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Revision: 1.85
Committed: Sun Aug 17 22:46:26 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.84: +7 -5 lines
Log Message:
fix flags updating, make ->player rely on P_PLAYER

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)), *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 if (!tmp)
1185 return 0;
1186 }
1187 else
1188 tmp = op;
1189
1190 /* If we've already got a force of this type, don't add a new one. */
1191 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 {
1195 if (tmp2->name == spell_ob->name)
1196 {
1197 force = tmp2; /* the old effect will be "refreshed" */
1198 break;
1199 }
1200 else if (spell_ob->race && spell_ob->race == tmp2->name)
1201 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0;
1204 }
1205 }
1206 }
1207
1208 if (force == NULL)
1209 {
1210 force = get_archetype (FORCE_NAME);
1211 force->subtype = FORCE_CHANGE_ABILITY;
1212 if (spell_ob->race)
1213 force->name = spell_ob->race;
1214 else
1215 force->name = spell_ob->name;
1216 force->name_pl = spell_ob->name;
1217 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1218 }
1219 else
1220 {
1221 int duration;
1222
1223 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1224 if (duration > force->duration)
1225 {
1226 force->duration = duration;
1227 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1228 }
1229 else
1230 {
1231 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1232 }
1233 return 0;
1234 }
1235 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1236 force->speed = 1.0;
1237 force->speed_left = -1.0;
1238 SET_FLAG (force, FLAG_APPLIED);
1239
1240 if (!god)
1241 {
1242 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243 }
1244 else
1245 {
1246 /* Only give out good benefits, and put a max on it */
1247 for (i = 0; i < NROFATTACKS; i++)
1248 {
1249 if (god->resist[i] > 0)
1250 {
1251 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1252 }
1253 }
1254 force->path_attuned |= god->path_attuned;
1255
1256 if (spell_ob->attacktype)
1257 force->slaying = god->slaying;
1258
1259 if (tmp != op)
1260 {
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1263 }
1264 else
1265 {
1266 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1267 }
1268
1269 }
1270 force->stats.wc = spell_ob->stats.wc;
1271 force->stats.ac = spell_ob->stats.ac;
1272
1273 change_abil (tmp, force); /* Mostly to display any messages */
1274 insert_ob_in_ob (force, tmp);
1275 tmp->update_stats ();
1276 return 1;
1277 }
1278
1279 /* Alchemy code by Mark Wedel
1280 *
1281 * This code adds a new spell, called alchemy. Alchemy will turn
1282 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283 *
1284 * The value of the gold nuggets being about 90% of that of the item
1285 * itself. It uses the value of the object before charisma adjustments,
1286 * because the nuggets themselves will be will be adjusted by charisma
1287 * when sold.
1288 *
1289 * There is also a chance (1:30) that you will get nothing at all
1290 * for the object. There is also a maximum weight that will be
1291 * alchemised.
1292 */
1293 static void
1294 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1295 {
1296 uint64 value = query_cost (obj, NULL, F_TRUE);
1297
1298 /* Give third price when we alchemy money (this should hopefully
1299 * make it so that it isn't worth it to alchemy money, sell
1300 * the nuggets, alchemy the gold from that, etc.
1301 * Otherwise, give 9 silver on the gold for other objects,
1302 * so that it would still be more affordable to haul
1303 * the stuff back to town.
1304 */
1305 if (QUERY_FLAG (obj, FLAG_UNPAID))
1306 value = 0;
1307 else if (obj->type == MONEY || obj->type == GEM)
1308 value /= 3;
1309 else
1310 value = value * 9 / 10;
1311
1312 if (obj->value > 0 && rndm (0, 29))
1313 total_value += value;
1314
1315 total_weight += obj->total_weight ();
1316
1317 obj->destroy ();
1318 }
1319
1320 int
1321 alchemy (object *op, object *caster, object *spell_ob)
1322 {
1323 if (op->type != PLAYER)
1324 return 0;
1325
1326 archetype *nugget[3];
1327
1328 nugget[0] = archetype::find ("pyrite3");
1329 nugget[1] = archetype::find ("pyrite2");
1330 nugget[2] = archetype::find ("pyrite");
1331
1332 /* Put a maximum weight of items that can be alchemised. Limits the power
1333 * some, and also prevents people from alchemising every table/chair/clock
1334 * in sight
1335 */
1336 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1337 int weight_max = duration * 1000;
1338 uint64 value_max = duration * 1000;
1339
1340 int weight = 0;
1341
1342 for (int y = op->y - 1; y <= op->y + 1; y++)
1343 {
1344 for (int x = op->x - 1; x <= op->x + 1; x++)
1345 {
1346 uint64 value = 0;
1347
1348 sint16 nx = x;
1349 sint16 ny = y;
1350
1351 maptile *mp = op->map;
1352
1353 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1354
1355 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1356 continue;
1357
1358 /* Treat alchemy a little differently - most spell effects
1359 * use fly as the movement type - for alchemy, consider it
1360 * ground level effect.
1361 */
1362 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1363 continue;
1364
1365 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1366 {
1367 next = tmp->above;
1368
1369 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1370 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1371 {
1372 if (tmp->inv)
1373 {
1374 object *next1, *tmp1;
1375
1376 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 {
1378 next1 = tmp1->below;
1379 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1380 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1381 alchemy_object (tmp1, value, weight);
1382 }
1383 }
1384
1385 alchemy_object (tmp, value, weight);
1386
1387 if (weight > weight_max)
1388 break;
1389 }
1390 }
1391
1392 value -= rndm (value >> 4);
1393 value = min (value, value_max);
1394
1395 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1396 if (int nrof = value / nugget [i]->value)
1397 {
1398 value -= nrof * nugget[i]->value;
1399
1400 object *tmp = arch_to_object (nugget[i]);
1401 tmp->nrof = nrof;
1402 tmp->flag [FLAG_IDENTIFIED] = true;
1403 op->map->insert (tmp, x, y, op, 0);
1404 }
1405
1406 if (weight > weight_max)
1407 goto bailout;
1408 }
1409 }
1410
1411 bailout:
1412 return 1;
1413 }
1414
1415 /* This function removes the cursed/damned status on equipped
1416 * items.
1417 */
1418 int
1419 remove_curse (object *op, object *caster, object *spell)
1420 {
1421 object *tmp;
1422 int success = 0, was_one = 0;
1423
1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 {
1429 was_one++;
1430
1431 if (tmp->level <= caster_level (caster, spell))
1432 {
1433 success++;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED))
1435 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436
1437 CLEAR_FLAG (tmp, FLAG_CURSED);
1438 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1439 tmp->value = 0; /* Still can't sell it */
1440
1441 if (object *pl = tmp->visible_to ())
1442 esrv_update_item (UPD_FLAGS, pl, tmp);
1443 }
1444 }
1445
1446 if (op->type == PLAYER)
1447 {
1448 if (success)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1450 else
1451 {
1452 if (was_one)
1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1454 else
1455 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1456 }
1457 }
1458
1459 return success;
1460 }
1461
1462 /* Identifies objects in the players inventory/on the ground */
1463 int
1464 cast_identify (object *op, object *caster, object *spell)
1465 {
1466 dynbuf_text buf;
1467 object *tmp;
1468
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473
1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 {
1478 identify (tmp);
1479
1480 if (op->type == PLAYER)
1481 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1483
1484 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1486 }
1487
1488 num_ident--;
1489 if (!num_ident)
1490 break;
1491 }
1492 }
1493
1494 /* If all the power of the spell has been used up, don't go and identify
1495 * stuff on the floor. Only identify stuff on the floor if the spell
1496 * was not fully used.
1497 */
1498 if (num_ident)
1499 {
1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502 {
1503 identify (tmp);
1504
1505 if (object *pl = tmp->visible_to ())
1506 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1508
1509 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1511 }
1512
1513 num_ident--;
1514 if (!num_ident)
1515 break;
1516 }
1517 }
1518
1519 if (buf.empty ())
1520 {
1521 op->failmsg ("You can't reach anything unidentified.");
1522 return 0;
1523 }
1524 else
1525 {
1526 if (op->contr)
1527 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528
1529 spell_effect (spell, op->x, op->y, op->map, op);
1530 return 1;
1531 }
1532 }
1533
1534 int
1535 cast_detection (object *op, object *caster, object *spell, object *skill)
1536 {
1537 object *tmp, *last, *god, *detect;
1538 int done_one, range, mflags, floor, level;
1539 sint16 x, y, nx, ny;
1540 maptile *m;
1541
1542 /* We precompute some values here so that we don't have to keep
1543 * doing it over and over again.
1544 */
1545 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell);
1548
1549 if (!skill)
1550 skill = caster;
1551
1552 for (x = op->x - range; x <= op->x + range; x++)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 {
1555 m = op->map;
1556 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557 if (mflags & P_OUT_OF_MAP)
1558 continue;
1559
1560 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up.
1564 */
1565
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1567 last = tmp;
1568
1569 /* Shouldn't happen, but if there are no objects on a space, this
1570 * would happen.
1571 */
1572 if (!last)
1573 continue;
1574
1575 done_one = 0;
1576 floor = 0;
1577 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below)
1579 {
1580 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1585 tmp->type == CF_HANDLE ||
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1587 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1592 {
1593 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594 {
1595 tmp->invisible = 0;
1596 done_one = 1;
1597 }
1598 }
1599
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1;
1602
1603 /* All detections below this point don't descend beneath the floor,
1604 * so just continue on. We could be clever and look at the type of
1605 * detection to completely break out if we don't care about objects beneath
1606 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */
1608 if (floor)
1609 continue;
1610
1611 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster.
1613 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant.
1616 */
1617
1618 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4;
1626 done_one = 1;
1627 }
1628 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 {
1631 done_one = 2;
1632 if (!detect)
1633 detect = tmp;
1634 }
1635 /* Basically, if race is set in the spell, then the creatures race must
1636 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match.
1638 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641 (strstr (spell->race, tmp->race))))
1642 {
1643 done_one = 2;
1644 if (!detect)
1645 detect = tmp;
1646 }
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1;
1652 }
1653 } /* for stack of objects on this space */
1654
1655 /* Code here puts an effect of the spell on the space, so you can see
1656 * where the magic is.
1657 */
1658 if (done_one)
1659 {
1660 object *detect_ob = arch_to_object (spell->other_arch);
1661
1662 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect)
1664 {
1665 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 }
1673
1674 m->insert (detect_ob, nx, ny, op);
1675 }
1676 } /* for processing the surrounding spaces */
1677
1678
1679 /* Now process objects in the players inventory if detect curse or magic */
1680 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681 {
1682 done_one = 0;
1683
1684 for (tmp = op->inv; tmp; tmp = tmp->below)
1685 {
1686 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1687 {
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1689 {
1690 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1691
1692 if (object *pl = tmp->visible_to ())
1693 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 }
1695
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700
1701 if (object *pl = tmp->visible_to ())
1702 esrv_update_item (UPD_FLAGS, pl, tmp);
1703 }
1704 } /* if item is not identified */
1705 } /* for the players inventory */
1706 } /* if detect magic/curse and object is a player */
1707
1708 return 1;
1709 }
1710
1711
1712 /**
1713 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1714 * level whos spell did cause the overcharge.
1715 */
1716 static void
1717 charge_mana_effect (object *victim, int caster_level)
1718 {
1719
1720 /* Prevent explosions for objects without mana. Without this check, doors
1721 * will explode, too.
1722 */
1723 if (victim->stats.maxsp <= 0)
1724 return;
1725
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727
1728 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* Explodes a fireball centered at player */
1735 tmp = get_archetype (EXPLODING_FIREBALL);
1736 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp;
1741 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747 {
1748 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1749 confuse_player (victim, victim, 99);
1750 }
1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 }
1754
1755 /* cast_transfer
1756 * This spell transfers sp from the player to another person.
1757 * We let the target go above their normal maximum SP.
1758 */
1759
1760 int
1761 cast_transfer (object *op, object *caster, object *spell, int dir)
1762 {
1763 object *plyr = NULL;
1764 sint16 x, y;
1765 maptile *m;
1766 int mflags;
1767
1768 m = op->map;
1769 x = op->x + freearr_x[dir];
1770 y = op->y + freearr_y[dir];
1771
1772 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 {
1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778 break;
1779 }
1780
1781
1782 /* If we did not find a player in the specified direction, transfer
1783 * to anyone on top of us. This is used for the rune of transference mostly.
1784 */
1785 if (plyr == NULL)
1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788 break;
1789
1790 if (!plyr)
1791 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793 return 0;
1794 }
1795 /* give sp */
1796 if (spell->stats.dam > 0)
1797 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, caster_level (caster, spell));
1800 return 1;
1801 }
1802 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr)
1804 {
1805 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1806
1807 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1808
1809 if (rate > 95)
1810 rate = 95;
1811
1812 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE))
1815 {
1816 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked;
1819 if (sucked > 0)
1820 {
1821 charge_mana_effect (op, caster_level (caster, spell));
1822 }
1823 }
1824 return 1;
1825 }
1826 return 0;
1827 }
1828
1829
1830 /* counterspell: nullifies spell effects.
1831 * op is the counterspell object, dir is the direction
1832 * it was cast in.
1833 * Basically, if the object has a magic attacktype,
1834 * this may nullify it.
1835 */
1836 void
1837 counterspell (object *op, int dir)
1838 {
1839 object *tmp, *head, *next;
1840 int mflags;
1841 maptile *m;
1842 sint16 sx, sy;
1843
1844 sx = op->x + freearr_x[dir];
1845 sy = op->y + freearr_y[dir];
1846 m = op->map;
1847 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848 if (mflags & P_OUT_OF_MAP)
1849 return;
1850
1851 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 {
1853 next = tmp->above;
1854
1855 /* Need to look at the head object - otherwise, if tmp
1856 * points to a monster, we don't have all the necessary
1857 * info for it.
1858 */
1859 if (tmp->head)
1860 head = tmp->head;
1861 else
1862 head = tmp;
1863
1864 /* don't attack our own spells */
1865 if (tmp->owner && tmp->owner == op->owner)
1866 continue;
1867
1868 /* Basically, if the object is magical and not counterspell,
1869 * we will more or less remove the object. Don't counterspell
1870 * monsters either.
1871 */
1872
1873 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER)
1876 && (op->level > head->level))
1877 head->destroy ();
1878 else
1879 switch (head->type)
1880 {
1881 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885 continue;
1886
1887 if (op->level > head->level)
1888 head->destroy ();
1889
1890 break;
1891
1892 /* I really don't get this rune code that much - that
1893 * random chance seems really low.
1894 */
1895 case RUNE:
1896 if (rndm (0, 149) == 0)
1897 {
1898 head->stats.hp--; /* weaken the rune */
1899 if (!head->stats.hp)
1900 head->destroy ();
1901 }
1902 break;
1903 }
1904 }
1905 }
1906
1907 /* cast_consecrate() - a spell to make an altar your god's */
1908 int
1909 cast_consecrate (object *op, object *caster, object *spell)
1910 {
1911 char buf[MAX_BUF];
1912
1913 object *tmp, *god = find_god (determine_god (op));
1914
1915 if (!god)
1916 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1918 return 0;
1919 }
1920
1921 for (tmp = op->below; tmp; tmp = tmp->below)
1922 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break;
1925 if (tmp->type == HOLY_ALTAR)
1926 {
1927
1928 if (tmp->level > caster_level (caster, spell))
1929 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0;
1932 }
1933 else
1934 {
1935 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell);
1939 tmp->other_arch = god->arch;
1940
1941 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp);
1943
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1;
1946 }
1947 }
1948 }
1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950 return 0;
1951 }
1952
1953 /* animate_weapon -
1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955 * The golem is based on the archetype specified, modified by the caster's level
1956 * and the attributes of the weapon. The weapon is inserted in the golem's
1957 * inventory so that it falls to the ground when the golem dies.
1958 * This code was very odd - code early on would only let players use the spell,
1959 * yet the code wass full of player checks. I've presumed that the code
1960 * that only let players use it was correct, and removed all the other
1961 * player checks. MSW 2003-01-06
1962 */
1963 int
1964 animate_weapon (object *op, object *caster, object *spell, int dir)
1965 {
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF];
1968 int a, i;
1969 sint16 x, y;
1970 maptile *m;
1971
1972 if (!spell->other_arch)
1973 {
1974 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1975 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1976 return 0;
1977 }
1978 /* exit if it's not a player using this spell. */
1979 if (op->type != PLAYER)
1980 return 0;
1981
1982 /* if player already has a golem, abort */
1983 if (object *golem = op->contr->golem)
1984 {
1985 control_golem (golem, dir);
1986 return 0;
1987 }
1988
1989 /* if no direction specified, pick one */
1990 if (!dir)
1991 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992
1993 m = op->map;
1994 x = op->x + freearr_x[dir];
1995 y = op->y + freearr_y[dir];
1996
1997 /* if there's no place to put the golem, abort */
1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002 return 0;
2003 }
2004
2005 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op);
2007
2008 if (!weapon)
2009 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011 return 0;
2012 }
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2014 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016 return 0;
2017 }
2018 if (weapon->type != WEAPON)
2019 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2021 return 0;
2022 }
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 {
2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2026 return 0;
2027 }
2028
2029 weapon = weapon->split ();
2030
2031 /* create the golem object */
2032 tmp = arch_to_object (spell->other_arch);
2033
2034 /* if animated by a player, give the player control of the golem */
2035 CLEAR_FLAG (tmp, FLAG_MONSTER);
2036 tmp->stats.exp = 0;
2037 add_friendly_object (tmp);
2038 tmp->type = GOLEM;
2039 tmp->set_owner (op);
2040 op->contr->golem = tmp;
2041 set_spell_skill (op, caster, spell, tmp);
2042
2043 /* Give the weapon to the golem now. A bit of a hack to check the
2044 * removed flag - it should only be set if weapon->split was
2045 * used above.
2046 */
2047 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2048 weapon->remove ();
2049
2050 tmp->insert (weapon);
2051
2052 /* To do everything necessary to let a golem use the weapon is a pain,
2053 * so instead, just set it as equipped (otherwise, we need to update
2054 * body_info, skills, etc)
2055 */
2056 SET_FLAG (tmp, FLAG_USE_WEAPON);
2057 SET_FLAG (weapon, FLAG_APPLIED);
2058 tmp->update_stats ();
2059
2060 /* There used to be 'odd' code that basically seemed to take the absolute
2061 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2062 * if you're using a crappy weapon, it shouldn't be as good.
2063 */
2064
2065 /* modify weapon's animated wc */
2066 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2067 if (tmp->stats.wc < -127)
2068 tmp->stats.wc = -127;
2069
2070 /* Modify hit points for weapon */
2071 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2072 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2073 if (tmp->stats.maxhp < 0)
2074 tmp->stats.maxhp = 10;
2075 tmp->stats.hp = tmp->stats.maxhp;
2076
2077 /* Modify weapon's damage */
2078 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2079 if (tmp->stats.dam < 0)
2080 tmp->stats.dam = 127;
2081
2082
2083 /* attacktype */
2084 if (!tmp->attacktype)
2085 tmp->attacktype = AT_PHYSICAL;
2086
2087 if (materialtype_t *mt = name_to_material (op->materialname))
2088 {
2089 for (i = 0; i < NROFATTACKS; i++)
2090 tmp->resist[i] = 50 - (mt->save[i] * 5);
2091 a = mt->save[0];
2092 }
2093 else
2094 {
2095 for (i = 0; i < NROFATTACKS; i++)
2096 tmp->resist[i] = 5;
2097 a = 10;
2098 }
2099
2100 /* Set weapon's immunity */
2101 tmp->resist[ATNR_CONFUSION] = 100;
2102 tmp->resist[ATNR_POISON] = 100;
2103 tmp->resist[ATNR_SLOW] = 100;
2104 tmp->resist[ATNR_PARALYZE] = 100;
2105 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2106 tmp->resist[ATNR_FEAR] = 100;
2107 tmp->resist[ATNR_DEPLETE] = 100;
2108 tmp->resist[ATNR_DEATH] = 100;
2109 tmp->resist[ATNR_BLIND] = 100;
2110
2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2112
2113 if (a > 14)
2114 a = 14;
2115
2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2117
2118 /* Determine golem's speed */
2119 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2120
2121 if (!spell->race)
2122 {
2123 sprintf (buf, "animated %s", &weapon->name);
2124 tmp->name = buf;
2125
2126 tmp->face = weapon->face;
2127 tmp->animation_id = weapon->animation_id;
2128 tmp->anim_speed = weapon->anim_speed;
2129 tmp->last_anim = weapon->last_anim;
2130 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 }
2133
2134 /* make experience increase in proportion to the strength of the summoned creature. */
2135 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2136
2137 tmp->speed_left = -1;
2138 tmp->direction = dir;
2139
2140 m->insert (tmp, x, y, op);
2141 return 1;
2142 }
2143
2144 /* cast_daylight() - changes the map darkness level *lower* */
2145
2146 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map.
2148 */
2149
2150 int
2151 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152 {
2153 int success;
2154
2155 if (!op->map)
2156 return 0; /* shouldnt happen */
2157
2158 success = op->map->change_map_light (spell->stats.dam);
2159
2160 if (!success)
2161 {
2162 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2164 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2166 }
2167 return success;
2168 }
2169
2170 /* create an aura spell object and put it in the player's inventory.
2171 * as usual, op is player, caster is the object casting the spell,
2172 * spell is the spell object itself.
2173 */
2174 int
2175 create_aura (object *op, object *caster, object *spell)
2176 {
2177 int refresh = 0;
2178 object *new_aura;
2179
2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2181 if (new_aura)
2182 refresh = 1;
2183 else
2184 new_aura = arch_to_object (spell->other_arch);
2185
2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2187
2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189
2190 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype;
2192
2193 new_aura->level = caster_level (caster, spell);
2194
2195 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2203 return 1;
2204 }
2205
2206 /* move aura function. An aura is a part of someone's inventory,
2207 * which he carries with him, but which acts on the map immediately
2208 * around him.
2209 * Aura parameters:
2210 * duration: duration counter.
2211 * attacktype: aura's attacktype
2212 * other_arch: archetype to drop where we attack
2213 */
2214 void
2215 move_aura (object *aura)
2216 {
2217 /* auras belong in inventories */
2218 object *env = aura->env;
2219 object *owner = aura->owner;
2220
2221 /* no matter what we've gotta remove the aura...
2222 * we'll put it back if its time isn't up.
2223 */
2224 aura->remove ();
2225
2226 /* exit if we're out of gas */
2227 if (aura->duration-- < 0)
2228 {
2229 aura->destroy ();
2230 return;
2231 }
2232
2233 /* auras only exist in inventories */
2234 if (!env || !env->map)
2235 {
2236 aura->destroy ();
2237 return;
2238 }
2239
2240 /* we need to jump out of the inventory for a bit
2241 * in order to hit the map conveniently.
2242 */
2243 aura->insert_at (env, aura);
2244
2245 for (int i = 1; i < 9; i++)
2246 {
2247 mapxy pos (env);
2248 pos.move (i);
2249
2250 /* Consider the movement type of the person with the aura as
2251 * movement type of the aura. Eg, if the player is flying, the aura
2252 * is flying also, if player is walking, it is on the ground, etc.
2253 */
2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 {
2256 hit_map (aura, i, aura->attacktype, 0);
2257
2258 if (aura->other_arch)
2259 pos.insert (arch_to_object (aura->other_arch), aura);
2260 }
2261 }
2262
2263 /* put the aura back in the player's inventory */
2264 env->insert (aura);
2265 aura->set_owner (owner);
2266 }
2267
2268 /* moves the peacemaker spell.
2269 * op is the piece object.
2270 */
2271 void
2272 move_peacemaker (object *op)
2273 {
2274 object *tmp;
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 {
2278 int atk_lev, def_lev;
2279 object *victim = tmp->head_ ();
2280
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282 continue;
2283
2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285 continue;
2286
2287 if (victim->stats.exp == 0)
2288 continue;
2289
2290 def_lev = MAX (1, victim->level);
2291 atk_lev = MAX (1, op->level);
2292
2293 if (rndm (0, atk_lev - 1) > def_lev)
2294 {
2295 /* make this sucker peaceful. */
2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2299 victim->stats.exp = 0;
2300 #if 0
2301 /* No idea why these were all set to zero - if something
2302 * makes this creature agressive, he should still do damage.
2303 */
2304 victim->stats.dam = 0;
2305 victim->stats.sp = 0;
2306 victim->stats.grace = 0;
2307 victim->stats.Pow = 0;
2308 #endif
2309 victim->attack_movement = RANDO2;
2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2315 if (victim->name)
2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 }
2318 }
2319 }
2320
2321
2322 /* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make.
2324 */
2325
2326 int
2327 write_mark (object *op, object *spell, const char *msg)
2328 {
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0)
2333 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335 return 0;
2336 }
2337
2338 if (strcasestr_local (msg, "endmsg"))
2339 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2341 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2342 return 0;
2343 }
2344 if (!spell->other_arch)
2345 return 0;
2346 tmp = arch_to_object (spell->other_arch);
2347
2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2349
2350 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune;
2352
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2354 return 1;
2355 }