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Revision: 1.84
Committed: Tue Jul 8 08:33:27 2008 UTC (15 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_6, rel-2_61
Changes since 1.83: +8 -6 lines
Log Message:
fix crash, bdb 4.7

File Contents

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