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Revision: 1.105
Committed: Thu Sep 17 00:07:04 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.104: +7 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.77 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.35 *
4 root 1.83 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.54 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.35 *
8 root 1.77 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.62 * 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 pippijn 1.35 *
13 root 1.62 * 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 pippijn 1.35 *
18 root 1.62 * 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 root 1.54 *
21 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.35 */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26     #include <living.h>
27 root 1.36 #include <sproto.h>
28 elmex 1.1 #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 root 1.8 void
36     cast_magic_storm (object *op, object *tmp, int lvl)
37 elmex 1.1 {
38 root 1.8 if (!tmp)
39     return; /* error */
40 root 1.27
41 root 1.8 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 root 1.27
53 root 1.8 tmp->stats.dam = lvl; /* nasty recoils! */
54     tmp->stats.maxhp = tmp->count; /* tract single parent */
55 elmex 1.1
56 root 1.27 tmp->insert_at (op, op);
57 elmex 1.1 }
58    
59 root 1.8 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 root 1.84 if (!wand || wand->type != WAND)
67 root 1.8 {
68     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69     return 0;
70 elmex 1.1 }
71 root 1.8 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 root 1.64 op->play_sound (sound_find ("ob_explode"));
75 root 1.91 wand->destroy ();
76 root 1.8 tmp = get_archetype ("fireball");
77     tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 root 1.27
79 root 1.8 if (!tmp->stats.dam)
80     tmp->stats.dam = 1;
81 root 1.27
82 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
83 root 1.27
84 root 1.8 if (tmp->stats.hp < 2)
85     tmp->stats.hp = 2;
86 root 1.27
87     tmp->insert_at (op);
88 root 1.8 return 1;
89     }
90    
91     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92 root 1.27
93 root 1.8 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 elmex 1.1 }
100 root 1.27
101 root 1.8 if (!ncharges)
102     ncharges = 1;
103 elmex 1.1
104 root 1.8 wand->stats.food += ncharges;
105     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 root 1.27
107 root 1.57 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 root 1.8 {
109     SET_FLAG (wand, FLAG_ANIMATE);
110 root 1.57 wand->set_speed (wand->arch->speed);
111 elmex 1.1 }
112 root 1.26
113 root 1.8 return 1;
114 elmex 1.1 }
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 root 1.8 int
127 root 1.104 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128 elmex 1.1 {
129 root 1.74 int bonus_plus = 0;
130     const char *missile_name = "arrow";
131 root 1.8
132 root 1.74 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 root 1.8 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
134 root 1.12 missile_name = tmp->race;
135 elmex 1.1
136 root 1.74 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137    
138     archetype *missile_arch = archetype::find (missile_name);
139 elmex 1.1
140 root 1.74 if (!missile_arch)
141 root 1.8 {
142     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
143     return 0;
144     }
145 root 1.12
146 root 1.74 object *missile = missile_arch->instance ();
147 elmex 1.1
148 root 1.104 if (spellparam)
149 root 1.8 {
150     /* If it starts with a letter, presume it is a description */
151 root 1.104 if (isalpha (*spellparam))
152 root 1.8 {
153     artifact *al = find_artifactlist (missile->type)->items;
154 elmex 1.1
155 root 1.45 for (; al; al = al->next)
156 root 1.104 if (!strcasecmp (al->item->name, spellparam))
157 root 1.8 break;
158    
159     if (!al)
160     {
161 root 1.91 missile->destroy ();
162 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 root 1.8 return 0;
164     }
165 root 1.12
166 root 1.8 if (al->item->slaying)
167     {
168 root 1.91 missile->destroy ();
169 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
170 root 1.8 return 0;
171     }
172 root 1.12
173 root 1.8 give_artifact_abilities (missile, al->item);
174 root 1.74 /* 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 root 1.8 * 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 root 1.104 else if (atoi (spellparam) < missile_plus)
182     missile_plus = atoi (spellparam);
183 root 1.8 }
184 root 1.12
185 root 1.74 missile_plus = clamp (missile_plus, -4, 4);
186 root 1.8
187     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
188     missile->nrof -= 3 * (missile_plus + bonus_plus);
189 root 1.12
190 root 1.8 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 elmex 1.1
197 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
198 elmex 1.1
199 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200     pick_up (op, missile);
201    
202 root 1.8 return 1;
203 elmex 1.1 }
204    
205    
206     /* allows the choice of what sort of food object to make.
207 root 1.104 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208 root 1.8 int
209 root 1.104 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210 elmex 1.1 {
211 root 1.8 int food_value;
212     archetype *at = NULL;
213     object *new_op;
214    
215 root 1.76 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 root 1.8
217 root 1.104 if (spellparam)
218 root 1.8 {
219 root 1.104 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 root 1.8 if (at == NULL)
221 root 1.104 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 root 1.57 if (at == NULL || at->stats.food > food_value)
223 root 1.104 spellparam = NULL;
224 root 1.8 }
225    
226 root 1.104 if (!spellparam)
227 root 1.8 {
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 root 1.5
237 root 1.8 /* We assume the food items don't have multiple parts */
238 elmex 1.58 for_all_archetypes (at_tmp)
239 root 1.8 {
240 root 1.57 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 root 1.8 {
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 elmex 1.59 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 root 1.8 at = at_tmp;
252 root 1.5 }
253     }
254 elmex 1.1 }
255 root 1.65
256 root 1.8 /* 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 elmex 1.1 }
264    
265 root 1.57 food_value /= at->stats.food;
266 root 1.8 new_op = arch_to_object (at);
267     new_op->nrof = food_value;
268 elmex 1.1
269 root 1.8 new_op->value = 0;
270     if (new_op->nrof < 1)
271     new_op->nrof = 1;
272 elmex 1.1
273 root 1.8 cast_create_obj (op, caster, new_op, dir);
274     return 1;
275 elmex 1.1 }
276 root 1.8
277     int
278     probe (object *op, object *caster, object *spell_ob, int dir)
279     {
280     int r, mflags, maxrange;
281     object *tmp;
282 root 1.13 maptile *m;
283 elmex 1.1
284 root 1.8 if (!dir)
285     {
286     examine_monster (op, op);
287     return 1;
288 elmex 1.1 }
289 root 1.65
290 root 1.8 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 elmex 1.1
295 root 1.8 m = op->map;
296     mflags = get_map_flags (m, &m, x, y, &x, &y);
297 elmex 1.1
298 root 1.8 if (mflags & P_OUT_OF_MAP)
299     break;
300 elmex 1.1
301 root 1.8 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 root 1.5 }
306 root 1.84
307 root 1.8 if (mflags & P_IS_ALIVE)
308     {
309 root 1.84 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 root 1.8 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 root 1.5 }
319 elmex 1.1 }
320 root 1.65
321 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322     return 1;
323 elmex 1.1 }
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 root 1.8 int
333     makes_invisible_to (object *pl, object *mon)
334 elmex 1.1 {
335 root 1.8 if (!pl->invisible)
336     return 0;
337 root 1.68
338 root 1.8 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 root 1.68
346 root 1.8 return 1;
347     }
348 root 1.68
349 root 1.8 /* invis_race is set if we get here */
350 root 1.95 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 root 1.8 return 1;
352 root 1.68
353 root 1.8 /* No race, can't be invisible to it */
354     if (!mon->race)
355 root 1.5 return 0;
356 root 1.68
357 root 1.94 if (mon->race.contains (pl->contr->invis_race))
358 root 1.5 return 1;
359 root 1.68
360 root 1.8 /* Nothing matched above, return 0 */
361     return 0;
362     }
363     else
364     {
365     /* monsters are invisible to everything */
366     return 1;
367 elmex 1.1 }
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 root 1.8 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 elmex 1.1 }
387    
388 root 1.8 /* 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 root 1.42
408 root 1.8 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 root 1.42 update_object (op, UP_OBJ_CHANGE);
414 root 1.8
415     /* Only search the active objects - only these should actually do
416     * harm to the player.
417     */
418 root 1.33 for_all_actives (tmp)
419 root 1.8 if (tmp->enemy == op)
420 root 1.33 tmp->enemy = 0;
421    
422 root 1.8 return 1;
423 elmex 1.1 }
424    
425     /* earth to dust spell. Basically destroys earthwalls in the area.
426     */
427 root 1.8 int
428     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429     {
430     int range, i, j, mflags;
431     sint16 sx, sy;
432 root 1.13 maptile *m;
433 elmex 1.1
434 root 1.8 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 elmex 1.1
436 root 1.8 for (i = -range; i <= range; i++)
437     for (j = -range; j <= range; j++)
438     {
439     sx = op->x + i;
440     sy = op->y + j;
441     m = op->map;
442     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 elmex 1.1
444 root 1.8 if (mflags & P_OUT_OF_MAP)
445     continue;
446 elmex 1.1
447 root 1.102 // earth to dust tears down everything that can be torn down
448     for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 root 1.8 {
450     next = tmp->above;
451 root 1.102
452 root 1.8 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454     }
455     }
456 root 1.31
457 root 1.8 return 1;
458 elmex 1.1 }
459    
460 root 1.8 void
461     execute_word_of_recall (object *op)
462     {
463 root 1.31 if (object *pl = op->in_player ())
464     {
465     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467     else
468 root 1.82 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 root 1.31 }
470 root 1.14
471 root 1.91 op->destroy ();
472 elmex 1.1 }
473    
474     /* Word of recall causes the player to return 'home'.
475     * we put a force into the player object, so that there is a
476     * time delay effect.
477     */
478 root 1.8 int
479     cast_word_of_recall (object *op, object *caster, object *spell_ob)
480     {
481     object *dummy;
482     int time;
483 elmex 1.1
484 root 1.8 if (op->type != PLAYER)
485     return 0;
486 elmex 1.1
487 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
488 elmex 1.1 {
489 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
490     return 1;
491 elmex 1.1 }
492    
493 root 1.8 dummy = get_archetype (FORCE_NAME);
494 root 1.84
495     if (!dummy)
496 root 1.8 {
497     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499     return 0;
500     }
501 root 1.29
502 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503     if (time < 1)
504     time = 1;
505    
506     /* value of speed really doesn't make much difference, as long as it is
507     * positive. Lower value may be useful so that the problem doesn't
508     * do anything really odd if it say a -1000 or something.
509     */
510 root 1.26 dummy->set_speed (0.002);
511 root 1.8 dummy->speed_left = -dummy->speed * time;
512     dummy->type = SPELL_EFFECT;
513     dummy->subtype = SP_WORD_OF_RECALL;
514    
515     /* If we could take advantage of enter_player_savebed() here, it would be
516     * nice, but until the map load fails, we can't.
517     */
518     EXIT_PATH (dummy) = op->contr->savebed_map;
519 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
520     EXIT_Y (dummy) = op->contr->bed_y;
521 root 1.8
522 root 1.31 op->insert (dummy);
523    
524 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525 root 1.31
526 root 1.8 return 1;
527 elmex 1.1 }
528    
529     /* cast_wonder
530     * wonder is really just a spell that will likely cast another
531     * spell.
532     */
533 root 1.8 int
534     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
535     {
536     object *newspell;
537 elmex 1.1
538 root 1.8 if (!rndm (0, 3))
539     return cast_cone (op, caster, dir, spell_ob);
540 elmex 1.1
541 root 1.8 if (spell_ob->randomitems)
542     {
543     newspell = generate_treasure (spell_ob->randomitems, caster->level);
544     if (!newspell)
545     {
546     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
547     return 0;
548 root 1.5 }
549 root 1.8 if (newspell->type != SPELL)
550     {
551     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
552     return 0;
553 root 1.5 }
554 root 1.8 /* Prevent inifinit recursion */
555     if (newspell->subtype == SP_WONDER)
556     {
557     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
558     return 0;
559 root 1.5 }
560 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
561 elmex 1.1 }
562 root 1.8 return 1;
563 elmex 1.1 }
564    
565 root 1.8 int
566     perceive_self (object *op)
567     {
568 root 1.43 const char *cp = describe_item (op, op);
569 root 1.10 archetype *at = archetype::find (ARCH_DEPLETION);
570 root 1.8
571 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572 root 1.60
573 root 1.100 if (!op->is_player ())
574     return 0;
575    
576     if (object *race = archetype::find (op->race))
577     buf << " - You are a G<male|female> " << &race->name << ".\n";
578 root 1.60
579     if (object *god = find_god (determine_god (op)))
580 root 1.87 buf << " - You worship " << &god->name << ".\n";
581 root 1.8 else
582 root 1.87 buf << " - You worship no god.\n";
583 root 1.8
584 root 1.60 object *tmp = present_arch_in_ob (at, op);
585 root 1.8
586 root 1.87 if (*cp == '\0' && !tmp)
587     buf << " - You feel very mundane. ";
588 root 1.8 else
589     {
590 root 1.87 buf << " - You have: " << cp << ".\n";
591 root 1.51
592     if (tmp)
593 root 1.60 for (int i = 0; i < NUM_STATS; i++)
594 root 1.51 if (tmp->stats.stat (i) < 0)
595 root 1.87 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 elmex 1.1 }
597    
598 root 1.8 if (is_dragon_pl (op))
599 root 1.60 /* now grab the 'dragon_ability'-force from the player's inventory */
600     for (tmp = op->inv; tmp; tmp = tmp->below)
601     {
602 root 1.69 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 root 1.60 {
604     if (tmp->stats.exp == 0)
605 root 1.87 buf << " - Your metabolism isn't focused on anything.\n";
606 root 1.60 else
607 root 1.87 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 root 1.60
609     break;
610     }
611     }
612 root 1.36
613 root 1.100 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 root 1.36
615 root 1.8 return 1;
616 elmex 1.1 }
617    
618     /* This creates magic walls. Really, it can create most any object,
619     * within some reason.
620     */
621 root 1.8 int
622     magic_wall (object *op, object *caster, int dir, object *spell_ob)
623     {
624 root 1.27 object *tmp;
625 root 1.8 int i, posblocked, negblocked, maxrange;
626     sint16 x, y;
627 root 1.13 maptile *m;
628 root 1.8 const char *name;
629     archetype *at;
630    
631     if (!dir)
632     {
633     dir = op->facing;
634     x = op->x;
635     y = op->y;
636     }
637     else
638     {
639     x = op->x + freearr_x[dir];
640     y = op->y + freearr_y[dir];
641     }
642 root 1.25
643 root 1.8 m = op->map;
644    
645     if ((spell_ob->move_block || x != op->x || y != op->y) &&
646     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
647     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
648     {
649     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
650     return 0;
651     }
652 root 1.25
653 root 1.8 if (spell_ob->other_arch)
654 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
655 root 1.8 else if (spell_ob->race)
656     {
657     char buf1[MAX_BUF];
658    
659     sprintf (buf1, spell_ob->race, dir);
660 root 1.10 at = archetype::find (buf1);
661 root 1.8 if (!at)
662     {
663     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
664     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
665     return 0;
666 root 1.5 }
667 root 1.27
668 root 1.8 tmp = arch_to_object (at);
669     }
670     else
671     {
672     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
673     return 0;
674     }
675    
676     if (tmp->type == SPELL_EFFECT)
677     {
678     tmp->attacktype = spell_ob->attacktype;
679     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
680     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
681     tmp->range = 0;
682     }
683     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
684     {
685     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
686     tmp->stats.maxhp = tmp->stats.hp;
687     }
688 root 1.25
689 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
690     {
691     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
692     SET_FLAG (tmp, FLAG_IS_USED_UP);
693 elmex 1.1 }
694 root 1.25
695 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
696     {
697     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
698     tmp->stats.maxhp = tmp->stats.hp;
699     SET_FLAG (tmp, FLAG_TEAR_DOWN);
700     SET_FLAG (tmp, FLAG_ALIVE);
701     }
702    
703     /* This can't really hurt - if the object doesn't kill anything,
704 root 1.25 * these fields just won't be used. Do not set the owner for
705     * earthwalls, though, so they survive restarts.
706 root 1.8 */
707 root 1.25 if (tmp->type != EARTHWALL) //TODO
708     tmp->set_owner (op);
709    
710 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
711 root 1.89 tmp->level = casting_level (caster, spell_ob) / 2;
712 elmex 1.1
713 root 1.8 name = tmp->name;
714 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
715 root 1.8 {
716     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
717     return 0;
718 elmex 1.1 }
719 root 1.25
720 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
721 root 1.57 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 root 1.8 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723    
724     /* This code causes the wall to extend some distance in
725     * each direction, or until an obstruction is encountered.
726     * posblocked and negblocked help determine how far the
727     * created wall can extend, it won't go extend through
728     * blocked spaces.
729     */
730     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
731     posblocked = 0;
732     negblocked = 0;
733    
734     for (i = 1; i <= maxrange; i++)
735     {
736     int dir2;
737    
738     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
739    
740     x = tmp->x + i * freearr_x[dir2];
741     y = tmp->y + i * freearr_y[dir2];
742     m = tmp->map;
743    
744     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
745     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
746     {
747 root 1.27 object *tmp2 = tmp->clone ();
748     m->insert (tmp2, x, y, op);
749    
750 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
751 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
753 root 1.8
754     }
755     else
756     posblocked = 1;
757    
758     x = tmp->x - i * freearr_x[dir2];
759     y = tmp->y - i * freearr_y[dir2];
760     m = tmp->map;
761    
762     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
763     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
764     {
765 root 1.27 object *tmp2 = tmp->clone ();
766     m->insert (tmp2, x, y, op);
767    
768 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
770 root 1.8 }
771     else
772     negblocked = 1;
773 elmex 1.1 }
774    
775 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
776     update_all_los (op->map, op->x, op->y);
777 elmex 1.1
778 root 1.8 return 1;
779 elmex 1.1 }
780    
781 root 1.8 int
782 root 1.104 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783 root 1.8 {
784     uint32 dist, maxdist;
785     int mflags;
786 root 1.13 maptile *m;
787 root 1.8 sint16 sx, sy;
788 elmex 1.1
789 root 1.8 if (op->type != PLAYER)
790     return 0;
791 elmex 1.1
792 root 1.8 if (!dir)
793     {
794     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
795     return 0;
796 elmex 1.1 }
797    
798 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
799     * ever, so put limits in.
800     */
801     maxdist = spob->range + SP_level_range_adjust (caster, spob);
802    
803 root 1.104 if (spellparam)
804 root 1.8 {
805 root 1.104 int count = atoi (spellparam);
806    
807     if (count > maxdist)
808 root 1.8 {
809     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
810     return 0;
811 root 1.5 }
812    
813 root 1.104 for (dist = 0; dist < count; dist++)
814 root 1.8 {
815     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
816 root 1.5
817 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
818     break;
819 root 1.5
820 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
821     break;
822 root 1.5 }
823    
824 root 1.104 if (dist < count)
825 root 1.8 {
826     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
827     return 0;
828     }
829 root 1.27
830 root 1.8 /* Remove code that puts player on random space on maps. IMO,
831     * a lot of maps probably have areas the player should not get to,
832     * but may not be marked as NO_MAGIC (as they may be bounded
833     * by such squares). Also, there are probably treasure rooms and
834     * lots of other maps that protect areas with no magic, but the
835     * areas themselves don't contain no magic spaces.
836     */
837     /* This call here is really just to normalize the coordinates */
838     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
839     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
840     {
841     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
842     return 1; /* Maybe the penalty should be more severe... */
843 root 1.5 }
844 root 1.8 }
845     else
846     {
847     /* Player didn't specify a distance, so lets see how far
848     * we can move the player. Don't know why this stopped on
849     * spaces that blocked the players view.
850     */
851 root 1.5
852 root 1.8 for (dist = 0; dist < maxdist; dist++)
853     {
854     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
855 root 1.5
856 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
857     break;
858 root 1.5
859 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
860     break;
861 root 1.5
862     }
863    
864 root 1.8 /* If the destination is blocked, keep backing up until we
865     * find a place for the player.
866     */
867     for (; dist > 0; dist--)
868     {
869     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
870     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
871     continue;
872 root 1.5
873    
874 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
875     break;
876 root 1.5
877     }
878 root 1.8 if (!dist)
879     {
880     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
881     return 0;
882 root 1.5 }
883 elmex 1.1 }
884    
885 root 1.8 /* Actually move the player now */
886 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
887 root 1.8 return 1;
888 elmex 1.1
889 root 1.8 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
890     return 1;
891 elmex 1.1 }
892    
893     /* cast_heal: Heals something.
894     * op is the caster.
895     * dir is the direction he is casting it in.
896     * spell is the spell object.
897     */
898 root 1.8 int
899     cast_heal (object *op, object *caster, object *spell, int dir)
900     {
901     object *tmp;
902     archetype *at;
903     object *poison;
904     int heal = 0, success = 0;
905    
906     tmp = find_target_for_friendly_spell (op, dir);
907    
908 root 1.40 if (!tmp)
909 root 1.8 return 0;
910    
911     /* Figure out how many hp this spell might cure.
912     * could be zero if this spell heals effects, not damage.
913     */
914     heal = spell->stats.dam;
915     if (spell->stats.hp)
916     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
917    
918     if (heal)
919     {
920     if (tmp->stats.hp >= tmp->stats.maxhp)
921 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
922 root 1.8 else
923     {
924     /* See how many points we actually heal. Instead of messages
925     * based on type of spell, we instead do messages based
926     * on amount of damage healed.
927     */
928 root 1.70 if (heal > tmp->stats.maxhp - tmp->stats.hp)
929 root 1.8 heal = tmp->stats.maxhp - tmp->stats.hp;
930 root 1.70
931 root 1.8 tmp->stats.hp += heal;
932    
933     if (tmp->stats.hp >= tmp->stats.maxhp)
934 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
935 root 1.8 else if (heal > 50)
936 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
937 root 1.8 else if (heal > 25)
938 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
939 root 1.8 else if (heal > 10)
940 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
941 root 1.8 else
942 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
943    
944 root 1.8 success = 1;
945     }
946     }
947 root 1.40
948 root 1.8 if (spell->attacktype & AT_DISEASE)
949 root 1.70 if (cure_disease (tmp, op, spell))
950 root 1.8 success = 1;
951    
952     if (spell->attacktype & AT_POISON)
953     {
954 root 1.10 at = archetype::find ("poisoning");
955 root 1.8 poison = present_arch_in_ob (at, tmp);
956     if (poison)
957     {
958     success = 1;
959     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
960     poison->stats.food = 1;
961 root 1.5 }
962 elmex 1.1 }
963 root 1.40
964 root 1.8 if (spell->attacktype & AT_CONFUSION)
965     {
966     poison = present_in_ob_by_name (FORCE, "confusion", tmp);
967     if (poison)
968     {
969     success = 1;
970     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
971     poison->duration = 1;
972 root 1.5 }
973 elmex 1.1 }
974 root 1.40
975 root 1.8 if (spell->attacktype & AT_BLIND)
976     {
977 root 1.10 at = archetype::find ("blindness");
978 root 1.8 poison = present_arch_in_ob (at, tmp);
979     if (poison)
980     {
981     success = 1;
982     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
983     poison->stats.food = 1;
984 root 1.5 }
985 elmex 1.1 }
986 root 1.40
987 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
988     {
989     tmp->stats.sp += spell->last_sp;
990     if (tmp->stats.sp > tmp->stats.maxsp)
991     tmp->stats.sp = tmp->stats.maxsp;
992     success = 1;
993     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
994     }
995 root 1.40
996 root 1.8 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
997     {
998     tmp->stats.grace += spell->last_grace;
999     if (tmp->stats.grace > tmp->stats.maxgrace)
1000     tmp->stats.grace = tmp->stats.maxgrace;
1001     success = 1;
1002     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1003 elmex 1.1 }
1004 root 1.40
1005 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1006     {
1007     tmp->stats.food += spell->stats.food;
1008 root 1.70
1009 root 1.8 if (tmp->stats.food > 999)
1010     tmp->stats.food = 999;
1011 root 1.70
1012 root 1.8 success = 1;
1013     /* We could do something a bit better like the messages for healing above */
1014     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1015     }
1016 root 1.40
1017 root 1.8 return success;
1018 elmex 1.1 }
1019    
1020     /* This is used for the spells that gain stats. There are no spells
1021     * right now that icnrease wis/int/pow on a temp basis, so no
1022     * good comments for those.
1023     */
1024 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1025     "You grow no stronger.",
1026     "You grow no more agile.",
1027     "You don't feel any healthier.",
1028 root 1.55 "You didn't grow any more intelligent.",
1029     "You do not feel any wiser.",
1030     "You don't feel any more powerful."
1031 root 1.8 "You are no easier to look at.",
1032 elmex 1.1 };
1033    
1034 root 1.8 int
1035 root 1.105 change_ability_duration (object *spell, object *caster)
1036     {
1037     return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038     }
1039    
1040     int
1041 root 1.8 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1042     {
1043 root 1.88 object *force = 0;
1044 root 1.8 int i;
1045    
1046     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1047 root 1.27 object *tmp = dir
1048 root 1.88 ? find_target_for_friendly_spell (op, dir)
1049     : op;
1050 root 1.8
1051 root 1.27 if (!tmp)
1052 root 1.8 return 0;
1053    
1054     /* If we've already got a force of this type, don't add a new one. */
1055 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1056 root 1.8 {
1057     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1058     {
1059     if (tmp2->name == spell_ob->name)
1060     {
1061     force = tmp2; /* the old effect will be "refreshed" */
1062     break;
1063 root 1.5 }
1064 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1065     {
1066     if (!silent)
1067     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068 root 1.88
1069 root 1.8 return 0;
1070 root 1.5 }
1071     }
1072 elmex 1.1 }
1073 root 1.88
1074     if (!force)
1075 root 1.8 {
1076     force = get_archetype (FORCE_NAME);
1077     force->subtype = FORCE_CHANGE_ABILITY;
1078 root 1.88
1079 root 1.8 if (spell_ob->race)
1080     force->name = spell_ob->race;
1081     else
1082     force->name = spell_ob->name;
1083 root 1.88
1084 root 1.8 force->name_pl = spell_ob->name;
1085     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1086    
1087     }
1088     else
1089     {
1090 root 1.105 int duration = change_ability_duration (caster, spell_ob);
1091 root 1.8
1092     if (duration > force->duration)
1093     {
1094     force->duration = duration;
1095     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1096     }
1097     else
1098 root 1.88 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1099 root 1.55
1100 root 1.8 return 1;
1101     }
1102 root 1.55
1103 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1104     force->speed = 1.0;
1105     force->speed_left = -1.0;
1106     SET_FLAG (force, FLAG_APPLIED);
1107    
1108     /* Now start processing the effects. First, protections */
1109     for (i = 0; i < NROFATTACKS; i++)
1110     {
1111     if (spell_ob->resist[i])
1112     {
1113     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1114     if (force->resist[i] > 100)
1115     force->resist[i] = 100;
1116 root 1.5 }
1117 elmex 1.1 }
1118 root 1.55
1119 root 1.8 if (spell_ob->stats.hp)
1120     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1121    
1122     if (tmp->type == PLAYER)
1123     {
1124     /* Stat adjustment spells */
1125     for (i = 0; i < NUM_STATS; i++)
1126     {
1127 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1128 root 1.8 {
1129 root 1.51 sint8 sm = 0;
1130     for (sint8 k = 0; k < stat; k++)
1131 root 1.8 sm += rndm (1, 3);
1132    
1133 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1134     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1135    
1136     force->stats.stat (i) = sm;
1137    
1138 root 1.8 if (!sm)
1139     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1140 root 1.5 }
1141     }
1142 elmex 1.1 }
1143    
1144 root 1.8 force->move_type = spell_ob->move_type;
1145 elmex 1.1
1146 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1147     SET_FLAG (force, FLAG_SEE_IN_DARK);
1148 elmex 1.1
1149 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1150     SET_FLAG (force, FLAG_XRAYS);
1151 elmex 1.1
1152 root 1.8 /* Haste/bonus speed */
1153     if (spell_ob->stats.exp)
1154     {
1155     if (op->speed > 0.5f)
1156     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1157     else
1158     force->stats.exp = spell_ob->stats.exp;
1159 elmex 1.1 }
1160    
1161 root 1.8 force->stats.wc = spell_ob->stats.wc;
1162     force->stats.ac = spell_ob->stats.ac;
1163     force->attacktype = spell_ob->attacktype;
1164    
1165     insert_ob_in_ob (force, tmp);
1166     change_abil (tmp, force); /* Mostly to display any messages */
1167 root 1.24 tmp->update_stats ();
1168 root 1.55
1169 root 1.8 return 1;
1170 elmex 1.1 }
1171    
1172     /* This used to be part of cast_change_ability, but it really didn't make
1173     * a lot of sense, since most of the values it derives are from the god
1174     * of the caster.
1175     */
1176 root 1.8 int
1177     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1178     {
1179     int i;
1180 root 1.85 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1181 root 1.8
1182     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1183     if (dir != 0)
1184     {
1185     tmp = find_target_for_friendly_spell (op, dir);
1186 root 1.85
1187     if (!tmp)
1188     return 0;
1189 root 1.8 }
1190     else
1191 root 1.85 tmp = op;
1192 root 1.8
1193     /* If we've already got a force of this type, don't add a new one. */
1194 root 1.85 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1195 root 1.8 {
1196     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1197     {
1198     if (tmp2->name == spell_ob->name)
1199     {
1200     force = tmp2; /* the old effect will be "refreshed" */
1201     break;
1202 root 1.5 }
1203 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1204     {
1205     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1206     return 0;
1207 root 1.5 }
1208     }
1209 elmex 1.1 }
1210 root 1.85
1211 root 1.8 if (force == NULL)
1212     {
1213     force = get_archetype (FORCE_NAME);
1214     force->subtype = FORCE_CHANGE_ABILITY;
1215     if (spell_ob->race)
1216     force->name = spell_ob->race;
1217     else
1218     force->name = spell_ob->name;
1219     force->name_pl = spell_ob->name;
1220     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1221     }
1222     else
1223     {
1224     int duration;
1225    
1226     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1227     if (duration > force->duration)
1228     {
1229     force->duration = duration;
1230     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1231 root 1.5 }
1232 root 1.8 else
1233     {
1234     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1235     }
1236     return 0;
1237 elmex 1.1 }
1238 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1239     force->speed = 1.0;
1240     force->speed_left = -1.0;
1241     SET_FLAG (force, FLAG_APPLIED);
1242 elmex 1.1
1243 root 1.8 if (!god)
1244     {
1245     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1246     }
1247     else
1248     {
1249     /* Only give out good benefits, and put a max on it */
1250     for (i = 0; i < NROFATTACKS; i++)
1251     {
1252     if (god->resist[i] > 0)
1253     {
1254     force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1255 root 1.5 }
1256     }
1257 root 1.8 force->path_attuned |= god->path_attuned;
1258 root 1.7
1259 root 1.8 if (spell_ob->attacktype)
1260     force->slaying = god->slaying;
1261 root 1.7
1262 root 1.8 if (tmp != op)
1263     {
1264     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1265     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1266     }
1267     else
1268     {
1269     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1270 root 1.5 }
1271 elmex 1.1
1272     }
1273 root 1.8 force->stats.wc = spell_ob->stats.wc;
1274     force->stats.ac = spell_ob->stats.ac;
1275 elmex 1.1
1276 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1277     insert_ob_in_ob (force, tmp);
1278 root 1.24 tmp->update_stats ();
1279 root 1.8 return 1;
1280 elmex 1.1 }
1281    
1282     /* Alchemy code by Mark Wedel
1283     *
1284     * This code adds a new spell, called alchemy. Alchemy will turn
1285 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1286     *
1287     * The value of the gold nuggets being about 90% of that of the item
1288     * itself. It uses the value of the object before charisma adjustments,
1289     * because the nuggets themselves will be will be adjusted by charisma
1290     * when sold.
1291 elmex 1.1 *
1292     * There is also a chance (1:30) that you will get nothing at all
1293     * for the object. There is also a maximum weight that will be
1294 root 1.37 * alchemised.
1295 elmex 1.1 */
1296 root 1.8 static void
1297 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1298 root 1.8 {
1299     uint64 value = query_cost (obj, NULL, F_TRUE);
1300    
1301 root 1.75 /* Give third price when we alchemy money (this should hopefully
1302 root 1.8 * make it so that it isn't worth it to alchemy money, sell
1303     * the nuggets, alchemy the gold from that, etc.
1304     * Otherwise, give 9 silver on the gold for other objects,
1305     * so that it would still be more affordable to haul
1306     * the stuff back to town.
1307     */
1308     if (QUERY_FLAG (obj, FLAG_UNPAID))
1309     value = 0;
1310     else if (obj->type == MONEY || obj->type == GEM)
1311     value /= 3;
1312     else
1313 root 1.39 value = value * 9 / 10;
1314 root 1.8
1315 root 1.37 if (obj->value > 0 && rndm (0, 29))
1316 root 1.38 total_value += value;
1317 root 1.8
1318 root 1.38 total_weight += obj->total_weight ();
1319 root 1.8
1320 root 1.91 obj->destroy ();
1321 root 1.8 }
1322    
1323     int
1324     alchemy (object *op, object *caster, object *spell_ob)
1325 elmex 1.1 {
1326 root 1.8 if (op->type != PLAYER)
1327     return 0;
1328    
1329 root 1.66 archetype *nugget[3];
1330    
1331     nugget[0] = archetype::find ("pyrite3");
1332     nugget[1] = archetype::find ("pyrite2");
1333     nugget[2] = archetype::find ("pyrite");
1334 root 1.39
1335 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1336     * some, and also prevents people from alchemising every table/chair/clock
1337 root 1.8 * in sight
1338     */
1339 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1340     int weight_max = duration * 1000;
1341     uint64 value_max = duration * 1000;
1342 elmex 1.1
1343 root 1.39 int weight = 0;
1344 root 1.38
1345     for (int y = op->y - 1; y <= op->y + 1; y++)
1346 root 1.8 {
1347 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1348 root 1.8 {
1349 root 1.38 uint64 value = 0;
1350    
1351     sint16 nx = x;
1352     sint16 ny = y;
1353 elmex 1.1
1354 root 1.39 maptile *mp = op->map;
1355 root 1.5
1356 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1357 root 1.5
1358 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1359     continue;
1360    
1361     /* Treat alchemy a little differently - most spell effects
1362     * use fly as the movement type - for alchemy, consider it
1363     * ground level effect.
1364     */
1365     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1366     continue;
1367    
1368 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1369 root 1.8 {
1370     next = tmp->above;
1371 root 1.37
1372 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1373     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1374     {
1375     if (tmp->inv)
1376     {
1377     object *next1, *tmp1;
1378    
1379 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1380 root 1.8 {
1381     next1 = tmp1->below;
1382     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1383     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1384 root 1.38 alchemy_object (tmp1, value, weight);
1385 root 1.5 }
1386     }
1387 root 1.37
1388 root 1.38 alchemy_object (tmp, value, weight);
1389 root 1.8
1390     if (weight > weight_max)
1391 root 1.38 break;
1392     }
1393     }
1394    
1395 root 1.66 value -= rndm (value >> 4);
1396 root 1.38 value = min (value, value_max);
1397    
1398 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1399     if (int nrof = value / nugget [i]->value)
1400     {
1401     value -= nrof * nugget[i]->value;
1402    
1403     object *tmp = arch_to_object (nugget[i]);
1404     tmp->nrof = nrof;
1405     tmp->flag [FLAG_IDENTIFIED] = true;
1406 root 1.67 op->map->insert (tmp, x, y, op, 0);
1407 root 1.66 }
1408 root 1.38
1409     if (weight > weight_max)
1410     goto bailout;
1411 root 1.8 }
1412     }
1413 root 1.17
1414 root 1.38 bailout:
1415 root 1.8 return 1;
1416 elmex 1.1 }
1417    
1418     /* This function removes the cursed/damned status on equipped
1419     * items.
1420     */
1421 root 1.8 int
1422     remove_curse (object *op, object *caster, object *spell)
1423     {
1424     object *tmp;
1425     int success = 0, was_one = 0;
1426    
1427     for (tmp = op->inv; tmp; tmp = tmp->below)
1428     if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431     {
1432     was_one++;
1433 root 1.80
1434 root 1.89 if (tmp->level <= casting_level (caster, spell))
1435 root 1.8 {
1436     success++;
1437     if (QUERY_FLAG (spell, FLAG_DAMNED))
1438     CLEAR_FLAG (tmp, FLAG_DAMNED);
1439    
1440     CLEAR_FLAG (tmp, FLAG_CURSED);
1441     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1442     tmp->value = 0; /* Still can't sell it */
1443 root 1.80
1444     if (object *pl = tmp->visible_to ())
1445     esrv_update_item (UPD_FLAGS, pl, tmp);
1446 root 1.8 }
1447     }
1448    
1449     if (op->type == PLAYER)
1450     {
1451     if (success)
1452 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1453 root 1.8 else
1454     {
1455     if (was_one)
1456     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1457     else
1458     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1459 root 1.5 }
1460 elmex 1.1 }
1461 root 1.21
1462 root 1.8 return success;
1463 elmex 1.1 }
1464    
1465     /* Identifies objects in the players inventory/on the ground */
1466 root 1.8 int
1467     cast_identify (object *op, object *caster, object *spell)
1468     {
1469     object *tmp;
1470 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 root 1.8
1472 root 1.101 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473 root 1.8
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 root 1.21
1480 root 1.8 if (op->type == PLAYER)
1481     {
1482 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 root 1.21
1484 root 1.8 if (tmp->msg)
1485 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 root 1.5 }
1487 root 1.21
1488 root 1.101 if (!--num_ident)
1489 root 1.8 break;
1490 root 1.5 }
1491 elmex 1.1 }
1492 root 1.21
1493 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1494     * stuff on the floor. Only identify stuff on the floor if the spell
1495     * was not fully used.
1496     */
1497     if (num_ident)
1498     {
1499 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1500 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1501     {
1502 root 1.21 identify (tmp);
1503 root 1.8
1504 root 1.80 if (object *pl = tmp->visible_to ())
1505 root 1.8 {
1506 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1507 root 1.21
1508 root 1.8 if (tmp->msg)
1509 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1510 root 1.8 }
1511 root 1.21
1512 root 1.101 if (!--num_ident)
1513 root 1.8 break;
1514     }
1515     }
1516 root 1.21
1517 root 1.73 if (buf.empty ())
1518     {
1519     op->failmsg ("You can't reach anything unidentified.");
1520     return 0;
1521     }
1522 root 1.8 else
1523 root 1.73 {
1524     if (op->contr)
1525     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1526 root 1.21
1527 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1528     return 1;
1529     }
1530 elmex 1.1 }
1531    
1532 root 1.8 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 root 1.13 maptile *m;
1539 root 1.8
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 root 1.89 level = casting_level (caster, spell);
1545 root 1.8 range = spell->range + SP_level_range_adjust (caster, spell);
1546    
1547     if (!skill)
1548     skill = caster;
1549    
1550 root 1.98 unordered_mapwalk (op, -range, -range, range, range)
1551     {
1552     /* For most of the detections, we only detect objects above the
1553     * floor. But this is not true for show invisible.
1554     * Basically, we just go and find the top object and work
1555     * down - that is easier than working up.
1556     */
1557    
1558     for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559     last = tmp;
1560    
1561     /* Shouldn't happen, but if there are no objects on a space, this
1562     * would happen.
1563     */
1564     if (!last)
1565     continue;
1566    
1567     done_one = 0;
1568     floor = 0;
1569     detect = NULL;
1570     for (tmp = last; tmp; tmp = tmp->below)
1571     {
1572     /* show invisible */
1573     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1574     /* Might there be other objects that we can make visible? */
1575 elmex 1.103 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1576     || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1577 root 1.98 || tmp->type == CF_HANDLE
1578 elmex 1.103 || tmp->type == TRAPDOOR
1579     || tmp->type == EXIT
1580     || tmp->type == HOLE
1581     || tmp->type == BUTTON
1582     || tmp->type == TELEPORTER
1583     || tmp->type == GATE
1584     || tmp->type == LOCKED_DOOR
1585     || tmp->type == WEAPON
1586     || tmp->type == ALTAR
1587     || tmp->type == SIGN
1588     || tmp->type == TRIGGER_PEDESTAL
1589     || tmp->type == SPECIAL_KEY
1590     || tmp->type == TREASURE
1591     || tmp->type == BOOK
1592     || tmp->type == HOLY_ALTAR
1593     || tmp->type == CONTAINER)))
1594 root 1.98 {
1595     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596     {
1597     tmp->invisible = 0;
1598     done_one = 1;
1599     }
1600     }
1601    
1602     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603     floor = 1;
1604    
1605     /* All detections below this point don't descend beneath the floor,
1606     * so just continue on. We could be clever and look at the type of
1607     * detection to completely break out if we don't care about objects beneath
1608     * the floor, but once we get to the floor, not likely a very big issue anyways.
1609     */
1610     if (floor)
1611     continue;
1612    
1613     /* I had thought about making detect magic and detect curse
1614     * show the flash the magic item like it does for detect monster.
1615     * however, if the object is within sight, this would then make it
1616     * difficult to see what object is magical/cursed, so the
1617     * effect wouldn't be as apparent.
1618     */
1619    
1620     /* detect magic */
1621     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623     {
1624     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625     /* make runes more visibile */
1626     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627     tmp->stats.Cha /= 4;
1628    
1629     done_one = 1;
1630     }
1631    
1632     /* detect monster */
1633     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1634     {
1635     done_one = 2;
1636    
1637     if (!detect)
1638     detect = tmp;
1639     }
1640    
1641     /* Basically, if race is set in the spell, then the creatures race must
1642     * match that. if the spell race is set to GOD, then the gods opposing
1643     * race must match.
1644     */
1645     if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1646     ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647     spell->race.contains (tmp->race)))
1648     {
1649     done_one = 2;
1650    
1651     if (!detect)
1652     detect = tmp;
1653     }
1654 root 1.21
1655 root 1.98 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1656     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1657     {
1658     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1659     done_one = 1;
1660     }
1661     } /* for stack of objects on this space */
1662 elmex 1.1
1663 root 1.98 /* Code here puts an effect of the spell on the space, so you can see
1664     * where the magic is.
1665     */
1666     if (done_one)
1667     {
1668     object *detect_ob = arch_to_object (spell->other_arch);
1669 root 1.8
1670 root 1.98 /* if this is set, we want to copy the face */
1671     if (done_one == 2 && detect)
1672     {
1673     detect_ob->face = detect->face;
1674     detect_ob->animation_id = detect->animation_id;
1675     detect_ob->anim_speed = detect->anim_speed;
1676     detect_ob->last_anim = 0;
1677     /* by default, the detect_ob is already animated */
1678     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1679     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1680     }
1681 root 1.27
1682 root 1.98 m->insert (detect_ob, nx, ny, op);
1683     }
1684     } /* for processing the surrounding spaces */
1685 root 1.5
1686    
1687 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1688     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1689     {
1690     done_one = 0;
1691 root 1.80
1692 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1693     {
1694     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1695     {
1696     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1697     {
1698     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1699 root 1.80
1700     if (object *pl = tmp->visible_to ())
1701     esrv_update_item (UPD_FLAGS, pl, tmp);
1702 root 1.5 }
1703 root 1.80
1704 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1705     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1706     {
1707     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1708 root 1.80
1709     if (object *pl = tmp->visible_to ())
1710     esrv_update_item (UPD_FLAGS, pl, tmp);
1711 root 1.5 }
1712 root 1.8 } /* if item is not identified */
1713     } /* for the players inventory */
1714     } /* if detect magic/curse and object is a player */
1715 root 1.80
1716 root 1.8 return 1;
1717 elmex 1.1 }
1718    
1719    
1720     /**
1721     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1722     * level whos spell did cause the overcharge.
1723     */
1724 root 1.8 static void
1725     charge_mana_effect (object *victim, int caster_level)
1726 elmex 1.1 {
1727    
1728 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1729     * will explode, too.
1730     */
1731     if (victim->stats.maxsp <= 0)
1732     return;
1733 elmex 1.1
1734 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1735 elmex 1.1
1736 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1737     {
1738     new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1739     victim->stats.sp = 2 * victim->stats.maxsp;
1740 elmex 1.99 create_exploding_ball_at (victim, caster_level);
1741 elmex 1.1 }
1742 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 root 1.8 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 elmex 1.1 }
1751 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 elmex 1.1 }
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 root 1.8 int
1761     cast_transfer (object *op, object *caster, object *spell, int dir)
1762     {
1763     object *plyr = NULL;
1764     sint16 x, y;
1765 root 1.13 maptile *m;
1766 root 1.8 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 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778     break;
1779 elmex 1.1 }
1780    
1781    
1782 root 1.8 /* 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 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788     break;
1789 elmex 1.1
1790 root 1.8 if (!plyr)
1791     {
1792     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793     return 0;
1794 elmex 1.1 }
1795 root 1.8 /* give sp */
1796     if (spell->stats.dam > 0)
1797     {
1798     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 root 1.89 charge_mana_effect (plyr, casting_level (caster, spell));
1800 root 1.8 return 1;
1801 elmex 1.1 }
1802 root 1.8 /* 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 root 1.89 charge_mana_effect (op, casting_level (caster, spell));
1822 root 1.5 }
1823     }
1824 root 1.8 return 1;
1825 elmex 1.1 }
1826 root 1.8 return 0;
1827 elmex 1.1 }
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 root 1.8 void
1837     counterspell (object *op, int dir)
1838 elmex 1.1 {
1839 root 1.8 object *tmp, *head, *next;
1840     int mflags;
1841 root 1.13 maptile *m;
1842 root 1.8 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 elmex 1.1
1851 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 root 1.8 {
1853     next = tmp->above;
1854 elmex 1.1
1855 root 1.8 /* 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 elmex 1.1
1873 elmex 1.44 if (head->attacktype & AT_MAGIC
1874     && !(head->attacktype & AT_COUNTERSPELL)
1875     && !QUERY_FLAG (head, FLAG_MONSTER)
1876     && (op->level > head->level))
1877 root 1.91 head->destroy ();
1878 root 1.8 else
1879     switch (head->type)
1880     {
1881     case SPELL_EFFECT:
1882 elmex 1.44 // 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 root 1.8 if (op->level > head->level)
1888 root 1.91 head->destroy ();
1889 root 1.17
1890 root 1.5 break;
1891    
1892 root 1.8 /* 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 root 1.91 head->destroy ();
1901 root 1.8 }
1902 root 1.5 break;
1903 root 1.8 }
1904 elmex 1.1 }
1905     }
1906    
1907     /* cast_consecrate() - a spell to make an altar your god's */
1908 root 1.8 int
1909     cast_consecrate (object *op, object *caster, object *spell)
1910     {
1911     char buf[MAX_BUF];
1912 elmex 1.1
1913 root 1.8 object *tmp, *god = find_god (determine_god (op));
1914 elmex 1.1
1915 root 1.8 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 elmex 1.1 }
1920 root 1.8
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 root 1.89 if (tmp->level > casting_level (caster, spell))
1929 root 1.8 {
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 root 1.89 tmp->level = casting_level (caster, spell);
1939 root 1.8 tmp->other_arch = god->arch;
1940 root 1.80
1941 root 1.8 if (op->type == PLAYER)
1942     esrv_update_item (UPD_NAME, op, tmp);
1943 root 1.80
1944 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945     return 1;
1946 root 1.5 }
1947     }
1948 elmex 1.1 }
1949 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950     return 0;
1951 elmex 1.1 }
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 root 1.8 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 root 1.13 maptile *m;
1971 root 1.8
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 elmex 1.1 }
1978 root 1.8 /* exit if it's not a player using this spell. */
1979     if (op->type != PLAYER)
1980     return 0;
1981 elmex 1.1
1982 root 1.8 /* if player already has a golem, abort */
1983 root 1.49 if (object *golem = op->contr->golem)
1984 root 1.8 {
1985 root 1.46 control_golem (golem, dir);
1986 root 1.8 return 0;
1987 elmex 1.1 }
1988    
1989 root 1.8 /* if no direction specified, pick one */
1990     if (!dir)
1991 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 root 1.8
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 root 1.84 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 root 1.8 {
2001     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002     return 0;
2003 elmex 1.1 }
2004    
2005 root 1.8 /* Use the weapon marked by the player. */
2006     weapon = find_marked_object (op);
2007 elmex 1.1
2008 root 1.8 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 root 1.93
2014     if (spell->race && weapon->arch->archname != spell->race)
2015 root 1.8 {
2016     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2017     return 0;
2018     }
2019 root 1.93
2020 root 1.8 if (weapon->type != WEAPON)
2021     {
2022     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2023     return 0;
2024 elmex 1.1 }
2025 root 1.93
2026 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2027     {
2028     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2029     return 0;
2030 elmex 1.1 }
2031 root 1.8
2032 root 1.80 weapon = weapon->split ();
2033 root 1.8
2034     /* create the golem object */
2035     tmp = arch_to_object (spell->other_arch);
2036    
2037     /* if animated by a player, give the player control of the golem */
2038     CLEAR_FLAG (tmp, FLAG_MONSTER);
2039     tmp->stats.exp = 0;
2040     add_friendly_object (tmp);
2041     tmp->type = GOLEM;
2042 root 1.19 tmp->set_owner (op);
2043 root 1.49 op->contr->golem = tmp;
2044 root 1.46 set_spell_skill (op, caster, spell, tmp);
2045 root 1.8
2046     /* Give the weapon to the golem now. A bit of a hack to check the
2047 root 1.79 * removed flag - it should only be set if weapon->split was
2048 root 1.8 * used above.
2049     */
2050     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 root 1.16 weapon->remove ();
2052 root 1.46
2053 root 1.80 tmp->insert (weapon);
2054    
2055 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2056     * so instead, just set it as equipped (otherwise, we need to update
2057     * body_info, skills, etc)
2058     */
2059     SET_FLAG (tmp, FLAG_USE_WEAPON);
2060     SET_FLAG (weapon, FLAG_APPLIED);
2061 root 1.24 tmp->update_stats ();
2062 root 1.8
2063     /* There used to be 'odd' code that basically seemed to take the absolute
2064     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2065     * if you're using a crappy weapon, it shouldn't be as good.
2066     */
2067    
2068     /* modify weapon's animated wc */
2069     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2070     if (tmp->stats.wc < -127)
2071     tmp->stats.wc = -127;
2072    
2073     /* Modify hit points for weapon */
2074     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2075     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2076     if (tmp->stats.maxhp < 0)
2077     tmp->stats.maxhp = 10;
2078     tmp->stats.hp = tmp->stats.maxhp;
2079    
2080     /* Modify weapon's damage */
2081     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2082     if (tmp->stats.dam < 0)
2083     tmp->stats.dam = 127;
2084    
2085    
2086     /* attacktype */
2087     if (!tmp->attacktype)
2088     tmp->attacktype = AT_PHYSICAL;
2089    
2090 root 1.63 if (materialtype_t *mt = name_to_material (op->materialname))
2091 root 1.8 {
2092     for (i = 0; i < NROFATTACKS; i++)
2093     tmp->resist[i] = 50 - (mt->save[i] * 5);
2094     a = mt->save[0];
2095 elmex 1.1 }
2096 root 1.8 else
2097     {
2098     for (i = 0; i < NROFATTACKS; i++)
2099     tmp->resist[i] = 5;
2100     a = 10;
2101     }
2102 root 1.63
2103 root 1.8 /* Set weapon's immunity */
2104     tmp->resist[ATNR_CONFUSION] = 100;
2105     tmp->resist[ATNR_POISON] = 100;
2106     tmp->resist[ATNR_SLOW] = 100;
2107     tmp->resist[ATNR_PARALYZE] = 100;
2108     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2109     tmp->resist[ATNR_FEAR] = 100;
2110     tmp->resist[ATNR_DEPLETE] = 100;
2111     tmp->resist[ATNR_DEATH] = 100;
2112     tmp->resist[ATNR_BLIND] = 100;
2113    
2114     /* Improve weapon's armour value according to best save vs. physical of its material */
2115    
2116     if (a > 14)
2117     a = 14;
2118 root 1.63
2119 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2120    
2121     /* Determine golem's speed */
2122 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2123 root 1.8
2124     if (!spell->race)
2125     {
2126     sprintf (buf, "animated %s", &weapon->name);
2127     tmp->name = buf;
2128    
2129     tmp->face = weapon->face;
2130     tmp->animation_id = weapon->animation_id;
2131     tmp->anim_speed = weapon->anim_speed;
2132     tmp->last_anim = weapon->last_anim;
2133     tmp->state = weapon->state;
2134 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2135 elmex 1.1 }
2136    
2137 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2138 root 1.89 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2139 root 1.8
2140     tmp->speed_left = -1;
2141     tmp->direction = dir;
2142 root 1.27
2143     m->insert (tmp, x, y, op);
2144 root 1.8 return 1;
2145 elmex 1.1 }
2146    
2147     /* cast_daylight() - changes the map darkness level *lower* */
2148    
2149     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2150     * This changes the light level for the entire map.
2151     */
2152 root 1.8 int
2153     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154     {
2155     int success;
2156 elmex 1.1
2157 root 1.8 if (!op->map)
2158     return 0; /* shouldnt happen */
2159 elmex 1.1
2160 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2161    
2162 root 1.8 if (!success)
2163     {
2164     if (spell->stats.dam < 0)
2165     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166     else
2167     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 elmex 1.1 }
2169 root 1.92
2170 root 1.8 return success;
2171 elmex 1.1 }
2172    
2173     /* create an aura spell object and put it in the player's inventory.
2174     * as usual, op is player, caster is the object casting the spell,
2175     * spell is the spell object itself.
2176     */
2177 root 1.8 int
2178     create_aura (object *op, object *caster, object *spell)
2179 elmex 1.1 {
2180 root 1.8 int refresh = 0;
2181     object *new_aura;
2182 elmex 1.1
2183 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2184     if (new_aura)
2185     refresh = 1;
2186     else
2187     new_aura = arch_to_object (spell->other_arch);
2188    
2189     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2190    
2191     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2192    
2193     set_spell_skill (op, caster, spell, new_aura);
2194     new_aura->attacktype = spell->attacktype;
2195    
2196 root 1.89 new_aura->level = casting_level (caster, spell);
2197 root 1.71
2198 root 1.8 if (refresh)
2199     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2200     else
2201     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202 root 1.71
2203 root 1.8 insert_ob_in_ob (new_aura, op);
2204 root 1.71 new_aura->set_owner (op);
2205    
2206 root 1.8 return 1;
2207 elmex 1.1 }
2208    
2209     /* move aura function. An aura is a part of someone's inventory,
2210     * which he carries with him, but which acts on the map immediately
2211     * around him.
2212     * Aura parameters:
2213     * duration: duration counter.
2214     * attacktype: aura's attacktype
2215     * other_arch: archetype to drop where we attack
2216     */
2217 root 1.8 void
2218     move_aura (object *aura)
2219     {
2220     /* auras belong in inventories */
2221 root 1.72 object *env = aura->env;
2222     object *owner = aura->owner;
2223 root 1.8
2224     /* no matter what we've gotta remove the aura...
2225     * we'll put it back if its time isn't up.
2226     */
2227 root 1.16 aura->remove ();
2228 root 1.8
2229     /* exit if we're out of gas */
2230     if (aura->duration-- < 0)
2231     {
2232 root 1.91 aura->destroy ();
2233 root 1.8 return;
2234     }
2235    
2236     /* auras only exist in inventories */
2237 root 1.72 if (!env || !env->map)
2238 root 1.8 {
2239 root 1.91 aura->destroy ();
2240 root 1.8 return;
2241     }
2242 root 1.17
2243 root 1.8 /* we need to jump out of the inventory for a bit
2244     * in order to hit the map conveniently.
2245     */
2246 root 1.27 aura->insert_at (env, aura);
2247 root 1.8
2248 root 1.72 for (int i = 1; i < 9; i++)
2249 root 1.8 {
2250 root 1.72 mapxy pos (env);
2251     pos.move (i);
2252 root 1.8
2253 root 1.72 /* Consider the movement type of the person with the aura as
2254     * movement type of the aura. Eg, if the player is flying, the aura
2255 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2256     */
2257 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2258 elmex 1.6 {
2259 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2260 root 1.5
2261 root 1.8 if (aura->other_arch)
2262 root 1.72 pos.insert (arch_to_object (aura->other_arch), aura);
2263 root 1.5 }
2264 elmex 1.1 }
2265 root 1.27
2266 root 1.8 /* put the aura back in the player's inventory */
2267 root 1.72 env->insert (aura);
2268     aura->set_owner (owner);
2269 elmex 1.1 }
2270    
2271     /* moves the peacemaker spell.
2272     * op is the piece object.
2273 root 1.8 */
2274     void
2275     move_peacemaker (object *op)
2276     {
2277 root 1.93 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2278 root 1.8 {
2279     int atk_lev, def_lev;
2280 root 1.81 object *victim = tmp->head_ ();
2281 elmex 1.1
2282 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2283     continue;
2284 root 1.81
2285 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2286     continue;
2287 root 1.81
2288 root 1.8 if (victim->stats.exp == 0)
2289     continue;
2290 elmex 1.1
2291 root 1.8 def_lev = MAX (1, victim->level);
2292     atk_lev = MAX (1, op->level);
2293 elmex 1.1
2294 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2295     {
2296     /* make this sucker peaceful. */
2297 elmex 1.1
2298 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2299 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2300 root 1.8 victim->stats.exp = 0;
2301 elmex 1.1 #if 0
2302 root 1.8 /* No idea why these were all set to zero - if something
2303     * makes this creature agressive, he should still do damage.
2304     */
2305     victim->stats.dam = 0;
2306     victim->stats.sp = 0;
2307     victim->stats.grace = 0;
2308     victim->stats.Pow = 0;
2309 elmex 1.1 #endif
2310 root 1.8 victim->attack_movement = RANDO2;
2311     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2312     SET_FLAG (victim, FLAG_RUN_AWAY);
2313     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2314     CLEAR_FLAG (victim, FLAG_MONSTER);
2315 root 1.81
2316 root 1.8 if (victim->name)
2317 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2318 root 1.5 }
2319 elmex 1.1 }
2320 root 1.8 }
2321    
2322 elmex 1.1 /* This writes a rune that contains the appropriate message.
2323     * There really isn't any adjustments we make.
2324     */
2325 root 1.8 int
2326     write_mark (object *op, object *spell, const char *msg)
2327     {
2328     if (!msg || msg[0] == 0)
2329     {
2330     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2331     return 0;
2332 elmex 1.1 }
2333    
2334 root 1.8 if (strcasestr_local (msg, "endmsg"))
2335     {
2336     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2337     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2338     return 0;
2339 elmex 1.1 }
2340 root 1.97
2341 root 1.8 if (!spell->other_arch)
2342     return 0;
2343 root 1.9
2344 root 1.97 object *tmp = arch_to_object (spell->other_arch);
2345 root 1.9
2346 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2347 root 1.97 tmp->msg = msg;
2348 root 1.27
2349     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2350 root 1.97
2351 root 1.8 return 1;
2352 elmex 1.1 }
2353 root 1.97