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Revision: 1.56
Committed: Mon Jun 4 12:19:09 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.55: +2 -2 lines
Log Message:
rename arch->name to arch->archname for preparation of subclassing object

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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 == NULL || 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 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy ();
78 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2;
88
89 tmp->insert_at (op);
90 return 1;
91 }
92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level;
97 else
98 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0;
101 }
102
103 if (!ncharges)
104 ncharges = 1;
105
106 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
111 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed);
113 }
114
115 return 1;
116 }
117
118 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
120 * arrows.
121 * Sets the plus based on the casters level. It is also settable with the
122 * invoke command. If the caster attempts to create missiles with too
123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc...
127 */
128
129 int
130 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131 {
132 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name;
134 object *tmp, *missile;
135
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race;
141
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143
144 if (archetype::find (missile_name) == NULL)
145 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0;
148 }
149
150 missile = get_archetype (missile_name);
151
152 if (stringarg)
153 {
154 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg))
156 {
157 artifact *al = find_artifactlist (missile->type)->items;
158
159 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg))
161 break;
162
163 if (!al)
164 {
165 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
167 return 0;
168 }
169
170 if (al->item->slaying)
171 {
172 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
174 return 0;
175 }
176
177 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type.
181 */
182 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0;
184 }
185 else if (atoi (stringarg) < missile_plus)
186 missile_plus = atoi (stringarg);
187 }
188
189 if (missile_plus > 4)
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
197 if (missile->nrof < 1)
198 missile->nrof = 1;
199
200 missile->magic = missile_plus;
201 /* Can't get any money for these objects */
202 missile->value = 0;
203
204 SET_FLAG (missile, FLAG_IDENTIFIED);
205
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
207 pick_up (op, missile);
208
209 return 1;
210 }
211
212
213 /* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215 int
216 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
217 {
218 int food_value;
219 archetype *at = NULL;
220 object *new_op;
221
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
223
224 if (stringarg)
225 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value)
230 stringarg = NULL;
231 }
232
233 if (!stringarg)
234 {
235 archetype *at_tmp;
236
237 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this
239 * function, and addition of new food types is automatically added.
240 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor.
242 */
243
244 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
249 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead.
252 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
254 at = at_tmp;
255 }
256 }
257 }
258 /* Pretty unlikely (there are some very low food items), but you never
259 * know
260 */
261 if (!at)
262 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0;
265 }
266
267 food_value /= at->clone.stats.food;
268 new_op = arch_to_object (at);
269 new_op->nrof = food_value;
270
271 new_op->value = 0;
272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
274
275 cast_create_obj (op, caster, new_op, dir);
276 return 1;
277 }
278
279 int
280 probe (object *op, object *caster, object *spell_ob, int dir)
281 {
282 int r, mflags, maxrange;
283 object *tmp;
284 maptile *m;
285
286
287 if (!dir)
288 {
289 examine_monster (op, op);
290 return 1;
291 }
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++)
294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296
297 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299
300 if (mflags & P_OUT_OF_MAP)
301 break;
302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0;
307 }
308 if (mflags & P_IS_ALIVE)
309 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; 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 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1;
323 }
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
337 if (!pl->invisible)
338 return 0;
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 return 1;
347 }
348 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1;
351 /* No race, can't be invisible to it */
352 if (!mon->race)
353 return 0;
354 if (strstr (mon->race, pl->contr->invis_race))
355 return 1;
356 /* Nothing matched above, return 0 */
357 return 0;
358 }
359 else
360 {
361 /* monsters are invisible to everything */
362 return 1;
363 }
364 }
365
366 /* Makes the player or character invisible.
367 * Note the spells to 'stack', but perhaps in odd ways.
368 * the duration for all is cumulative.
369 * In terms of invis undead/normal invis, it is the last one cast that
370 * will determine if you are invisible to undead or normal monsters.
371 * For improved invis, if you cast it with a one of the others, you
372 * lose the improved part of it, and the above statement about undead/
373 * normal applies.
374 */
375 int
376 cast_invisible (object *op, object *caster, object *spell_ob)
377 {
378 if (op->invisible > 1000)
379 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0;
382 }
383
384 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two.
386 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
388 /* max duration */
389 if (op->invisible > 1000)
390 op->invisible = 1000;
391
392 if (op->type == PLAYER)
393 {
394 op->contr->invis_race = spell_ob->race;
395
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
397 op->contr->tmp_invis = 0;
398 else
399 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 }
403
404 if (makes_invisible_to (op, op))
405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
406 else
407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
408
409 update_object (op, UP_OBJ_CHANGE);
410
411 /* Only search the active objects - only these should actually do
412 * harm to the player.
413 */
414 for_all_actives (tmp)
415 if (tmp->enemy == op)
416 tmp->enemy = 0;
417
418 return 1;
419 }
420
421 /* earth to dust spell. Basically destroys earthwalls in the area.
422 */
423 int
424 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425 {
426 object *tmp, *next;
427 int range, i, j, mflags;
428 sint16 sx, sy;
429 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435
436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++)
438 {
439 sx = op->x + i;
440 sy = op->y + j;
441 m = op->map;
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443
444 if (mflags & P_OUT_OF_MAP)
445 continue;
446
447 // earth to dust tears down everything that can be teared down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
449 {
450 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 }
454 }
455
456 return 1;
457 }
458
459 void
460 execute_word_of_recall (object *op)
461 {
462 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473
474 op->destroy ();
475 }
476
477 /* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a
479 * time delay effect.
480 */
481 int
482 cast_word_of_recall (object *op, object *caster, object *spell_ob)
483 {
484 object *dummy;
485 int time;
486
487 if (op->type != PLAYER)
488 return 0;
489
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1;
494 }
495
496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
505 if (time < 1)
506 time = 1;
507
508 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something.
511 */
512 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL;
516
517 /* If we could take advantage of enter_player_savebed() here, it would be
518 * nice, but until the map load fails, we can't.
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523
524 op->insert (dummy);
525
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
528 return 1;
529 }
530
531 /* cast_wonder
532 * wonder is really just a spell that will likely cast another
533 * spell.
534 */
535 int
536 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537 {
538 object *newspell;
539
540 if (!rndm (0, 3))
541 return cast_cone (op, caster, dir, spell_ob);
542
543 if (spell_ob->randomitems)
544 {
545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
546 if (!newspell)
547 {
548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
549 return 0;
550 }
551 if (newspell->type != SPELL)
552 {
553 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
554 return 0;
555 }
556 /* Prevent inifinit recursion */
557 if (newspell->subtype == SP_WONDER)
558 {
559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
560 return 0;
561 }
562 return cast_spell (op, caster, dir, newspell, NULL);
563 }
564 return 1;
565 }
566
567 int
568 perceive_self (object *op)
569 {
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575
576 tmp = find_god (determine_god (op));
577 if (tmp)
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
581
582 tmp = present_arch_in_ob (at, op);
583
584 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
586 else
587 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
591 if (tmp)
592 for (i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
595 }
596
597 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
601 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
603 {
604 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything.");
606 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
608
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break;
611 }
612 }
613 }
614
615 return 1;
616 }
617
618 /* This creates magic walls. Really, it can create most any object,
619 * within some reason.
620 */
621 int
622 magic_wall (object *op, object *caster, int dir, object *spell_ob)
623 {
624 object *tmp;
625 int i, posblocked, negblocked, maxrange;
626 sint16 x, y;
627 maptile *m;
628 const char *name;
629 archetype *at;
630
631 if (!dir)
632 {
633 dir = op->facing;
634 x = op->x;
635 y = op->y;
636 }
637 else
638 {
639 x = op->x + freearr_x[dir];
640 y = op->y + freearr_y[dir];
641 }
642
643 m = op->map;
644
645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648 {
649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
650 return 0;
651 }
652
653 if (spell_ob->other_arch)
654 tmp = arch_to_object (spell_ob->other_arch);
655 else if (spell_ob->race)
656 {
657 char buf1[MAX_BUF];
658
659 sprintf (buf1, spell_ob->race, dir);
660 at = archetype::find (buf1);
661 if (!at)
662 {
663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665 return 0;
666 }
667
668 tmp = arch_to_object (at);
669 }
670 else
671 {
672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673 return 0;
674 }
675
676 if (tmp->type == SPELL_EFFECT)
677 {
678 tmp->attacktype = spell_ob->attacktype;
679 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
680 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681 tmp->range = 0;
682 }
683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
684 {
685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686 tmp->stats.maxhp = tmp->stats.hp;
687 }
688
689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
690 {
691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692 SET_FLAG (tmp, FLAG_IS_USED_UP);
693 }
694
695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
696 {
697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698 tmp->stats.maxhp = tmp->stats.hp;
699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
700 SET_FLAG (tmp, FLAG_ALIVE);
701 }
702
703 /* This can't really hurt - if the object doesn't kill anything,
704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
706 */
707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
710 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2;
712
713 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op)))
715 {
716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
717 return 0;
718 }
719
720 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723
724 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the
727 * created wall can extend, it won't go extend through
728 * blocked spaces.
729 */
730 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
731 posblocked = 0;
732 negblocked = 0;
733
734 for (i = 1; i <= maxrange; i++)
735 {
736 int dir2;
737
738 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
739
740 x = tmp->x + i * freearr_x[dir2];
741 y = tmp->y + i * freearr_y[dir2];
742 m = tmp->map;
743
744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
746 {
747 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op);
749
750 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch));
753
754 }
755 else
756 posblocked = 1;
757
758 x = tmp->x - i * freearr_x[dir2];
759 y = tmp->y - i * freearr_y[dir2];
760 m = tmp->map;
761
762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
764 {
765 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op);
767
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch));
770 }
771 else
772 negblocked = 1;
773 }
774
775 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
776 update_all_los (op->map, op->x, op->y);
777
778 return 1;
779 }
780
781 int
782 dimension_door (object *op, object *caster, object *spob, int dir)
783 {
784 uint32 dist, maxdist;
785 int mflags;
786 maptile *m;
787 sint16 sx, sy;
788
789 if (op->type != PLAYER)
790 return 0;
791
792 if (!dir)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
795 return 0;
796 }
797
798 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in.
800 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802
803 if (op->contr->count)
804 {
805 if (op->contr->count > maxdist)
806 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
808 return 0;
809 }
810
811 for (dist = 0; dist < op->contr->count; dist++)
812 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
814
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break;
817
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break;
820 }
821
822 if (dist < op->contr->count)
823 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0;
827 }
828
829 op->contr->count = 0;
830
831 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and
835 * lots of other maps that protect areas with no magic, but the
836 * areas themselves don't contain no magic spaces.
837 */
838 /* This call here is really just to normalize the coordinates */
839 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843 return 1; /* Maybe the penalty should be more severe... */
844 }
845 }
846 else
847 {
848 /* Player didn't specify a distance, so lets see how far
849 * we can move the player. Don't know why this stopped on
850 * spaces that blocked the players view.
851 */
852
853 for (dist = 0; dist < maxdist; dist++)
854 {
855 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856
857 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858 break;
859
860 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861 break;
862
863 }
864
865 /* If the destination is blocked, keep backing up until we
866 * find a place for the player.
867 */
868 for (; dist > 0; dist--)
869 {
870 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872 continue;
873
874
875 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876 break;
877
878 }
879 if (!dist)
880 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882 return 0;
883 }
884 }
885
886 /* Actually move the player now */
887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 return 1;
889
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
891 return 1;
892 }
893
894
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 tmp->stats.hp += heal;
933
934 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50)
937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
938 else if (heal > 25)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
940 else if (heal > 10)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
942 else
943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
944
945 success = 1;
946 }
947 }
948
949 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op))
951 success = 1;
952
953 if (spell->attacktype & AT_POISON)
954 {
955 at = archetype::find ("poisoning");
956 poison = present_arch_in_ob (at, tmp);
957 if (poison)
958 {
959 success = 1;
960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
961 poison->stats.food = 1;
962 }
963 }
964
965 if (spell->attacktype & AT_CONFUSION)
966 {
967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
968 if (poison)
969 {
970 success = 1;
971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
972 poison->duration = 1;
973 }
974 }
975
976 if (spell->attacktype & AT_BLIND)
977 {
978 at = archetype::find ("blindness");
979 poison = present_arch_in_ob (at, tmp);
980 if (poison)
981 {
982 success = 1;
983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
984 poison->stats.food = 1;
985 }
986 }
987
988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
989 {
990 tmp->stats.sp += spell->last_sp;
991 if (tmp->stats.sp > tmp->stats.maxsp)
992 tmp->stats.sp = tmp->stats.maxsp;
993 success = 1;
994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
995 }
996
997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
998 {
999 tmp->stats.grace += spell->last_grace;
1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1001 tmp->stats.grace = tmp->stats.maxgrace;
1002 success = 1;
1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1004 }
1005
1006 if (spell->stats.food && tmp->stats.food < 999)
1007 {
1008 tmp->stats.food += spell->stats.food;
1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999;
1011 success = 1;
1012 /* We could do something a bit better like the messages for healing above */
1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1014 }
1015
1016 return success;
1017 }
1018
1019 /* This is used for the spells that gain stats. There are no spells
1020 * right now that icnrease wis/int/pow on a temp basis, so no
1021 * good comments for those.
1022 */
1023 static const char *const no_gain_msgs[NUM_STATS] = {
1024 "You grow no stronger.",
1025 "You grow no more agile.",
1026 "You don't feel any healthier.",
1027 "You didn't grow any more intelligent.",
1028 "You do not feel any wiser.",
1029 "You don't feel any more powerful."
1030 "You are no easier to look at.",
1031 };
1032
1033 int
1034 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1035 {
1036 object *force = NULL;
1037 int i;
1038
1039 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1040 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir)
1042 : op;
1043
1044 if (!tmp)
1045 return 0;
1046
1047 /* If we've already got a force of this type, don't add a new one. */
1048 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1049 {
1050 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1051 {
1052 if (tmp2->name == spell_ob->name)
1053 {
1054 force = tmp2; /* the old effect will be "refreshed" */
1055 break;
1056 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 {
1059 if (!silent)
1060 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1061 return 0;
1062 }
1063 }
1064 }
1065 if (force == NULL)
1066 {
1067 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY;
1069 if (spell_ob->race)
1070 force->name = spell_ob->race;
1071 else
1072 force->name = spell_ob->name;
1073 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075
1076 }
1077 else
1078 {
1079 int duration;
1080
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
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 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1090 }
1091
1092 return 1;
1093 }
1094
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1096 force->speed = 1.0;
1097 force->speed_left = -1.0;
1098 SET_FLAG (force, FLAG_APPLIED);
1099
1100 /* Now start processing the effects. First, protections */
1101 for (i = 0; i < NROFATTACKS; i++)
1102 {
1103 if (spell_ob->resist[i])
1104 {
1105 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1106 if (force->resist[i] > 100)
1107 force->resist[i] = 100;
1108 }
1109 }
1110
1111 if (spell_ob->stats.hp)
1112 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1113
1114 if (tmp->type == PLAYER)
1115 {
1116 /* Stat adjustment spells */
1117 for (i = 0; i < NUM_STATS; i++)
1118 {
1119 if (sint8 stat = spell_ob->stats.stat (i))
1120 {
1121 sint8 sm = 0;
1122 for (sint8 k = 0; k < stat; k++)
1123 sm += rndm (1, 3);
1124
1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1127
1128 force->stats.stat (i) = sm;
1129
1130 if (!sm)
1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1132 }
1133 }
1134 }
1135
1136 force->move_type = spell_ob->move_type;
1137
1138 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1139 SET_FLAG (force, FLAG_SEE_IN_DARK);
1140
1141 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1142 SET_FLAG (force, FLAG_XRAYS);
1143
1144 /* Haste/bonus speed */
1145 if (spell_ob->stats.exp)
1146 {
1147 if (op->speed > 0.5f)
1148 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1149 else
1150 force->stats.exp = spell_ob->stats.exp;
1151 }
1152
1153 force->stats.wc = spell_ob->stats.wc;
1154 force->stats.ac = spell_ob->stats.ac;
1155 force->attacktype = spell_ob->attacktype;
1156
1157 insert_ob_in_ob (force, tmp);
1158 change_abil (tmp, force); /* Mostly to display any messages */
1159 tmp->update_stats ();
1160
1161 return 1;
1162 }
1163
1164 /* This used to be part of cast_change_ability, but it really didn't make
1165 * a lot of sense, since most of the values it derives are from the god
1166 * of the caster.
1167 */
1168 int
1169 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170 {
1171 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1173
1174 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1175 if (dir != 0)
1176 {
1177 tmp = find_target_for_friendly_spell (op, dir);
1178 }
1179 else
1180 {
1181 tmp = op;
1182 }
1183
1184 /* If we've already got a force of this type, don't add a new one. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1186 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 {
1189 if (tmp2->name == spell_ob->name)
1190 {
1191 force = tmp2; /* the old effect will be "refreshed" */
1192 break;
1193 }
1194 else if (spell_ob->race && spell_ob->race == tmp2->name)
1195 {
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1197 return 0;
1198 }
1199 }
1200 }
1201 if (force == NULL)
1202 {
1203 force = get_archetype (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race)
1206 force->name = spell_ob->race;
1207 else
1208 force->name = spell_ob->name;
1209 force->name_pl = spell_ob->name;
1210 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1211 }
1212 else
1213 {
1214 int duration;
1215
1216 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1217 if (duration > force->duration)
1218 {
1219 force->duration = duration;
1220 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1221 }
1222 else
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 }
1226 return 0;
1227 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0;
1230 force->speed_left = -1.0;
1231 SET_FLAG (force, FLAG_APPLIED);
1232
1233 if (!god)
1234 {
1235 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1236 }
1237 else
1238 {
1239 /* Only give out good benefits, and put a max on it */
1240 for (i = 0; i < NROFATTACKS; i++)
1241 {
1242 if (god->resist[i] > 0)
1243 {
1244 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1245 }
1246 }
1247 force->path_attuned |= god->path_attuned;
1248
1249 if (spell_ob->attacktype)
1250 force->slaying = god->slaying;
1251
1252 if (tmp != op)
1253 {
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1255 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1256 }
1257 else
1258 {
1259 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1260 }
1261
1262 }
1263 force->stats.wc = spell_ob->stats.wc;
1264 force->stats.ac = spell_ob->stats.ac;
1265
1266 change_abil (tmp, force); /* Mostly to display any messages */
1267 insert_ob_in_ob (force, tmp);
1268 tmp->update_stats ();
1269 return 1;
1270 }
1271
1272 /* Alchemy code by Mark Wedel
1273 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 *
1280 * Large nuggets are worth 25 gp each (base). You will always get
1281 * the maximum number of large nuggets you could get.
1282 * Small nuggets are worth 1 gp each (base). You will get from 0
1283 * to the max amount of small nuggets as you could get.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 *
1288 * There is also a chance (1:30) that you will get nothing at all
1289 * for the object. There is also a maximum weight that will be
1290 * alchemised.
1291 */
1292 static void
1293 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294 {
1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1296
1297 /* Give third price when we alchemy money (This should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul
1302 * the stuff back to town.
1303 */
1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1305 value = 0;
1306 else if (obj->type == MONEY || obj->type == GEM)
1307 value /= 3;
1308 else
1309 value = value * 9 / 10;
1310
1311 if (obj->value > 0 && rndm (0, 29))
1312 total_value += value;
1313
1314 total_weight += obj->total_weight ();
1315
1316 obj->destroy ();
1317 }
1318
1319 static void
1320 update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321 {
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347 }
1348
1349 int
1350 alchemy (object *op, object *caster, object *spell_ob)
1351 {
1352 if (op->type != PLAYER)
1353 return 0;
1354
1355 object *large = get_archetype ("largenugget");
1356 object *small = get_archetype ("smallnugget");
1357
1358 /* Put a maximum weight of items that can be alchemised. Limits the power
1359 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight
1361 */
1362 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1363 int weight_max = duration * 1000;
1364 uint64 value_max = duration * 1000;
1365
1366 int weight = 0;
1367
1368 for (int y = op->y - 1; y <= op->y + 1; y++)
1369 {
1370 for (int x = op->x - 1; x <= op->x + 1; x++)
1371 {
1372 uint64 value = 0;
1373
1374 sint16 nx = x;
1375 sint16 ny = y;
1376
1377 maptile *mp = op->map;
1378
1379 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1380
1381 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1382 continue;
1383
1384 /* Treat alchemy a little differently - most spell effects
1385 * use fly as the movement type - for alchemy, consider it
1386 * ground level effect.
1387 */
1388 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1389 continue;
1390
1391 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1392 {
1393 next = tmp->above;
1394
1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1397 {
1398 if (tmp->inv)
1399 {
1400 object *next1, *tmp1;
1401
1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1403 {
1404 next1 = tmp1->below;
1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1407 alchemy_object (tmp1, value, weight);
1408 }
1409 }
1410
1411 alchemy_object (tmp, value, weight);
1412
1413 if (weight > weight_max)
1414 break;
1415 }
1416 }
1417
1418 value = min (value, value_max);
1419
1420 uint64 count = value / large->value;
1421 int large_nuggets = count;
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */
1431 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1432
1433 if (weight > weight_max)
1434 goto bailout;
1435 }
1436 }
1437
1438 bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1;
1442 }
1443
1444
1445 /* This function removes the cursed/damned status on equipped
1446 * items.
1447 */
1448 int
1449 remove_curse (object *op, object *caster, object *spell)
1450 {
1451 object *tmp;
1452 int success = 0, was_one = 0;
1453
1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1458 {
1459 was_one++;
1460 if (tmp->level <= caster_level (caster, spell))
1461 {
1462 success++;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED))
1464 CLEAR_FLAG (tmp, FLAG_DAMNED);
1465
1466 CLEAR_FLAG (tmp, FLAG_CURSED);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER)
1470 esrv_send_item (op, tmp);
1471 }
1472 }
1473
1474 if (op->type == PLAYER)
1475 {
1476 if (success)
1477 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1478 else
1479 {
1480 if (was_one)
1481 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1482 else
1483 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1484 }
1485 }
1486
1487 return success;
1488 }
1489
1490 /* Identifies objects in the players inventory/on the ground */
1491
1492 int
1493 cast_identify (object *op, object *caster, object *spell)
1494 {
1495 object *tmp;
1496 int success = 0, num_ident;
1497
1498 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1499
1500 if (num_ident < 1)
1501 num_ident = 1;
1502
1503 for (tmp = op->inv; tmp; tmp = tmp->below)
1504 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1506 {
1507 identify (tmp);
1508
1509 if (op->type == PLAYER)
1510 {
1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1512
1513 if (tmp->msg)
1514 {
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 }
1519
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident)
1523 break;
1524 }
1525 }
1526
1527 /* If all the power of the spell has been used up, don't go and identify
1528 * stuff on the floor. Only identify stuff on the floor if the spell
1529 * was not fully used.
1530 */
1531 if (num_ident)
1532 {
1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1535 {
1536 identify (tmp);
1537
1538 if (op->type == PLAYER)
1539 {
1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1541
1542 if (tmp->msg)
1543 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 }
1550
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident)
1554 break;
1555 }
1556 }
1557
1558 if (!success)
1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1560 else
1561 spell_effect (spell, op->x, op->y, op->map, op);
1562
1563 return success;
1564 }
1565
1566 int
1567 cast_detection (object *op, object *caster, object *spell, object *skill)
1568 {
1569 object *tmp, *last, *god, *detect;
1570 int done_one, range, mflags, floor, level;
1571 sint16 x, y, nx, ny;
1572 maptile *m;
1573
1574 /* We precompute some values here so that we don't have to keep
1575 * doing it over and over again.
1576 */
1577 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell);
1580
1581 if (!skill)
1582 skill = caster;
1583
1584 for (x = op->x - range; x <= op->x + range; x++)
1585 for (y = op->y - range; y <= op->y + range; y++)
1586 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up.
1596 */
1597
1598 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1599 last = tmp;
1600
1601 /* Shouldn't happen, but if there are no objects on a space, this
1602 * would happen.
1603 */
1604 if (!last)
1605 continue;
1606
1607 done_one = 0;
1608 floor = 0;
1609 detect = NULL;
1610 for (tmp = last; tmp; tmp = tmp->below)
1611 {
1612 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1614 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1617 tmp->type == CF_HANDLE ||
1618 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1619 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1621 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1623 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1624 {
1625 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1626 {
1627 tmp->invisible = 0;
1628 done_one = 1;
1629 }
1630 }
1631
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1;
1634
1635 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */
1640 if (floor)
1641 continue;
1642
1643 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant.
1648 */
1649
1650 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4;
1658 done_one = 1;
1659 }
1660 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 {
1663 done_one = 2;
1664 if (!detect)
1665 detect = tmp;
1666 }
1667 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match.
1670 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1673 (strstr (spell->race, tmp->race))))
1674 {
1675 done_one = 2;
1676 if (!detect)
1677 detect = tmp;
1678 }
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1;
1684 }
1685 } /* for stack of objects on this space */
1686
1687 /* Code here puts an effect of the spell on the space, so you can see
1688 * where the magic is.
1689 */
1690 if (done_one)
1691 {
1692 object *detect_ob = arch_to_object (spell->other_arch);
1693
1694 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect)
1696 {
1697 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1704 }
1705
1706 m->insert (detect_ob, nx, ny, op);
1707 }
1708 } /* for processing the surrounding spaces */
1709
1710
1711 /* Now process objects in the players inventory if detect curse or magic */
1712 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1713 {
1714 done_one = 0;
1715 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1718 {
1719 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1720 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER)
1723 esrv_send_item (op, tmp);
1724 }
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1726 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1727 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER)
1730 esrv_send_item (op, tmp);
1731 }
1732 } /* if item is not identified */
1733 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */
1735 return 1;
1736 }
1737
1738
1739 /**
1740 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1741 * level whos spell did cause the overcharge.
1742 */
1743 static void
1744 charge_mana_effect (object *victim, int caster_level)
1745 {
1746
1747 /* Prevent explosions for objects without mana. Without this check, doors
1748 * will explode, too.
1749 */
1750 if (victim->stats.maxsp <= 0)
1751 return;
1752
1753 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1754
1755 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp;
1768 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1776 confuse_player (victim, victim, 99);
1777 }
1778 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1779 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1780 }
1781
1782 /* cast_transfer
1783 * This spell transfers sp from the player to another person.
1784 * We let the target go above their normal maximum SP.
1785 */
1786
1787 int
1788 cast_transfer (object *op, object *caster, object *spell, int dir)
1789 {
1790 object *plyr = NULL;
1791 sint16 x, y;
1792 maptile *m;
1793 int mflags;
1794
1795 m = op->map;
1796 x = op->x + freearr_x[dir];
1797 y = op->y + freearr_y[dir];
1798
1799 mflags = get_map_flags (m, &m, x, y, &x, &y);
1800
1801 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1802 {
1803 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1804 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1805 break;
1806 }
1807
1808
1809 /* If we did not find a player in the specified direction, transfer
1810 * to anyone on top of us. This is used for the rune of transference mostly.
1811 */
1812 if (plyr == NULL)
1813 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1814 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1815 break;
1816
1817 if (!plyr)
1818 {
1819 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1820 return 0;
1821 }
1822 /* give sp */
1823 if (spell->stats.dam > 0)
1824 {
1825 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1826 charge_mana_effect (plyr, caster_level (caster, spell));
1827 return 1;
1828 }
1829 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr)
1831 {
1832 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1833
1834 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1835
1836 if (rate > 95)
1837 rate = 95;
1838
1839 sucked = (plyr->stats.sp * rate) / 100;
1840 plyr->stats.sp -= sucked;
1841 if (QUERY_FLAG (op, FLAG_ALIVE))
1842 {
1843 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked;
1846 if (sucked > 0)
1847 {
1848 charge_mana_effect (op, caster_level (caster, spell));
1849 }
1850 }
1851 return 1;
1852 }
1853 return 0;
1854 }
1855
1856
1857 /* counterspell: nullifies spell effects.
1858 * op is the counterspell object, dir is the direction
1859 * it was cast in.
1860 * Basically, if the object has a magic attacktype,
1861 * this may nullify it.
1862 */
1863 void
1864 counterspell (object *op, int dir)
1865 {
1866 object *tmp, *head, *next;
1867 int mflags;
1868 maptile *m;
1869 sint16 sx, sy;
1870
1871 sx = op->x + freearr_x[dir];
1872 sy = op->y + freearr_y[dir];
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1875 if (mflags & P_OUT_OF_MAP)
1876 return;
1877
1878 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1879 {
1880 next = tmp->above;
1881
1882 /* Need to look at the head object - otherwise, if tmp
1883 * points to a monster, we don't have all the necessary
1884 * info for it.
1885 */
1886 if (tmp->head)
1887 head = tmp->head;
1888 else
1889 head = tmp;
1890
1891 /* don't attack our own spells */
1892 if (tmp->owner && tmp->owner == op->owner)
1893 continue;
1894
1895 /* Basically, if the object is magical and not counterspell,
1896 * we will more or less remove the object. Don't counterspell
1897 * monsters either.
1898 */
1899
1900 if (head->attacktype & AT_MAGIC
1901 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER)
1903 && (op->level > head->level))
1904 head->destroy ();
1905 else
1906 switch (head->type)
1907 {
1908 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1912 continue;
1913
1914 if (op->level > head->level)
1915 head->destroy ();
1916
1917 break;
1918
1919 /* I really don't get this rune code that much - that
1920 * random chance seems really low.
1921 */
1922 case RUNE:
1923 if (rndm (0, 149) == 0)
1924 {
1925 head->stats.hp--; /* weaken the rune */
1926 if (!head->stats.hp)
1927 head->destroy ();
1928 }
1929 break;
1930 }
1931 }
1932 }
1933
1934
1935
1936 /* cast_consecrate() - a spell to make an altar your god's */
1937 int
1938 cast_consecrate (object *op, object *caster, object *spell)
1939 {
1940 char buf[MAX_BUF];
1941
1942 object *tmp, *god = find_god (determine_god (op));
1943
1944 if (!god)
1945 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1947 return 0;
1948 }
1949
1950 for (tmp = op->below; tmp; tmp = tmp->below)
1951 {
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1953 break;
1954 if (tmp->type == HOLY_ALTAR)
1955 {
1956
1957 if (tmp->level > caster_level (caster, spell))
1958 {
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1960 return 0;
1961 }
1962 else
1963 {
1964 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell);
1968 tmp->other_arch = god->arch;
1969 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp);
1971 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1972 return 1;
1973 }
1974 }
1975 }
1976 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1977 return 0;
1978 }
1979
1980 /* animate_weapon -
1981 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1982 * The golem is based on the archetype specified, modified by the caster's level
1983 * and the attributes of the weapon. The weapon is inserted in the golem's
1984 * inventory so that it falls to the ground when the golem dies.
1985 * This code was very odd - code early on would only let players use the spell,
1986 * yet the code wass full of player checks. I've presumed that the code
1987 * that only let players use it was correct, and removed all the other
1988 * player checks. MSW 2003-01-06
1989 */
1990 int
1991 animate_weapon (object *op, object *caster, object *spell, int dir)
1992 {
1993 object *weapon, *tmp;
1994 char buf[MAX_BUF];
1995 int a, i;
1996 sint16 x, y;
1997 maptile *m;
1998 materialtype_t *mt;
1999
2000 if (!spell->other_arch)
2001 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2004 return 0;
2005 }
2006 /* exit if it's not a player using this spell. */
2007 if (op->type != PLAYER)
2008 return 0;
2009
2010 /* if player already has a golem, abort */
2011 if (object *golem = op->contr->golem)
2012 {
2013 control_golem (golem, dir);
2014 return 0;
2015 }
2016
2017 /* if no direction specified, pick one */
2018 if (!dir)
2019 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2020
2021 m = op->map;
2022 x = op->x + freearr_x[dir];
2023 y = op->y + freearr_y[dir];
2024
2025 /* if there's no place to put the golem, abort */
2026 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2027 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2028 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2030 return 0;
2031 }
2032
2033 /* Use the weapon marked by the player. */
2034 weapon = find_marked_object (op);
2035
2036 if (!weapon)
2037 {
2038 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2039 return 0;
2040 }
2041 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2042 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2044 return 0;
2045 }
2046 if (weapon->type != WEAPON)
2047 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2049 return 0;
2050 }
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2052 {
2053 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2054 return 0;
2055 }
2056
2057 if (weapon->nrof > 1)
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063
2064 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch);
2066
2067 /* if animated by a player, give the player control of the golem */
2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2069 tmp->stats.exp = 0;
2070 add_friendly_object (tmp);
2071 tmp->type = GOLEM;
2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp);
2075
2076 /* Give the weapon to the golem now. A bit of a hack to check the
2077 * removed flag - it should only be set if get_split_object was
2078 * used above.
2079 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2081 weapon->remove ();
2082
2083 insert_ob_in_ob (weapon, tmp);
2084 esrv_send_item (op, weapon);
2085 /* To do everything necessary to let a golem use the weapon is a pain,
2086 * so instead, just set it as equipped (otherwise, we need to update
2087 * body_info, skills, etc)
2088 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON);
2090 SET_FLAG (weapon, FLAG_APPLIED);
2091 tmp->update_stats ();
2092
2093 /* There used to be 'odd' code that basically seemed to take the absolute
2094 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2095 * if you're using a crappy weapon, it shouldn't be as good.
2096 */
2097
2098 /* modify weapon's animated wc */
2099 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2100 if (tmp->stats.wc < -127)
2101 tmp->stats.wc = -127;
2102
2103 /* Modify hit points for weapon */
2104 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2105 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2106 if (tmp->stats.maxhp < 0)
2107 tmp->stats.maxhp = 10;
2108 tmp->stats.hp = tmp->stats.maxhp;
2109
2110 /* Modify weapon's damage */
2111 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2112 if (tmp->stats.dam < 0)
2113 tmp->stats.dam = 127;
2114
2115
2116 /* attacktype */
2117 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL;
2119
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname);
2123 if (mt != NULL)
2124 {
2125 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5);
2127 a = mt->save[0];
2128 }
2129 else
2130 {
2131 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5;
2133 a = 10;
2134 }
2135 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100;
2140 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2141 tmp->resist[ATNR_FEAR] = 100;
2142 tmp->resist[ATNR_DEPLETE] = 100;
2143 tmp->resist[ATNR_DEATH] = 100;
2144 tmp->resist[ATNR_BLIND] = 100;
2145
2146 /* Improve weapon's armour value according to best save vs. physical of its material */
2147
2148 if (a > 14)
2149 a = 14;
2150 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2151
2152 /* Determine golem's speed */
2153 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2154
2155 if (!spell->race)
2156 {
2157 sprintf (buf, "animated %s", &weapon->name);
2158 tmp->name = buf;
2159
2160 tmp->face = weapon->face;
2161 tmp->animation_id = weapon->animation_id;
2162 tmp->anim_speed = weapon->anim_speed;
2163 tmp->last_anim = weapon->last_anim;
2164 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 }
2167
2168 /* make experience increase in proportion to the strength of the summoned creature. */
2169 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2170
2171 tmp->speed_left = -1;
2172 tmp->direction = dir;
2173
2174 m->insert (tmp, x, y, op);
2175 return 1;
2176 }
2177
2178 /* cast_daylight() - changes the map darkness level *lower* */
2179
2180 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map.
2182 */
2183
2184 int
2185 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186 {
2187 int success;
2188
2189 if (!op->map)
2190 return 0; /* shouldnt happen */
2191
2192 success = op->map->change_map_light (spell->stats.dam);
2193
2194 if (!success)
2195 {
2196 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2198 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2200 }
2201 return success;
2202 }
2203
2204
2205
2206
2207
2208 /* create an aura spell object and put it in the player's inventory.
2209 * as usual, op is player, caster is the object casting the spell,
2210 * spell is the spell object itself.
2211 */
2212 int
2213 create_aura (object *op, object *caster, object *spell)
2214 {
2215 int refresh = 0;
2216 object *new_aura;
2217
2218 new_aura = present_arch_in_ob (spell->other_arch, op);
2219 if (new_aura)
2220 refresh = 1;
2221 else
2222 new_aura = arch_to_object (spell->other_arch);
2223
2224 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2225
2226 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2227
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype;
2231
2232 new_aura->level = caster_level (caster, spell);
2233 if (refresh)
2234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2235 else
2236 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2237 insert_ob_in_ob (new_aura, op);
2238 return 1;
2239 }
2240
2241
2242 /* move aura function. An aura is a part of someone's inventory,
2243 * which he carries with him, but which acts on the map immediately
2244 * around him.
2245 * Aura parameters:
2246 * duration: duration counter.
2247 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack
2249 */
2250
2251 void
2252 move_aura (object *aura)
2253 {
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */
2259 env = aura->env;
2260
2261 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up.
2263 */
2264 aura->remove ();
2265
2266 /* exit if we're out of gas */
2267 if (aura->duration-- < 0)
2268 {
2269 aura->destroy ();
2270 return;
2271 }
2272
2273 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL)
2275 {
2276 aura->destroy ();
2277 return;
2278 }
2279
2280 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently.
2282 */
2283 aura->insert_at (env, aura);
2284
2285 for (i = 1; i < 9; i++)
2286 {
2287 sint16 nx, ny;
2288
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as
2294 * movement type of the aura. Eg, if the player is flying, the aura
2295 * is flying also, if player is walking, it is on the ground, etc.
2296 */
2297 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2298 {
2299 hit_map (aura, i, aura->attacktype, 0);
2300
2301 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2303 }
2304 }
2305
2306 /* put the aura back in the player's inventory */
2307 aura->remove ();
2308 insert_ob_in_ob (aura, env);
2309 }
2310
2311 /* moves the peacemaker spell.
2312 * op is the piece object.
2313 */
2314
2315 void
2316 move_peacemaker (object *op)
2317 {
2318 object *tmp;
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 {
2322 int atk_lev, def_lev;
2323 object *victim = tmp;
2324
2325 if (tmp->head)
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue;
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2330 continue;
2331 if (victim->stats.exp == 0)
2332 continue;
2333
2334 def_lev = MAX (1, victim->level);
2335 atk_lev = MAX (1, op->level);
2336
2337 if (rndm (0, atk_lev - 1) > def_lev)
2338 {
2339 /* make this sucker peaceful. */
2340
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0;
2343 #if 0
2344 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage.
2346 */
2347 victim->stats.dam = 0;
2348 victim->stats.sp = 0;
2349 victim->stats.grace = 0;
2350 victim->stats.Pow = 0;
2351 #endif
2352 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER);
2357 if (victim->name)
2358 {
2359 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2360 }
2361 }
2362 }
2363 }
2364
2365
2366 /* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make.
2368 */
2369
2370 int
2371 write_mark (object *op, object *spell, const char *msg)
2372 {
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0)
2377 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2379 return 0;
2380 }
2381
2382 if (strcasestr_local (msg, "endmsg"))
2383 {
2384 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2385 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2386 return 0;
2387 }
2388 if (!spell->other_arch)
2389 return 0;
2390 tmp = arch_to_object (spell->other_arch);
2391
2392 snprintf (rune, sizeof (rune), "%s\n", msg);
2393
2394 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune;
2396
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2398 return 1;
2399 }