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Revision: 1.149
Committed: Sat Dec 1 20:22:13 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.148: +1 -1 lines
Log Message:
slight cleanup

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <object.h>
28 #include <living.h>
29 #include <sproto.h>
30 #include <spells.h>
31 #include <sounds.h>
32
33 /* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate.
35 * op is what is casting this.
36 */
37 void
38 cast_magic_storm (object *op, object *tmp, int lvl)
39 {
40 if (!tmp)
41 return; /* error */
42
43 tmp->level = op->level;
44 tmp->range += lvl / 5; /* increase the area of destruction */
45 tmp->duration += lvl / 5;
46
47 /* Put a cap on duration for this - if the player fails in their
48 * apartment, don't want it to go on so long that it kills them
49 * multiple times. Also, damge already increases with level,
50 * so don't really need to increase the duration as much either.
51 */
52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57
58 tmp->insert_at (op, op);
59 }
60
61 int
62 recharge (object *op, object *caster, object *spell_ob)
63 {
64 int ncharges;
65
66 object *wand = op->mark ();
67
68 if (!wand || wand->type != WAND)
69 {
70 op->failmsg ("You need to mark the wand you want to recharge.");
71 return 0;
72 }
73
74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 {
76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
77 op->play_sound (sound_find ("ob_explode"));
78 wand->destroy ();
79 object *tmp = archetype::get (shstr_fireball);
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2;
86
87 if (tmp->stats.hp < 2)
88 tmp->stats.hp = 2;
89
90 tmp->insert_at (op);
91 return 1;
92 }
93
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
96 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level;
98 else
99 {
100 op->failmsgf ("Your %s is broken.", query_name (wand));
101 return 0;
102 }
103
104 if (!ncharges)
105 ncharges = 1;
106
107 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 {
112 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->speed);
114 }
115
116 return 1;
117 }
118
119 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * arrows.
122 * Sets the plus based on the casters level. It is also settable with the
123 * invoke command. If the caster attempts to create missiles with too
124 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc...
128 */
129 int
130 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131 {
132 int bonus_plus = 0;
133 const char *missile_name = "arrow";
134
135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
137 missile_name = tmp->race;
138
139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
140
141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
144 {
145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
146 return 0;
147 }
148
149 object *missile = missile_arch->instance ();
150
151 if (spellparam)
152 {
153 /* If it starts with a letter, presume it is a description */
154 if (isalpha (*spellparam))
155 {
156 artifact *al = find_artifactlist (missile->type)->items;
157
158 for (; al; al = al->next)
159 if (!strcasecmp (al->item->name, spellparam))
160 break;
161
162 if (!al)
163 {
164 missile->destroy ();
165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
166 return 0;
167 }
168
169 if (al->item->slaying)
170 {
171 missile->destroy ();
172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
173 return 0;
174 }
175
176 give_artifact_abilities (missile, al->item);
177 /* These special arrows cost something extra. Don't have them also be magical -
178 * otherwise, in most cases, not enough will be created. I don't want to get into
179 * the parsing of having to do both plus and type.
180 */
181 bonus_plus = 1 + (al->item->value / 5);
182 missile_plus = 0;
183 }
184 else if (atoi (spellparam) < missile_plus)
185 missile_plus = atoi (spellparam);
186 }
187
188 missile_plus = clamp (missile_plus, -4, 4);
189
190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
191 missile->nrof -= 3 * (missile_plus + bonus_plus);
192
193 if (missile->nrof < 1)
194 missile->nrof = 1;
195
196 missile->magic = missile_plus;
197 /* Can't get any money for these objects */
198 missile->value = 0;
199
200 missile->set_flag (FLAG_IDENTIFIED);
201
202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
207 pick_up (op, missile);
208
209 return 1;
210 }
211
212 /* allows the choice of what sort of food object to make.
213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
214 int
215 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
216 {
217 int food_value;
218 archetype *at = NULL;
219 object *new_op;
220
221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
222
223 if (spellparam)
224 {
225 at = find_archetype_by_object_type_name (FOOD, spellparam);
226 if (at == NULL)
227 at = find_archetype_by_object_type_name (DRINK, spellparam);
228 if (at == NULL || at->stats.food > food_value)
229 spellparam = NULL;
230 }
231
232 if (!spellparam)
233 {
234 archetype *at_tmp;
235
236 /* We try to find the archetype with the maximum food value.
237 * This removes the dependancy of hard coded food values in this
238 * function, and addition of new food types is automatically added.
239 * We don't use flesh types because the weight values of those need
240 * to be altered from the donor.
241 */
242
243 /* We assume the food items don't have multiple parts */
244 for_all_archetypes (at_tmp)
245 {
246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
247 {
248 /* Basically, if the food value is something that is creatable
249 * under the limits of the spell and it is higher than
250 * the item we have now, take it instead.
251 */
252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
257 at = at_tmp;
258 }
259 }
260 }
261
262 /* Pretty unlikely (there are some very low food items), but you never
263 * know
264 */
265 if (!at)
266 {
267 op->failmsgf ("You don't have enough experience to create any food.");
268 return 0;
269 }
270
271 food_value /= at->stats.food;
272 new_op = at->instance ();
273 new_op->nrof = food_value;
274
275 new_op->value = 0;
276 if (new_op->nrof < 1)
277 new_op->nrof = 1;
278
279 cast_create_obj (op, caster, new_op, dir);
280 return 1;
281 }
282
283 int
284 probe (object *op, object *caster, object *spell_ob, int dir)
285 {
286 int r, mflags, maxrange;
287 object *tmp;
288 maptile *m;
289
290 if (!dir)
291 {
292 examine_monster (op, op);
293 return 1;
294 }
295
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++)
298 {
299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
300
301 m = op->map;
302 mflags = get_map_flags (m, &m, x, y, &x, &y);
303
304 if (mflags & P_OUT_OF_MAP)
305 break;
306
307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
308 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0;
311 }
312
313 if (mflags & P_IS_ALIVE)
314 {
315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
317 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL)
320 tmp = tmp->head;
321 examine_monster (op, tmp);
322 return 1;
323 }
324 }
325 }
326
327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
328 return 1;
329 }
330
331 /* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It
335 * only checks the racial adjustments, and in fact that
336 * pl is invisible.
337 */
338 int
339 makes_invisible_to (object *pl, object *mon)
340 {
341 if (!pl->invisible)
342 return 0;
343
344 if (pl->type == PLAYER)
345 {
346 /* If race isn't set, then invisible unless it is undead */
347 if (!pl->contr->invis_race)
348 {
349 if (mon->flag [FLAG_UNDEAD])
350 return 0;
351
352 return 1;
353 }
354
355 /* invis_race is set if we get here */
356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
357 return 1;
358
359 /* No race, can't be invisible to it */
360 if (!mon->race)
361 return 0;
362
363 if (mon->race.contains (pl->contr->invis_race))
364 return 1;
365
366 /* Nothing matched above, return 0 */
367 return 0;
368 }
369 else
370 {
371 /* monsters are invisible to everything */
372 return 1;
373 }
374 }
375
376 /* Makes the player or character invisible.
377 * Note the spells to 'stack', but perhaps in odd ways.
378 * the duration for all is cumulative.
379 * In terms of invis undead/normal invis, it is the last one cast that
380 * will determine if you are invisible to undead or normal monsters.
381 * For improved invis, if you cast it with a one of the others, you
382 * lose the improved part of it, and the above statement about undead/
383 * normal applies.
384 */
385 int
386 cast_invisible (object *op, object *caster, object *spell_ob)
387 {
388 if (op->invisible > 1000)
389 {
390 op->failmsg ("You can not extend the duration of your invisibility any further");
391 return 0;
392 }
393
394 /* Remove the switch with 90% duplicate code - just handle the differences with
395 * and if statement or two.
396 */
397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
399 /* limit duration */
400 min_it (op->invisible, 1000);
401
402 if (op->type == PLAYER)
403 {
404 op->contr->invis_race = spell_ob->race;
405
406 if (spell_ob->flag [FLAG_MAKE_INVIS])
407 op->contr->tmp_invis = 0;
408 else
409 op->contr->tmp_invis = 1;
410 }
411
412 if (makes_invisible_to (op, op))
413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
414 else
415 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
416
417 update_object (op, UP_OBJ_CHANGE);
418
419 /* Only search the active objects - only these should actually do
420 * harm to the player.
421 */
422 for_all_actives (tmp)
423 if (tmp->enemy == op)
424 tmp->enemy = 0;
425
426 return 1;
427 }
428
429 /* earth to dust spell. Basically destroys earthwalls in the area.
430 */
431 int
432 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
433 {
434 int range, i, j, mflags;
435 sint16 sx, sy;
436 maptile *m;
437
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439
440 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++)
442 {
443 sx = op->x + i;
444 sy = op->y + j;
445 m = op->map;
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447
448 if (mflags & P_OUT_OF_MAP)
449 continue;
450
451 // earth to dust tears down everything that can be torn down
452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 {
454 next = tmp->above;
455
456 if (tmp->flag [FLAG_TEAR_DOWN])
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 }
459 }
460
461 return 1;
462 }
463
464 void
465 execute_word_of_recall (object *op)
466 {
467 if (object *pl = op->in_player ())
468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else
471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472
473 op->destroy ();
474 }
475
476 /* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a
478 * time delay effect.
479 */
480 int
481 cast_word_of_recall (object *op, object *caster, object *spell_ob)
482 {
483 if (!op->is_player ())
484 return 0;
485
486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
487 {
488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
489 return 1;
490 }
491
492 object *dummy = archetype::get (FORCE_NAME);
493
494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
495
496 /* value of speed really doesn't make much difference, as long as it is
497 * positive. Lower value may be useful so that the problem doesn't
498 * do anything really odd if it say a -1000 or something.
499 */
500 dummy->set_speed (0.002);
501 dummy->speed_left = -dummy->speed * time;
502 dummy->type = SPELL_EFFECT;
503 dummy->subtype = SP_WORD_OF_RECALL;
504 dummy->slaying = op->contr->savebed_map;
505 dummy->stats.hp = op->contr->bed_x;
506 dummy->stats.sp = op->contr->bed_y;
507
508 op->insert (dummy);
509
510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
511
512 return 1;
513 }
514
515 /* cast_wonder
516 * wonder is really just a spell that will likely cast another
517 * spell.
518 */
519 int
520 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
521 {
522 object *newspell;
523
524 if (!rndm (0, 3))
525 return cast_cone (op, caster, dir, spell_ob);
526
527 if (spell_ob->randomitems)
528 {
529 newspell = generate_treasure (spell_ob->randomitems, caster->level);
530 if (!newspell)
531 {
532 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
533 return 0;
534 }
535 if (newspell->type != SPELL)
536 {
537 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
538 return 0;
539 }
540 /* Prevent inifinit recursion */
541 if (newspell->subtype == SP_WONDER)
542 {
543 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
544 return 0;
545 }
546 return cast_spell (op, caster, dir, newspell, NULL);
547 }
548 return 1;
549 }
550
551 int
552 perceive_self (object *op)
553 {
554 const char *cp = describe_item (op, op);
555 archetype *at = archetype::find (shstr_depletion);
556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
565 if (object *god = find_god (determine_god (op)))
566 buf << " - You worship " << &god->name << ".\n";
567 else
568 buf << " - You worship no god.\n";
569
570 object *tmp = present_arch_in_ob (at, op);
571
572 if (*cp == '\0' && !tmp)
573 buf << " - You feel very mundane. ";
574 else
575 {
576 buf << " - You have: " << cp << ".\n";
577
578 if (tmp)
579 for (int i = 0; i < NUM_STATS; i++)
580 if (tmp->stats.stat (i) < 0)
581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
582 }
583
584 if (op->is_dragon ())
585 /* now grab the 'dragon_ability'-force from the player's inventory */
586 for (tmp = op->inv; tmp; tmp = tmp->below)
587 {
588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
589 {
590 if (tmp->stats.exp == 0)
591 buf << " - Your metabolism isn't focused on anything.\n";
592 else
593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
594
595 break;
596 }
597 }
598
599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
600
601 return 1;
602 }
603
604 /* This creates magic walls. Really, it can create most any object,
605 * within some reason.
606 */
607 int
608 magic_wall (object *op, object *caster, int dir, object *spell_ob)
609 {
610 object *tmp;
611 int i, posblocked, negblocked, maxrange;
612 sint16 x, y;
613 maptile *m;
614 const char *name;
615 archetype *at;
616
617 if (!dir)
618 {
619 dir = op->facing;
620 x = op->x;
621 y = op->y;
622 }
623 else
624 {
625 x = op->x + DIRX (dir);
626 y = op->y + DIRY (dir);
627 }
628
629 m = op->map;
630
631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
634 {
635 op->failmsg ("Something is in the way.");
636 return 0;
637 }
638
639 if (spell_ob->other_arch)
640 tmp = spell_ob->other_arch->instance ();
641 else if (spell_ob->race)
642 {
643 char buf1[MAX_BUF];
644
645 sprintf (buf1, spell_ob->race, dir);
646 at = archetype::find (buf1);
647 if (!at)
648 {
649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
651 return 0;
652 }
653
654 tmp = at->instance ();
655 }
656 else
657 {
658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
659 return 0;
660 }
661
662 if (tmp->type == SPELL_EFFECT)
663 {
664 tmp->attacktype = spell_ob->attacktype;
665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
667 tmp->range = 0;
668 }
669 else if (tmp->flag [FLAG_ALIVE])
670 {
671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
672 tmp->stats.maxhp = tmp->stats.hp;
673 }
674
675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
676 {
677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
678 tmp->set_flag (FLAG_IS_USED_UP);
679 }
680
681 if (spell_ob->flag [FLAG_TEAR_DOWN])
682 {
683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
684 tmp->stats.maxhp = tmp->stats.hp;
685 tmp->set_flag (FLAG_TEAR_DOWN);
686 tmp->set_flag (FLAG_ALIVE);
687 }
688
689 /* This can't really hurt - if the object doesn't kill anything,
690 * these fields just won't be used. Do not set the owner for
691 * earthwalls, though, so they survive restarts.
692 */
693 if (tmp->type != EARTHWALL) //TODO
694 tmp->set_owner (op);
695
696 set_spell_skill (op, caster, spell_ob, tmp);
697 tmp->level = casting_level (caster, spell_ob) / 2;
698
699 name = tmp->name;
700 if (!(tmp = m->insert (tmp, x, y, op)))
701 {
702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
703 return 0;
704 }
705
706 /* If this is a spellcasting wall, need to insert the spell object */
707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
709
710 /* This code causes the wall to extend some distance in
711 * each direction, or until an obstruction is encountered.
712 * posblocked and negblocked help determine how far the
713 * created wall can extend, it won't go extend through
714 * blocked spaces.
715 */
716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
717 posblocked = 0;
718 negblocked = 0;
719
720 for (i = 1; i <= maxrange; i++)
721 {
722 int dir2;
723
724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
725
726 x = tmp->x + i * DIRX (dir2);
727 y = tmp->y + i * DIRY (dir2);
728 m = tmp->map;
729
730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
732 {
733 object *tmp2 = tmp->clone ();
734 m->insert (tmp2, x, y, op);
735
736 /* If this is a spellcasting wall, need to insert the spell object */
737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
738 tmp2->insert (tmp2->other_arch->instance ());
739
740 }
741 else
742 posblocked = 1;
743
744 x = tmp->x - i * DIRX (dir2);
745 y = tmp->y - i * DIRY (dir2);
746 m = tmp->map;
747
748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
750 {
751 object *tmp2 = tmp->clone ();
752 m->insert (tmp2, x, y, op);
753
754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 tmp2->insert (tmp2->other_arch->instance ());
756 }
757 else
758 negblocked = 1;
759 }
760
761 if (tmp->flag [FLAG_BLOCKSVIEW])
762 update_all_los (op->map, op->x, op->y);
763
764 return 1;
765 }
766
767 int
768 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
769 {
770 uint32 dist, maxdist;
771 int mflags;
772 maptile *m;
773 sint16 sx, sy;
774
775 if (op->type != PLAYER)
776 return 0;
777
778 if (!dir)
779 {
780 op->failmsg ("In what direction?");
781 return 0;
782 }
783
784 /* Given the new outdoor maps, can't let players dimension door for
785 * ever, so put limits in.
786 */
787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
788
789 if (spellparam)
790 {
791 int count = atoi (spellparam);
792
793 if (count > maxdist)
794 {
795 op->failmsg ("You can't dimension door that far!");
796 return 0;
797 }
798
799 for (dist = 0; dist < count; dist++)
800 {
801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
802
803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
804 break;
805
806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
807 break;
808 }
809
810 if (dist < count)
811 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
813 return 0;
814 }
815
816 /* Remove code that puts player on random space on maps. IMO,
817 * a lot of maps probably have areas the player should not get to,
818 * but may not be marked as NO_MAGIC (as they may be bounded
819 * by such squares). Also, there are probably treasure rooms and
820 * lots of other maps that protect areas with no magic, but the
821 * areas themselves don't contain no magic spaces.
822 */
823 /* This call here is really just to normalize the coordinates */
824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
828 return 1; /* Maybe the penalty should be more severe... */
829 }
830 }
831 else
832 {
833 /* Player didn't specify a distance, so lets see how far
834 * we can move the player. Don't know why this stopped on
835 * spaces that blocked the players view.
836 */
837
838 for (dist = 0; dist < maxdist; dist++)
839 {
840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
841
842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
843 break;
844
845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
846 break;
847
848 }
849
850 /* If the destination is blocked, keep backing up until we
851 * find a place for the player.
852 */
853 for (; dist > 0; dist--)
854 {
855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
857 continue;
858
859
860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864 if (!dist)
865 {
866 op->failmsg ("Your spell failed!\n");
867 return 0;
868 }
869 }
870
871 /* Actually move the player now */
872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
873 return 1;
874
875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
877 return 1;
878 }
879
880 /* cast_heal: Heals something.
881 * op is the caster.
882 * dir is the direction he is casting it in.
883 * spell is the spell object.
884 */
885 int
886 cast_heal (object *op, object *caster, object *spell, int dir)
887 {
888 object *tmp;
889 archetype *at;
890 object *poison;
891 int heal = 0, success = 0;
892
893 tmp = find_target_for_friendly_spell (op, dir);
894
895 if (!tmp)
896 return 0;
897
898 /* Figure out how many hp this spell might cure.
899 * could be zero if this spell heals effects, not damage.
900 */
901 heal = spell->stats.dam;
902 if (spell->stats.hp)
903 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
904
905 if (heal)
906 {
907 if (tmp->stats.hp >= tmp->stats.maxhp)
908 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
909 else
910 {
911 /* See how many points we actually heal. Instead of messages
912 * based on type of spell, we instead do messages based
913 * on amount of damage healed.
914 */
915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
918 tmp->stats.hp += heal;
919
920 if (tmp->stats.hp >= tmp->stats.maxhp)
921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
922 else if (heal > 50)
923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
924 else if (heal > 25)
925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
926 else if (heal > 10)
927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
928 else
929 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
930
931 success = 1;
932 }
933 }
934
935 if (spell->attacktype & AT_DISEASE)
936 if (cure_disease (tmp, op, spell))
937 success = 1;
938
939 if (spell->attacktype & AT_POISON)
940 {
941 at = archetype::find (shstr_poisoning);
942 poison = present_arch_in_ob (at, tmp);
943 if (poison)
944 {
945 success = 1;
946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
947 poison->stats.food = 1;
948 }
949 }
950
951 if (spell->attacktype & AT_CONFUSION)
952 {
953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
954 if (poison)
955 {
956 success = 1;
957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
958 poison->duration = 1;
959 }
960 }
961
962 if (spell->attacktype & AT_BLIND)
963 {
964 at = archetype::find (shstr_blindness);
965 poison = present_arch_in_ob (at, tmp);
966 if (poison)
967 {
968 success = 1;
969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
970 poison->stats.food = 1;
971 }
972 }
973
974 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
975 {
976 tmp->stats.sp += spell->last_sp;
977 if (tmp->stats.sp > tmp->stats.maxsp)
978 tmp->stats.sp = tmp->stats.maxsp;
979 success = 1;
980 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
981 }
982
983 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
984 {
985 tmp->stats.grace += spell->last_grace;
986 if (tmp->stats.grace > tmp->stats.maxgrace)
987 tmp->stats.grace = tmp->stats.maxgrace;
988 success = 1;
989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
990 }
991
992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
993 {
994 tmp->stats.food += spell->stats.food;
995 min_it (tmp->stats.food, MAX_FOOD);
996
997 success = 1;
998 /* We could do something a bit better like the messages for healing above */
999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1000 }
1001
1002 return success;
1003 }
1004
1005 /* This is used for the spells that gain stats. There are no spells
1006 * right now that icnrease wis/int/pow on a temp basis, so no
1007 * good comments for those.
1008 */
1009 static const char *const no_gain_msgs[NUM_STATS] = {
1010 "You grow no stronger.",
1011 "You grow no more agile.",
1012 "You don't feel any healthier.",
1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1016 "You are no easier to look at.",
1017 };
1018
1019 int
1020 change_ability_duration (object *spell, object *caster)
1021 {
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023 }
1024
1025 int
1026 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1027 {
1028 object *force = 0;
1029 int i;
1030
1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1032 object *tmp = dir
1033 ? find_target_for_friendly_spell (op, dir)
1034 : op;
1035
1036 if (!tmp)
1037 return 0;
1038
1039 /* If we've already got a force of this type, don't add a new one. */
1040 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1041 {
1042 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1043 {
1044 if (tmp2->name == spell_ob->name)
1045 {
1046 force = tmp2; /* the old effect will be "refreshed" */
1047 break;
1048 }
1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1050 {
1051 if (!silent)
1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1055 return 0;
1056 }
1057 }
1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1062 if (force)
1063 {
1064 if (duration > force->duration)
1065 {
1066 force->duration = duration;
1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1068 }
1069 else
1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1071
1072 return 1;
1073 }
1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1090 force->speed = 1.0;
1091 force->speed_left = -1.0;
1092 force->set_flag (FLAG_APPLIED);
1093
1094 /* Now start processing the effects. First, protections */
1095 for (i = 0; i < NROFATTACKS; i++)
1096 if (spell_ob->resist[i])
1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1098
1099 if (spell_ob->stats.hp)
1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1101
1102 if (tmp->type == PLAYER)
1103 {
1104 /* Stat adjustment spells */
1105 for (i = 0; i < NUM_STATS; i++)
1106 {
1107 if (sint8 stat = spell_ob->stats.stat (i))
1108 {
1109 sint8 sm = 0;
1110 for (sint8 k = 0; k < stat; k++)
1111 sm += rndm (1, 3);
1112
1113 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1114 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1115
1116 force->stats.stat (i) = sm;
1117
1118 if (!sm)
1119 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1120 }
1121 }
1122 }
1123
1124 force->move_type = spell_ob->move_type;
1125
1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1127 force->set_flag (FLAG_SEE_IN_DARK);
1128
1129 if (spell_ob->flag [FLAG_XRAYS])
1130 force->set_flag (FLAG_XRAYS);
1131
1132 /* Haste/bonus speed */
1133 if (spell_ob->stats.exp)
1134 {
1135 if (op->speed > 0.5f)
1136 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1137 else
1138 force->stats.exp = spell_ob->stats.exp;
1139 }
1140
1141 force->stats.wc = spell_ob->stats.wc;
1142 force->stats.ac = spell_ob->stats.ac;
1143 force->attacktype = spell_ob->attacktype;
1144
1145 insert_ob_in_ob (force, tmp);
1146 change_abil (tmp, force); /* Mostly to display any messages */
1147 tmp->update_stats ();
1148
1149 return 1;
1150 }
1151
1152 /* This used to be part of cast_change_ability, but it really didn't make
1153 * a lot of sense, since most of the values it derives are from the god
1154 * of the caster.
1155 */
1156 int
1157 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1158 {
1159 int i;
1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1161
1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1163 if (dir != 0)
1164 {
1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1169 }
1170 else
1171 tmp = op;
1172
1173 /* If we've already got a force of this type, don't add a new one. */
1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1175 {
1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1177 {
1178 if (tmp2->name == spell_ob->name)
1179 {
1180 force = tmp2; /* the old effect will be "refreshed" */
1181 break;
1182 }
1183 else if (spell_ob->race && spell_ob->race == tmp2->name)
1184 {
1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1186 return 0;
1187 }
1188 }
1189 }
1190
1191 if (force == NULL)
1192 {
1193 force = archetype::get (FORCE_NAME);
1194 force->subtype = FORCE_CHANGE_ABILITY;
1195 if (spell_ob->race)
1196 force->name = spell_ob->race;
1197 else
1198 force->name = spell_ob->name;
1199 force->name_pl = spell_ob->name;
1200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1201 }
1202 else
1203 {
1204 int duration;
1205
1206 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1207 if (duration > force->duration)
1208 {
1209 force->duration = duration;
1210 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1211 }
1212 else
1213 {
1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1215 }
1216 return 0;
1217 }
1218
1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 force->speed = 1.0;
1221 force->speed_left = -1.0;
1222 force->set_flag (FLAG_APPLIED);
1223
1224 if (!god)
1225 {
1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1227 }
1228 else
1229 {
1230 /* Only give out good benefits, and put a max on it */
1231 for (i = 0; i < NROFATTACKS; i++)
1232 if (god->resist[i] > 0)
1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1234
1235 force->path_attuned |= god->path_attuned;
1236
1237 if (spell_ob->attacktype)
1238 force->slaying = god->slaying;
1239
1240 if (tmp != op)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1243 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1244 }
1245 else
1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1248 }
1249
1250 }
1251 force->stats.wc = spell_ob->stats.wc;
1252 force->stats.ac = spell_ob->stats.ac;
1253
1254 change_abil (tmp, force); /* Mostly to display any messages */
1255 insert_ob_in_ob (force, tmp);
1256 tmp->update_stats ();
1257 return 1;
1258 }
1259
1260 /* Alchemy code by Mark Wedel
1261 *
1262 * This code adds a new spell, called alchemy. Alchemy will turn
1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1264 *
1265 * The value of the gold nuggets being about 90% of that of the item
1266 * itself. It uses the value of the object before charisma adjustments,
1267 * because the nuggets themselves will be will be adjusted by charisma
1268 * when sold.
1269 *
1270 * There is also a chance (1:30) that you will get nothing at all
1271 * for the object. There is also a maximum weight that will be
1272 * alchemised.
1273 */
1274 static void
1275 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1276 {
1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1278
1279 /* Give third price when we alchemy money (this should hopefully
1280 * make it so that it isn't worth it to alchemy money, sell
1281 * the nuggets, alchemy the gold from that, etc.
1282 * Otherwise, give 9 silver on the gold for other objects,
1283 * so that it would still be more affordable to haul
1284 * the stuff back to town.
1285 */
1286 if (obj->flag [FLAG_UNPAID])
1287 value = 0;
1288 else if (obj->type == MONEY || obj->type == GEM)
1289 value /= 3;
1290 else
1291 value = value * 9 / 10;
1292
1293 if (obj->value > 0 && rndm (0, 29))
1294 total_value += value;
1295
1296 total_weight += obj->total_weight ();
1297
1298 obj->destroy ();
1299 }
1300
1301 int
1302 alchemy (object *op, object *caster, object *spell_ob)
1303 {
1304 if (op->type != PLAYER)
1305 return 0;
1306
1307 archetype *nugget[3];
1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1312
1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1314 * some, and also prevents people from alchemising every table/chair/clock
1315 * in sight
1316 */
1317 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1318 int weight_max = duration * 1000;
1319 uint64 value_max = duration * 1000;
1320
1321 int weight = 0;
1322
1323 for (int y = op->y - 1; y <= op->y + 1; y++)
1324 {
1325 for (int x = op->x - 1; x <= op->x + 1; x++)
1326 {
1327 uint64 value = 0;
1328
1329 sint16 nx = x;
1330 sint16 ny = y;
1331
1332 maptile *mp = op->map;
1333
1334 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1335
1336 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1337 continue;
1338
1339 /* Treat alchemy a little differently - most spell effects
1340 * use fly as the movement type - for alchemy, consider it
1341 * ground level effect.
1342 */
1343 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1344 continue;
1345
1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1347 {
1348 next = tmp->above;
1349
1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1352 {
1353 if (tmp->inv)
1354 {
1355 object *next1, *tmp1;
1356
1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1358 {
1359 next1 = tmp1->below;
1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1362 alchemy_object (tmp1, value, weight);
1363 }
1364 }
1365
1366 alchemy_object (tmp, value, weight);
1367
1368 if (weight > weight_max)
1369 break;
1370 }
1371 }
1372
1373 value -= rndm (value >> 4);
1374 value = min (value, value_max);
1375
1376 for (int i = 0; i < ecb_array_length (nugget); ++i)
1377 if (int nrof = value / nugget [i]->value)
1378 {
1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1385 }
1386
1387 if (weight > weight_max)
1388 goto bailout;
1389 }
1390 }
1391
1392 bailout:
1393 return 1;
1394 }
1395
1396 /* This function removes the cursed/damned status on equipped
1397 * items.
1398 */
1399 int
1400 remove_curse (object *op, object *caster, object *spell)
1401 {
1402 int success = 0, was_one = 0;
1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1411 if (!tmp->invisible && tmp->flag [typeflag])
1412 {
1413 ++was_one;
1414
1415 if (tmp->level <= casting_level (caster, spell))
1416 {
1417 ++success;
1418 --num_uncurse;
1419
1420 tmp->clr_flag (typeflag);
1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1423 tmp->value = 0; /* Still can't sell it */
1424
1425 if (object *pl = tmp->visible_to ())
1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1427 }
1428 }
1429
1430 if (op->type == PLAYER)
1431 {
1432 if (success)
1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1434 else
1435 {
1436 if (was_one)
1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1438 else
1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1440 }
1441 }
1442
1443 return success;
1444 }
1445
1446 /* Identifies objects in the players inventory/on the ground */
1447 int
1448 cast_identify (object *op, object *caster, object *spell)
1449 {
1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1451
1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1453
1454 op->splay_marked ();
1455
1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1457 {
1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1459 {
1460 identify (tmp);
1461
1462 if (op->type == PLAYER)
1463 {
1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1465
1466 if (tmp->msg)
1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1468 }
1469
1470 if (!--num_ident)
1471 break;
1472 }
1473 }
1474
1475 /* If all the power of the spell has been used up, don't go and identify
1476 * stuff on the floor. Only identify stuff on the floor if the spell
1477 * was not fully used.
1478 */
1479 if (num_ident)
1480 {
1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1483 {
1484 identify (tmp);
1485
1486 if (object *pl = tmp->visible_to ())
1487 {
1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1489
1490 if (tmp->msg)
1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1492 }
1493
1494 if (!--num_ident)
1495 break;
1496 }
1497 }
1498
1499 if (buf.empty ())
1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1509 spell_effect (spell, op->x, op->y, op->map, op);
1510 return 1;
1511 }
1512 }
1513
1514 int
1515 cast_detection (object *op, object *caster, object *spell, object *skill)
1516 {
1517 object *tmp, *last, *god, *detect;
1518 int done_one, range, floor, level;
1519 sint16 x, y, nx, ny;
1520 maptile *m;
1521
1522 /* We precompute some values here so that we don't have to keep
1523 * doing it over and over again.
1524 */
1525 god = find_god (determine_god (op));
1526 level = casting_level (caster, spell);
1527 range = spell->range + SP_level_range_adjust (caster, spell);
1528
1529 if (!skill)
1530 skill = caster;
1531
1532 dynbuf buf;
1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1534 {
1535 /* For most of the detections, we only detect objects above the
1536 * floor. But this is not true for show invisible.
1537 * Basically, we just go and find the top object and work
1538 * down - that is easier than working up.
1539 */
1540
1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1542 last = tmp;
1543
1544 /* Shouldn't happen, but if there are no objects on a space, this
1545 * would happen.
1546 */
1547 if (!last)
1548 continue;
1549
1550 done_one = 0;
1551 floor = 0;
1552 detect = 0;
1553 for (tmp = last; tmp; tmp = tmp->below)
1554 {
1555 /* show invisible */
1556 if (spell->flag [FLAG_MAKE_INVIS]
1557 /* Might there be other objects that we can make visible? */
1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1560 || tmp->type == T_HANDLE
1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1567 || tmp->type == LOCKED_DOOR
1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1571 || tmp->type == TRIGGER_PEDESTAL
1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1580 {
1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1663 done_one = 1;
1664 }
1665 }
1666 } /* for stack of objects on this space */
1667
1668 /* Code here puts an effect of the spell on the space, so you can see
1669 * where the magic is.
1670 */
1671 if (done_one)
1672 {
1673 object *detect_ob = spell->other_arch->instance ();
1674
1675 /* if this is set, we want to copy the face */
1676 if (done_one == 2 && detect)
1677 {
1678 detect_ob->face = detect->face;
1679 detect_ob->animation_id = detect->animation_id;
1680 detect_ob->anim_speed = detect->anim_speed;
1681 detect_ob->last_anim = 0;
1682 /* by default, the detect_ob is already animated */
1683 if (!detect->flag [FLAG_ANIMATE])
1684 detect_ob->clr_flag (FLAG_ANIMATE);
1685 }
1686
1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1688 }
1689 } /* for processing the surrounding spaces */
1690
1691
1692 /* Now process objects in the players inventory if detect curse or magic */
1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1694 {
1695 done_one = 0;
1696
1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1698 {
1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1700 {
1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1702 {
1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1704
1705 if (object *pl = tmp->visible_to ())
1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1707 }
1708
1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1711 {
1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1713
1714 if (object *pl = tmp->visible_to ())
1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1716 }
1717 } /* if item is not identified */
1718 } /* for the players inventory */
1719 } /* if detect magic/curse and object is a player */
1720
1721 return 1;
1722 }
1723
1724
1725 /**
1726 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1727 * level whos spell did cause the overcharge.
1728 */
1729 static void
1730 charge_mana_effect (object *victim, int caster_level)
1731 {
1732
1733 /* Prevent explosions for objects without mana. Without this check, doors
1734 * will explode, too.
1735 */
1736 if (victim->stats.maxsp <= 0)
1737 return;
1738
1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1740
1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1742 {
1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1746 }
1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1752 {
1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1754 confuse_player (victim, victim, 99);
1755 }
1756 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1757 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1758 }
1759
1760 /* cast_transfer
1761 * This spell transfers sp from the player to another person.
1762 * We let the target go above their normal maximum SP.
1763 */
1764
1765 int
1766 cast_transfer (object *op, object *caster, object *spell, int dir)
1767 {
1768 object *plyr = NULL;
1769 sint16 x, y;
1770 maptile *m;
1771 int mflags;
1772
1773 m = op->map;
1774 x = op->x + DIRX (dir);
1775 y = op->y + DIRY (dir);
1776
1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1778
1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1780 {
1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1783 break;
1784 }
1785
1786
1787 /* If we did not find a player in the specified direction, transfer
1788 * to anyone on top of us. This is used for the rune of transference mostly.
1789 */
1790 if (plyr == NULL)
1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1793 break;
1794
1795 if (!plyr)
1796 {
1797 op->failmsg ("There is no one there.");
1798 return 0;
1799 }
1800 /* give sp */
1801 if (spell->stats.dam > 0)
1802 {
1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1804 charge_mana_effect (plyr, casting_level (caster, spell));
1805 return 1;
1806 }
1807 /* suck sp away. Can't suck sp from yourself */
1808 else if (op != plyr)
1809 {
1810 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1811
1812 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1813
1814 if (rate > 95)
1815 rate = 95;
1816
1817 sucked = (plyr->stats.sp * rate) / 100;
1818 plyr->stats.sp -= sucked;
1819 if (op->flag [FLAG_ALIVE])
1820 {
1821 /* Player doesn't get full credit */
1822 sucked = (sucked * rate) / 100;
1823 op->stats.sp += sucked;
1824 if (sucked > 0)
1825 {
1826 charge_mana_effect (op, casting_level (caster, spell));
1827 }
1828 }
1829 return 1;
1830 }
1831 return 0;
1832 }
1833
1834
1835 /* counterspell: nullifies spell effects.
1836 * op is the counterspell object, dir is the direction
1837 * it was cast in.
1838 * Basically, if the object has a magic attacktype,
1839 * this may nullify it.
1840 */
1841 void
1842 counterspell (object *op, int dir)
1843 {
1844 object *tmp, *head, *next;
1845 int mflags;
1846 maptile *m;
1847 sint16 sx, sy;
1848
1849 sx = op->x + DIRX (dir);
1850 sy = op->y + DIRY (dir);
1851 m = op->map;
1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1853 if (mflags & P_OUT_OF_MAP)
1854 return;
1855
1856 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1857 {
1858 next = tmp->above;
1859
1860 /* Need to look at the head object - otherwise, if tmp
1861 * points to a monster, we don't have all the necessary
1862 * info for it.
1863 */
1864 if (tmp->head)
1865 head = tmp->head;
1866 else
1867 head = tmp;
1868
1869 /* don't attack our own spells */
1870 if (tmp->owner && tmp->owner == op->owner)
1871 continue;
1872
1873 /* Basically, if the object is magical and not counterspell,
1874 * we will more or less remove the object. Don't counterspell
1875 * monsters either.
1876 */
1877
1878 if (head->attacktype & AT_MAGIC
1879 && !(head->attacktype & AT_COUNTERSPELL)
1880 && !head->flag [FLAG_MONSTER]
1881 && (op->level > head->level))
1882 head->destroy ();
1883 else
1884 switch (head->type)
1885 {
1886 case SPELL_EFFECT:
1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1888 // about sanctuary in spell_util.C
1889 if (tmp->flag [FLAG_IS_FLOOR])
1890 continue;
1891
1892 if (op->level > head->level)
1893 head->destroy ();
1894
1895 break;
1896
1897 /* I really don't get this rune code that much - that
1898 * random chance seems really low.
1899 */
1900 case RUNE:
1901 if (rndm (0, 149) == 0)
1902 {
1903 head->stats.hp--; /* weaken the rune */
1904 if (!head->stats.hp)
1905 head->destroy ();
1906 }
1907 break;
1908 }
1909 }
1910 }
1911
1912 /* cast_consecrate() - a spell to make an altar your god's */
1913 int
1914 cast_consecrate (object *op, object *caster, object *spell)
1915 {
1916 char buf[MAX_BUF];
1917
1918 object *tmp, *god = find_god (determine_god (op));
1919
1920 if (!god)
1921 {
1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1923 return 0;
1924 }
1925
1926 for (tmp = op->below; tmp; tmp = tmp->below)
1927 {
1928 if (tmp->flag [FLAG_IS_FLOOR])
1929 break;
1930 if (tmp->type == HOLY_ALTAR)
1931 {
1932
1933 if (tmp->level > casting_level (caster, spell))
1934 {
1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1936 return 0;
1937 }
1938 else
1939 {
1940 /* If we got here, we are consecrating an altar */
1941 sprintf (buf, "Altar of %s", &god->name);
1942 tmp->name = buf;
1943 tmp->level = casting_level (caster, spell);
1944 tmp->other_arch = god->arch;
1945
1946 if (op->type == PLAYER)
1947 esrv_update_item (UPD_NAME, op, tmp);
1948
1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1950 return 1;
1951 }
1952 }
1953 }
1954
1955 op->failmsg ("You are not standing over an altar!");
1956 return 0;
1957 }
1958
1959 /* animate_weapon -
1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1961 * The golem is based on the archetype specified, modified by the caster's level
1962 * and the attributes of the weapon. The weapon is inserted in the golem's
1963 * inventory so that it falls to the ground when the golem dies.
1964 * This code was very odd - code early on would only let players use the spell,
1965 * yet the code wass full of player checks. I've presumed that the code
1966 * that only let players use it was correct, and removed all the other
1967 * player checks. MSW 2003-01-06
1968 */
1969 int
1970 animate_weapon (object *op, object *caster, object *spell, int dir)
1971 {
1972 char buf[MAX_BUF];
1973 int a, i;
1974 sint16 x, y;
1975 maptile *m;
1976
1977 if (!spell->other_arch)
1978 {
1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1981 return 0;
1982 }
1983 /* exit if it's not a player using this spell. */
1984 if (op->type != PLAYER)
1985 return 0;
1986
1987 /* if player already has a golem, abort */
1988 if (object *golem = op->contr->golem)
1989 {
1990 control_golem (golem, dir);
1991 return 0;
1992 }
1993
1994 /* if no direction specified, pick one */
1995 if (!dir)
1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1997
1998 m = op->map;
1999 x = op->x + DIRX (dir);
2000 y = op->y + DIRY (dir);
2001
2002 /* if there's no place to put the golem, abort */
2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2005 {
2006 op->failmsg ("There is something in the way.");
2007 return 0;
2008 }
2009
2010 /* Use the weapon marked by the player. */
2011 object *weapon = op->mark ();
2012
2013 if (!weapon)
2014 {
2015 op->failmsg ("You must mark a weapon to use with this spell!");
2016 return 0;
2017 }
2018
2019 if (spell->race && weapon->arch->archname != spell->race)
2020 {
2021 op->failmsg ("The spell fails to transform your weapon.");
2022 return 0;
2023 }
2024
2025 if (weapon->type != WEAPON)
2026 {
2027 op->failmsg ("You need to wield a weapon to animate it.");
2028 return 0;
2029 }
2030
2031 if (weapon->flag [FLAG_APPLIED])
2032 {
2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2034 return 0;
2035 }
2036
2037 weapon = weapon->split ();
2038
2039 /* create the golem object */
2040 object *tmp = spell->other_arch->instance ();
2041
2042 /* if animated by a player, give the player control of the golem */
2043 tmp->clr_flag (FLAG_MONSTER);
2044 tmp->stats.exp = 0;
2045 add_friendly_object (tmp);
2046 tmp->type = GOLEM;
2047 tmp->set_owner (op);
2048 op->contr->golem = tmp;
2049 set_spell_skill (op, caster, spell, tmp);
2050
2051 /* Give the weapon to the golem now. A bit of a hack to check the
2052 * removed flag - it should only be set if weapon->split was
2053 * used above.
2054 */
2055 if (!weapon->flag [FLAG_REMOVED])
2056 weapon->remove ();
2057
2058 tmp->insert (weapon);
2059
2060 /* To do everything necessary to let a golem use the weapon is a pain,
2061 * so instead, just set it as equipped (otherwise, we need to update
2062 * body_info, skills, etc)
2063 */
2064 tmp->set_flag (FLAG_USE_WEAPON);
2065 weapon->set_flag (FLAG_APPLIED);
2066 tmp->update_stats ();
2067
2068 /* There used to be 'odd' code that basically seemed to take the absolute
2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2070 * if you're using a crappy weapon, it shouldn't be as good.
2071 */
2072
2073 /* modify weapon's animated wc */
2074 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2075 if (tmp->stats.wc < -127)
2076 tmp->stats.wc = -127;
2077
2078 /* Modify hit points for weapon */
2079 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2080 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2081 if (tmp->stats.maxhp < 0)
2082 tmp->stats.maxhp = 10;
2083 tmp->stats.hp = tmp->stats.maxhp;
2084
2085 /* Modify weapon's damage */
2086 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2087 if (tmp->stats.dam < 0)
2088 tmp->stats.dam = 127;
2089
2090
2091 /* attacktype */
2092 if (!tmp->attacktype)
2093 tmp->attacktype = AT_PHYSICAL;
2094
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2097
2098 a = op->material->save[0];
2099
2100 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100;
2104 tmp->resist[ATNR_PARALYZE] = 100;
2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2106 tmp->resist[ATNR_FEAR] = 100;
2107 tmp->resist[ATNR_DEPLETE] = 100;
2108 tmp->resist[ATNR_DEATH] = 100;
2109 tmp->resist[ATNR_BLIND] = 100;
2110
2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2112
2113 if (a > 14)
2114 a = 14;
2115
2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2117
2118 /* Determine golem's speed */
2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2120
2121 if (!spell->race)
2122 {
2123 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf;
2125
2126 tmp->face = weapon->face;
2127 tmp->animation_id = weapon->animation_id;
2128 tmp->anim_speed = weapon->anim_speed;
2129 tmp->last_anim = weapon->last_anim;
2130 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 }
2133
2134 /* make experience increase in proportion to the strength of the summoned creature. */
2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2136
2137 tmp->speed_left = -1;
2138 tmp->direction = dir;
2139
2140 m->insert (tmp, x, y, op);
2141 return 1;
2142 }
2143
2144 /* cast_daylight() - changes the map darkness level *lower* */
2145
2146 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map.
2148 */
2149 int
2150 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2151 {
2152 int success;
2153
2154 if (!op->map)
2155 return 0; /* shouldnt happen */
2156
2157 success = op->map->change_map_light (spell->stats.dam);
2158
2159 if (!success)
2160 {
2161 if (spell->stats.dam < 0)
2162 op->failmsg ("It can be no brighter here.");
2163 else
2164 op->failmsg ("It can be no darker here.");
2165 }
2166
2167 return success;
2168 }
2169
2170 /* create an aura spell object and put it in the player's inventory.
2171 * as usual, op is player, caster is the object casting the spell,
2172 * spell is the spell object itself.
2173 */
2174 int
2175 create_aura (object *op, object *caster, object *spell)
2176 {
2177 int refresh = 0;
2178 object *new_aura;
2179
2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura)
2182 refresh = 1;
2183 else
2184 new_aura = spell->other_arch->instance ();
2185
2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2187
2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189
2190 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype;
2192
2193 new_aura->level = casting_level (caster, spell);
2194
2195 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2203 return 1;
2204 }
2205
2206 /* move aura function. An aura is a part of someone's inventory,
2207 * which he carries with him, but which acts on the map immediately
2208 * around him.
2209 * Aura parameters:
2210 * duration: duration counter.
2211 * attacktype: aura's attacktype
2212 * other_arch: archetype to drop where we attack
2213 */
2214 void
2215 move_aura (object *aura)
2216 {
2217 /* auras belong in inventories */
2218 object *env = aura->env;
2219 object *owner = aura->owner;
2220
2221 /* no matter what we've gotta remove the aura...
2222 * we'll put it back if its time isn't up.
2223 */
2224 aura->remove ();
2225
2226 /* exit if we're out of gas */
2227 if (aura->duration-- < 0)
2228 {
2229 aura->destroy ();
2230 return;
2231 }
2232
2233 /* auras only exist in inventories */
2234 if (!env || !env->map)
2235 {
2236 aura->destroy ();
2237 return;
2238 }
2239
2240 /* we need to jump out of the inventory for a bit
2241 * in order to hit the map conveniently.
2242 */
2243 aura->insert_at (env, aura);
2244
2245 for (int i = 1; i < 9; i++)
2246 {
2247 mapxy pos (env);
2248 pos.move (i);
2249
2250 /* Consider the movement type of the person with the aura as
2251 * movement type of the aura. Eg, if the player is flying, the aura
2252 * is flying also, if player is walking, it is on the ground, etc.
2253 */
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 {
2256 hit_map (aura, i, aura->attacktype, 0);
2257
2258 if (aura->other_arch)
2259 pos.insert (aura->other_arch->instance (), aura);
2260 }
2261 }
2262
2263 /* put the aura back in the player's inventory */
2264 env->insert (aura);
2265 aura->set_owner (owner);
2266 }
2267
2268 /* moves the peacemaker spell.
2269 * op is the piece object.
2270 */
2271 void
2272 move_peacemaker (object *op)
2273 {
2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275 {
2276 int atk_lev, def_lev;
2277 object *victim = tmp->head_ ();
2278
2279 if (!victim->flag [FLAG_MONSTER])
2280 continue;
2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2283 continue;
2284
2285 if (victim->stats.exp == 0)
2286 continue;
2287
2288 def_lev = max (1, victim->level);
2289 atk_lev = max (1, op->level);
2290
2291 if (rndm (0, atk_lev - 1) > def_lev)
2292 {
2293 /* make this sucker peaceful. */
2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2297 victim->stats.exp = 0;
2298 #if 0
2299 /* No idea why these were all set to zero - if something
2300 * makes this creature agressive, he should still do damage.
2301 */
2302 victim->stats.dam = 0;
2303 victim->stats.sp = 0;
2304 victim->stats.grace = 0;
2305 victim->stats.Pow = 0;
2306 #endif
2307 victim->attack_movement = RANDO2;
2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2309 victim->set_flag (FLAG_RUN_AWAY);
2310 victim->set_flag (FLAG_RANDOM_MOVE);
2311 victim->clr_flag (FLAG_MONSTER);
2312
2313 if (victim->name)
2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2315 }
2316 }
2317 }
2318
2319 /* This writes a rune that contains the appropriate message.
2320 * There really isn't any adjustments we make.
2321 */
2322 int
2323 write_mark (object *op, object *spell, const char *msg)
2324 {
2325 if (!msg || msg[0] == 0)
2326 {
2327 op->failmsg ("Write what?");
2328 return 0;
2329 }
2330
2331 if (!msg_is_safe (msg))
2332 {
2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2335 return 0;
2336 }
2337
2338 if (!spell->other_arch)
2339 return 0;
2340
2341 object *tmp = spell->other_arch->instance ();
2342
2343 tmp->race = op->name; /*Save the owner of the rune */
2344 tmp->msg = msg;
2345
2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2348 return 1;
2349 }
2350