cast_consecrate (object *op, object *caster, object *spell)
1913 {
1914 char buf[MAX_BUF];
1915
1916 object *tmp, *god = find_god (determine_god (op));
1917
1918 if (!god)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1921 return 0;
1922 }
1923
1924 for (tmp = op->below; tmp; tmp = tmp->below)
1925 {
1926 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1927 break;
1928 if (tmp->type == HOLY_ALTAR)
1929 {
1930
1931 if (tmp->level > casting_level (caster, spell))
1932 {
1933 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1934 return 0;
1935 }
1936 else
1937 {
1938 /* If we got here, we are consecrating an altar */
1939 sprintf (buf, "Altar of %s", &god->name);
1940 tmp->name = buf;
1941 tmp->level = casting_level (caster, spell);
1942 tmp->other_arch = god->arch;
1943
1944 if (op->type == PLAYER)
1945 esrv_update_item (UPD_NAME, op, tmp);
1946
1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1948 return 1;
1949 }
1950 }
1951 }
1952 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1953 return 0;
1954 }
1955
1956 /* animate_weapon -
1957 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1958 * The golem is based on the archetype specified, modified by the caster's level
1959 * and the attributes of the weapon. The weapon is inserted in the golem's
1960 * inventory so that it falls to the ground when the golem dies.
1961 * This code was very odd - code early on would only let players use the spell,
1962 * yet the code wass full of player checks. I've presumed that the code
1963 * that only let players use it was correct, and removed all the other
1964 * player checks. MSW 2003-01-06
1965 */
1966 int
1967 animate_weapon (object *op, object *caster, object *spell, int dir)
1968 {
1969 object *weapon, *tmp;
1970 char buf[MAX_BUF];
1971 int a, i;
1972 sint16 x, y;
1973 maptile *m;
1974
1975 if (!spell->other_arch)
1976 {
1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1979 return 0;
1980 }
1981 /* exit if it's not a player using this spell. */
1982 if (op->type != PLAYER)
1983 return 0;
1984
1985 /* if player already has a golem, abort */
1986 if (object *golem = op->contr->golem)
1987 {
1988 control_golem (golem, dir);
1989 return 0;
1990 }
1991
1992 /* if no direction specified, pick one */
1993 if (!dir)
1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1995
1996 m = op->map;
1997 x = op->x + freearr_x[dir];
1998 y = op->y + freearr_y[dir];
1999
2000 /* if there's no place to put the golem, abort */
2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2003 {
2004 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2005 return 0;
2006 }
2007
2008 /* Use the weapon marked by the player. */
2009 weapon = find_marked_object (op);
2010
2011 if (!weapon)
2012 {
2013 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2014 return 0;
2015 }
2016
2017 if (spell->race && weapon->arch->archname != spell->race)
2018 {
2019 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2020 return 0;
2021 }
2022
2023 if (weapon->type != WEAPON)
2024 {
2025 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2026 return 0;
2027 }
2028
2029 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2030 {
2031 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2032 return 0;
2033 }
2034
2035 weapon = weapon->split ();
2036
2037 /* create the golem object */
2038 tmp = arch_to_object (spell->other_arch);
2039
2040 /* if animated by a player, give the player control of the golem */
2041 CLEAR_FLAG (tmp, FLAG_MONSTER);
2042 tmp->stats.exp = 0;
2043 add_friendly_object (tmp);
2044 tmp->type = GOLEM;
2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2047 set_spell_skill (op, caster, spell, tmp);
2048
2049 /* Give the weapon to the golem now. A bit of a hack to check the
2050 * removed flag - it should only be set if weapon->split was
2051 * used above.
2052 */
2053 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2054 weapon->remove ();
2055
2056 tmp->insert (weapon);
2057
2058 /* To do everything necessary to let a golem use the weapon is a pain,
2059 * so instead, just set it as equipped (otherwise, we need to update
2060 * body_info, skills, etc)
2061 */
2062 SET_FLAG (tmp, FLAG_USE_WEAPON);
2063 SET_FLAG (weapon, FLAG_APPLIED);
2064 tmp->update_stats ();
2065
2066 /* There used to be 'odd' code that basically seemed to take the absolute
2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2068 * if you're using a crappy weapon, it shouldn't be as good.
2069 */
2070
2071 /* modify weapon's animated wc */
2072 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2073 if (tmp->stats.wc < -127)
2074 tmp->stats.wc = -127;
2075
2076 /* Modify hit points for weapon */
2077 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2078 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2079 if (tmp->stats.maxhp < 0)
2080 tmp->stats.maxhp = 10;
2081 tmp->stats.hp = tmp->stats.maxhp;
2082
2083 /* Modify weapon's damage */
2084 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2085 if (tmp->stats.dam < 0)
2086 tmp->stats.dam = 127;
2087
2088
2089 /* attacktype */
2090 if (!tmp->attacktype)
2091 tmp->attacktype = AT_PHYSICAL;
2092
2093 if (materialtype_t *mt = name_to_material (op->materialname))
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 50 - (mt->save[i] * 5);
2097 a = mt->save[0];
2098 }
2099 else
2100 {
2101 for (i = 0; i < NROFATTACKS; i++)
2102 tmp->resist[i] = 5;
2103 a = 10;
2104 }
2105
2106 /* Set weapon's immunity */
2107 tmp->resist[ATNR_CONFUSION] = 100;
2108 tmp->resist[ATNR_POISON] = 100;
2109 tmp->resist[ATNR_SLOW] = 100;
2110 tmp->resist[ATNR_PARALYZE] = 100;
2111 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2112 tmp->resist[ATNR_FEAR] = 100;
2113 tmp->resist[ATNR_DEPLETE] = 100;
2114 tmp->resist[ATNR_DEATH] = 100;
2115 tmp->resist[ATNR_BLIND] = 100;
2116
2117 /* Improve weapon's armour value according to best save vs. physical of its material */
2118
2119 if (a > 14)
2120 a = 14;
2121
2122 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2123
2124 /* Determine golem's speed */
2125 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2126
2127 if (!spell->race)
2128 {
2129 sprintf (buf, "animated %s", &weapon->name);
2130 tmp->name = buf;
2131
2132 tmp->face = weapon->face;
2133 tmp->animation_id = weapon->animation_id;
2134 tmp->anim_speed = weapon->anim_speed;
2135 tmp->last_anim = weapon->last_anim;
2136 tmp->state = weapon->state;
2137 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2138 }
2139
2140 /* make experience increase in proportion to the strength of the summoned creature. */
2141 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2142
2143 tmp->speed_left = -1;
2144 tmp->direction = dir;
2145
2146 m->insert (tmp, x, y, op);
2147 return 1;
2148 }
2149
2150 /* cast_daylight() - changes the map darkness level *lower* */
2151
2152 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2153 * This changes the light level for the entire map.
2154 */
2155 int
2156 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2157 {
2158 int success;
2159
2160 if (!op->map)
2161 return 0; /* shouldnt happen */
2162
2163 success = op->map->change_map_light (spell->stats.dam);
2164
2165 if (!success)
2166 {
2167 if (spell->stats.dam < 0)
2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2169 else
2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2171 }
2172
2173 return success;
2174 }
2175
2176 /* create an aura spell object and put it in the player's inventory.
2177 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself.
2179 */
2180 int
2181 create_aura (object *op, object *caster, object *spell)
2182 {
2183 int refresh = 0;
2184 object *new_aura;
2185
2186 new_aura = present_arch_in_ob (spell->other_arch, op);
2187 if (new_aura)
2188 refresh = 1;
2189 else
2190 new_aura = arch_to_object (spell->other_arch);
2191
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195
2196 set_spell_skill (op, caster, spell, new_aura);
2197 new_aura->attacktype = spell->attacktype;
2198
2199 new_aura->level = casting_level (caster, spell);
2200
2201 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2205
2206 insert_ob_in_ob (new_aura, op);
2207 new_aura->set_owner (op);
2208
2209 return 1;
2210 }
2211
2212 /* move aura function. An aura is a part of someone's inventory,
2213 * which he carries with him, but which acts on the map immediately
2214 * around him.
2215 * Aura parameters:
2216 * duration: duration counter.
2217 * attacktype: aura's attacktype
2218 * other_arch: archetype to drop where we attack
2219 */
2220 void
2221 move_aura (object *aura)
2222 {
2223 /* auras belong in inventories */
2224 object *env = aura->env;
2225 object *owner = aura->owner;
2226
2227 /* no matter what we've gotta remove the aura...
2228 * we'll put it back if its time isn't up.
2229 */
2230 aura->remove ();
2231
2232 /* exit if we're out of gas */
2233 if (aura->duration-- < 0)
2234 {
2235 aura->destroy ();
2236 return;
2237 }
2238
2239 /* auras only exist in inventories */
2240 if (!env || !env->map)
2241 {
2242 aura->destroy ();
2243 return;
2244 }
2245
2246 /* we need to jump out of the inventory for a bit
2247 * in order to hit the map conveniently.
2248 */
2249 aura->insert_at (env, aura);
2250
2251 for (int i = 1; i < 9; i++)
2252 {
2253 mapxy pos (env);
2254 pos.move (i);
2255
2256 /* Consider the movement type of the person with the aura as
2257 * movement type of the aura. Eg, if the player is flying, the aura
2258 * is flying also, if player is walking, it is on the ground, etc.
2259 */
2260 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2261 {
2262 hit_map (aura, i, aura->attacktype, 0);
2263
2264 if (aura->other_arch)
2265 pos.insert (arch_to_object (aura->other_arch), aura);
2266 }
2267 }
2268
2269 /* put the aura back in the player's inventory */
2270 env->insert (aura);
2271 aura->set_owner (owner);
2272 }
2273
2274 /* moves the peacemaker spell.
2275 * op is the piece object.
2276 */
2277 void
2278 move_peacemaker (object *op)
2279 {
2280 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2281 {
2282 int atk_lev, def_lev;
2283 object *victim = tmp->head_ ();
2284
2285 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286 continue;
2287
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2289 continue;
2290
2291 if (victim->stats.exp == 0)
2292 continue;
2293
2294 def_lev = MAX (1, victim->level);
2295 atk_lev = MAX (1, op->level);
2296
2297 if (rndm (0, atk_lev - 1) > def_lev)
2298 {
2299 /* make this sucker peaceful. */
2300
2301 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2302 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2303 victim->stats.exp = 0;
2304 #if 0
2305 /* No idea why these were all set to zero - if something
2306 * makes this creature agressive, he should still do damage.
2307 */
2308 victim->stats.dam = 0;
2309 victim->stats.sp = 0;
2310 victim->stats.grace = 0;
2311 victim->stats.Pow = 0;
2312 #endif
2313 victim->attack_movement = RANDO2;
2314 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2315 SET_FLAG (victim, FLAG_RUN_AWAY);
2316 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2317 CLEAR_FLAG (victim, FLAG_MONSTER);
2318
2319 if (victim->name)
2320 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2321 }
2322 }
2323 }
2324
2325 /* This writes a rune that contains the appropriate message.
2326 * There really isn't any adjustments we make.
2327 */
2328 int
2329 write_mark (object *op, object *spell, const char *msg)
2330 {
2331 if (!msg || msg[0] == 0)
2332 {
2333 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2334 return 0;
2335 }
2336
2337 if (!msg_is_safe (msg))
2338 {
2339 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2340 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2341 return 0;
2342 }
2343
2344 if (!spell->other_arch)
2345 return 0;
2346
2347 object *tmp = arch_to_object (spell->other_arch);
2348
2349 tmp->race = op->name; /*Save the owner of the rune */
2350 tmp->msg = msg;
2351
2352 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353
2354 return 1;
2355 }
2356