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Revision: 1.106
Committed: Thu Sep 17 01:59:48 2009 UTC (14 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.105: +1 -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     int success = 0, was_one = 0;
1425    
1426 root 1.106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 root 1.8 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430     {
1431     was_one++;
1432 root 1.80
1433 root 1.89 if (tmp->level <= casting_level (caster, spell))
1434 root 1.8 {
1435     success++;
1436     if (QUERY_FLAG (spell, FLAG_DAMNED))
1437     CLEAR_FLAG (tmp, FLAG_DAMNED);
1438    
1439     CLEAR_FLAG (tmp, FLAG_CURSED);
1440     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441     tmp->value = 0; /* Still can't sell it */
1442 root 1.80
1443     if (object *pl = tmp->visible_to ())
1444     esrv_update_item (UPD_FLAGS, pl, tmp);
1445 root 1.8 }
1446     }
1447    
1448     if (op->type == PLAYER)
1449     {
1450     if (success)
1451 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1452 root 1.8 else
1453     {
1454     if (was_one)
1455     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1456     else
1457     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1458 root 1.5 }
1459 elmex 1.1 }
1460 root 1.21
1461 root 1.8 return success;
1462 elmex 1.1 }
1463    
1464     /* Identifies objects in the players inventory/on the ground */
1465 root 1.8 int
1466     cast_identify (object *op, object *caster, object *spell)
1467     {
1468     object *tmp;
1469 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 root 1.8
1471 root 1.101 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472 root 1.8
1473     for (tmp = op->inv; tmp; tmp = tmp->below)
1474     {
1475     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476     {
1477     identify (tmp);
1478 root 1.21
1479 root 1.8 if (op->type == PLAYER)
1480     {
1481 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482 root 1.21
1483 root 1.8 if (tmp->msg)
1484 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 root 1.5 }
1486 root 1.21
1487 root 1.101 if (!--num_ident)
1488 root 1.8 break;
1489 root 1.5 }
1490 elmex 1.1 }
1491 root 1.21
1492 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1493     * stuff on the floor. Only identify stuff on the floor if the spell
1494     * was not fully used.
1495     */
1496     if (num_ident)
1497     {
1498 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1499 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1500     {
1501 root 1.21 identify (tmp);
1502 root 1.8
1503 root 1.80 if (object *pl = tmp->visible_to ())
1504 root 1.8 {
1505 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1506 root 1.21
1507 root 1.8 if (tmp->msg)
1508 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1509 root 1.8 }
1510 root 1.21
1511 root 1.101 if (!--num_ident)
1512 root 1.8 break;
1513     }
1514     }
1515 root 1.21
1516 root 1.73 if (buf.empty ())
1517     {
1518     op->failmsg ("You can't reach anything unidentified.");
1519     return 0;
1520     }
1521 root 1.8 else
1522 root 1.73 {
1523     if (op->contr)
1524     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525 root 1.21
1526 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1527     return 1;
1528     }
1529 elmex 1.1 }
1530    
1531 root 1.8 int
1532     cast_detection (object *op, object *caster, object *spell, object *skill)
1533     {
1534     object *tmp, *last, *god, *detect;
1535     int done_one, range, mflags, floor, level;
1536     sint16 x, y, nx, ny;
1537 root 1.13 maptile *m;
1538 root 1.8
1539     /* We precompute some values here so that we don't have to keep
1540     * doing it over and over again.
1541     */
1542     god = find_god (determine_god (op));
1543 root 1.89 level = casting_level (caster, spell);
1544 root 1.8 range = spell->range + SP_level_range_adjust (caster, spell);
1545    
1546     if (!skill)
1547     skill = caster;
1548    
1549 root 1.98 unordered_mapwalk (op, -range, -range, range, range)
1550     {
1551     /* For most of the detections, we only detect objects above the
1552     * floor. But this is not true for show invisible.
1553     * Basically, we just go and find the top object and work
1554     * down - that is easier than working up.
1555     */
1556    
1557     for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1558     last = tmp;
1559    
1560     /* Shouldn't happen, but if there are no objects on a space, this
1561     * would happen.
1562     */
1563     if (!last)
1564     continue;
1565    
1566     done_one = 0;
1567     floor = 0;
1568     detect = NULL;
1569     for (tmp = last; tmp; tmp = tmp->below)
1570     {
1571     /* show invisible */
1572     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1573     /* Might there be other objects that we can make visible? */
1574 elmex 1.103 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1575     || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1576 root 1.98 || tmp->type == CF_HANDLE
1577 elmex 1.103 || tmp->type == TRAPDOOR
1578     || tmp->type == EXIT
1579     || tmp->type == HOLE
1580     || tmp->type == BUTTON
1581     || tmp->type == TELEPORTER
1582     || tmp->type == GATE
1583     || tmp->type == LOCKED_DOOR
1584     || tmp->type == WEAPON
1585     || tmp->type == ALTAR
1586     || tmp->type == SIGN
1587     || tmp->type == TRIGGER_PEDESTAL
1588     || tmp->type == SPECIAL_KEY
1589     || tmp->type == TREASURE
1590     || tmp->type == BOOK
1591     || tmp->type == HOLY_ALTAR
1592     || tmp->type == CONTAINER)))
1593 root 1.98 {
1594     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1595     {
1596     tmp->invisible = 0;
1597     done_one = 1;
1598     }
1599     }
1600    
1601     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1602     floor = 1;
1603    
1604     /* All detections below this point don't descend beneath the floor,
1605     * so just continue on. We could be clever and look at the type of
1606     * detection to completely break out if we don't care about objects beneath
1607     * the floor, but once we get to the floor, not likely a very big issue anyways.
1608     */
1609     if (floor)
1610     continue;
1611    
1612     /* I had thought about making detect magic and detect curse
1613     * show the flash the magic item like it does for detect monster.
1614     * however, if the object is within sight, this would then make it
1615     * difficult to see what object is magical/cursed, so the
1616     * effect wouldn't be as apparent.
1617     */
1618    
1619     /* detect magic */
1620     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1621     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1622     {
1623     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1624     /* make runes more visibile */
1625     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1626     tmp->stats.Cha /= 4;
1627    
1628     done_one = 1;
1629     }
1630    
1631     /* detect monster */
1632     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1633     {
1634     done_one = 2;
1635    
1636     if (!detect)
1637     detect = tmp;
1638     }
1639    
1640     /* Basically, if race is set in the spell, then the creatures race must
1641     * match that. if the spell race is set to GOD, then the gods opposing
1642     * race must match.
1643     */
1644     if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1645     ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1646     spell->race.contains (tmp->race)))
1647     {
1648     done_one = 2;
1649    
1650     if (!detect)
1651     detect = tmp;
1652     }
1653 root 1.21
1654 root 1.98 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1655     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1656     {
1657     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1658     done_one = 1;
1659     }
1660     } /* for stack of objects on this space */
1661 elmex 1.1
1662 root 1.98 /* Code here puts an effect of the spell on the space, so you can see
1663     * where the magic is.
1664     */
1665     if (done_one)
1666     {
1667     object *detect_ob = arch_to_object (spell->other_arch);
1668 root 1.8
1669 root 1.98 /* if this is set, we want to copy the face */
1670     if (done_one == 2 && detect)
1671     {
1672     detect_ob->face = detect->face;
1673     detect_ob->animation_id = detect->animation_id;
1674     detect_ob->anim_speed = detect->anim_speed;
1675     detect_ob->last_anim = 0;
1676     /* by default, the detect_ob is already animated */
1677     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1678     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1679     }
1680 root 1.27
1681 root 1.98 m->insert (detect_ob, nx, ny, op);
1682     }
1683     } /* for processing the surrounding spaces */
1684 root 1.5
1685    
1686 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1687     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1688     {
1689     done_one = 0;
1690 root 1.80
1691 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1692     {
1693     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1694     {
1695     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1696     {
1697     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1698 root 1.80
1699     if (object *pl = tmp->visible_to ())
1700     esrv_update_item (UPD_FLAGS, pl, tmp);
1701 root 1.5 }
1702 root 1.80
1703 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1704     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1705     {
1706     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1707 root 1.80
1708     if (object *pl = tmp->visible_to ())
1709     esrv_update_item (UPD_FLAGS, pl, tmp);
1710 root 1.5 }
1711 root 1.8 } /* if item is not identified */
1712     } /* for the players inventory */
1713     } /* if detect magic/curse and object is a player */
1714 root 1.80
1715 root 1.8 return 1;
1716 elmex 1.1 }
1717    
1718    
1719     /**
1720     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1721     * level whos spell did cause the overcharge.
1722     */
1723 root 1.8 static void
1724     charge_mana_effect (object *victim, int caster_level)
1725 elmex 1.1 {
1726    
1727 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1728     * will explode, too.
1729     */
1730     if (victim->stats.maxsp <= 0)
1731     return;
1732 elmex 1.1
1733 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1734 elmex 1.1
1735 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1736     {
1737     new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1738     victim->stats.sp = 2 * victim->stats.maxsp;
1739 elmex 1.99 create_exploding_ball_at (victim, caster_level);
1740 elmex 1.1 }
1741 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1742 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1743 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1744 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1745 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1746     {
1747     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1748     confuse_player (victim, victim, 99);
1749 elmex 1.1 }
1750 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1751 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1752 elmex 1.1 }
1753    
1754     /* cast_transfer
1755     * This spell transfers sp from the player to another person.
1756     * We let the target go above their normal maximum SP.
1757     */
1758    
1759 root 1.8 int
1760     cast_transfer (object *op, object *caster, object *spell, int dir)
1761     {
1762     object *plyr = NULL;
1763     sint16 x, y;
1764 root 1.13 maptile *m;
1765 root 1.8 int mflags;
1766    
1767     m = op->map;
1768     x = op->x + freearr_x[dir];
1769     y = op->y + freearr_y[dir];
1770    
1771     mflags = get_map_flags (m, &m, x, y, &x, &y);
1772    
1773     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1774     {
1775 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1776 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1777     break;
1778 elmex 1.1 }
1779    
1780    
1781 root 1.8 /* If we did not find a player in the specified direction, transfer
1782     * to anyone on top of us. This is used for the rune of transference mostly.
1783     */
1784     if (plyr == NULL)
1785 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1786 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1787     break;
1788 elmex 1.1
1789 root 1.8 if (!plyr)
1790     {
1791     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1792     return 0;
1793 elmex 1.1 }
1794 root 1.8 /* give sp */
1795     if (spell->stats.dam > 0)
1796     {
1797     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1798 root 1.89 charge_mana_effect (plyr, casting_level (caster, spell));
1799 root 1.8 return 1;
1800 elmex 1.1 }
1801 root 1.8 /* suck sp away. Can't suck sp from yourself */
1802     else if (op != plyr)
1803     {
1804     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1805    
1806     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1807    
1808     if (rate > 95)
1809     rate = 95;
1810    
1811     sucked = (plyr->stats.sp * rate) / 100;
1812     plyr->stats.sp -= sucked;
1813     if (QUERY_FLAG (op, FLAG_ALIVE))
1814     {
1815     /* Player doesn't get full credit */
1816     sucked = (sucked * rate) / 100;
1817     op->stats.sp += sucked;
1818     if (sucked > 0)
1819     {
1820 root 1.89 charge_mana_effect (op, casting_level (caster, spell));
1821 root 1.5 }
1822     }
1823 root 1.8 return 1;
1824 elmex 1.1 }
1825 root 1.8 return 0;
1826 elmex 1.1 }
1827    
1828    
1829     /* counterspell: nullifies spell effects.
1830     * op is the counterspell object, dir is the direction
1831     * it was cast in.
1832     * Basically, if the object has a magic attacktype,
1833     * this may nullify it.
1834     */
1835 root 1.8 void
1836     counterspell (object *op, int dir)
1837 elmex 1.1 {
1838 root 1.8 object *tmp, *head, *next;
1839     int mflags;
1840 root 1.13 maptile *m;
1841 root 1.8 sint16 sx, sy;
1842    
1843     sx = op->x + freearr_x[dir];
1844     sy = op->y + freearr_y[dir];
1845     m = op->map;
1846     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1847     if (mflags & P_OUT_OF_MAP)
1848     return;
1849 elmex 1.1
1850 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1851 root 1.8 {
1852     next = tmp->above;
1853 elmex 1.1
1854 root 1.8 /* Need to look at the head object - otherwise, if tmp
1855     * points to a monster, we don't have all the necessary
1856     * info for it.
1857     */
1858     if (tmp->head)
1859     head = tmp->head;
1860     else
1861     head = tmp;
1862    
1863     /* don't attack our own spells */
1864     if (tmp->owner && tmp->owner == op->owner)
1865     continue;
1866    
1867     /* Basically, if the object is magical and not counterspell,
1868     * we will more or less remove the object. Don't counterspell
1869     * monsters either.
1870     */
1871 elmex 1.1
1872 elmex 1.44 if (head->attacktype & AT_MAGIC
1873     && !(head->attacktype & AT_COUNTERSPELL)
1874     && !QUERY_FLAG (head, FLAG_MONSTER)
1875     && (op->level > head->level))
1876 root 1.91 head->destroy ();
1877 root 1.8 else
1878     switch (head->type)
1879     {
1880     case SPELL_EFFECT:
1881 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1882     // about sanctuary in spell_util.C
1883     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1884     continue;
1885    
1886 root 1.8 if (op->level > head->level)
1887 root 1.91 head->destroy ();
1888 root 1.17
1889 root 1.5 break;
1890    
1891 root 1.8 /* I really don't get this rune code that much - that
1892     * random chance seems really low.
1893     */
1894     case RUNE:
1895     if (rndm (0, 149) == 0)
1896     {
1897     head->stats.hp--; /* weaken the rune */
1898     if (!head->stats.hp)
1899 root 1.91 head->destroy ();
1900 root 1.8 }
1901 root 1.5 break;
1902 root 1.8 }
1903 elmex 1.1 }
1904     }
1905    
1906     /* cast_consecrate() - a spell to make an altar your god's */
1907 root 1.8 int
1908     cast_consecrate (object *op, object *caster, object *spell)
1909     {
1910     char buf[MAX_BUF];
1911 elmex 1.1
1912 root 1.8 object *tmp, *god = find_god (determine_god (op));
1913 elmex 1.1
1914 root 1.8 if (!god)
1915     {
1916     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1917     return 0;
1918 elmex 1.1 }
1919 root 1.8
1920     for (tmp = op->below; tmp; tmp = tmp->below)
1921     {
1922     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923     break;
1924     if (tmp->type == HOLY_ALTAR)
1925     {
1926    
1927 root 1.89 if (tmp->level > casting_level (caster, spell))
1928 root 1.8 {
1929     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930     return 0;
1931     }
1932     else
1933     {
1934     /* If we got here, we are consecrating an altar */
1935     sprintf (buf, "Altar of %s", &god->name);
1936     tmp->name = buf;
1937 root 1.89 tmp->level = casting_level (caster, spell);
1938 root 1.8 tmp->other_arch = god->arch;
1939 root 1.80
1940 root 1.8 if (op->type == PLAYER)
1941     esrv_update_item (UPD_NAME, op, tmp);
1942 root 1.80
1943 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1944     return 1;
1945 root 1.5 }
1946     }
1947 elmex 1.1 }
1948 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1949     return 0;
1950 elmex 1.1 }
1951    
1952     /* animate_weapon -
1953     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1954     * The golem is based on the archetype specified, modified by the caster's level
1955     * and the attributes of the weapon. The weapon is inserted in the golem's
1956     * inventory so that it falls to the ground when the golem dies.
1957     * This code was very odd - code early on would only let players use the spell,
1958     * yet the code wass full of player checks. I've presumed that the code
1959     * that only let players use it was correct, and removed all the other
1960     * player checks. MSW 2003-01-06
1961     */
1962 root 1.8 int
1963     animate_weapon (object *op, object *caster, object *spell, int dir)
1964     {
1965     object *weapon, *tmp;
1966     char buf[MAX_BUF];
1967     int a, i;
1968     sint16 x, y;
1969 root 1.13 maptile *m;
1970 root 1.8
1971     if (!spell->other_arch)
1972     {
1973     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1974     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1975     return 0;
1976 elmex 1.1 }
1977 root 1.8 /* exit if it's not a player using this spell. */
1978     if (op->type != PLAYER)
1979     return 0;
1980 elmex 1.1
1981 root 1.8 /* if player already has a golem, abort */
1982 root 1.49 if (object *golem = op->contr->golem)
1983 root 1.8 {
1984 root 1.46 control_golem (golem, dir);
1985 root 1.8 return 0;
1986 elmex 1.1 }
1987    
1988 root 1.8 /* if no direction specified, pick one */
1989     if (!dir)
1990 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1991 root 1.8
1992     m = op->map;
1993     x = op->x + freearr_x[dir];
1994     y = op->y + freearr_y[dir];
1995    
1996     /* if there's no place to put the golem, abort */
1997 root 1.84 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1998     || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1999 root 1.8 {
2000     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2001     return 0;
2002 elmex 1.1 }
2003    
2004 root 1.8 /* Use the weapon marked by the player. */
2005     weapon = find_marked_object (op);
2006 elmex 1.1
2007 root 1.8 if (!weapon)
2008     {
2009     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2010     return 0;
2011     }
2012 root 1.93
2013     if (spell->race && weapon->arch->archname != spell->race)
2014 root 1.8 {
2015     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016     return 0;
2017     }
2018 root 1.93
2019 root 1.8 if (weapon->type != WEAPON)
2020     {
2021     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2022     return 0;
2023 elmex 1.1 }
2024 root 1.93
2025 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2026     {
2027     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2028     return 0;
2029 elmex 1.1 }
2030 root 1.8
2031 root 1.80 weapon = weapon->split ();
2032 root 1.8
2033     /* create the golem object */
2034     tmp = arch_to_object (spell->other_arch);
2035    
2036     /* if animated by a player, give the player control of the golem */
2037     CLEAR_FLAG (tmp, FLAG_MONSTER);
2038     tmp->stats.exp = 0;
2039     add_friendly_object (tmp);
2040     tmp->type = GOLEM;
2041 root 1.19 tmp->set_owner (op);
2042 root 1.49 op->contr->golem = tmp;
2043 root 1.46 set_spell_skill (op, caster, spell, tmp);
2044 root 1.8
2045     /* Give the weapon to the golem now. A bit of a hack to check the
2046 root 1.79 * removed flag - it should only be set if weapon->split was
2047 root 1.8 * used above.
2048     */
2049     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 root 1.16 weapon->remove ();
2051 root 1.46
2052 root 1.80 tmp->insert (weapon);
2053    
2054 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2055     * so instead, just set it as equipped (otherwise, we need to update
2056     * body_info, skills, etc)
2057     */
2058     SET_FLAG (tmp, FLAG_USE_WEAPON);
2059     SET_FLAG (weapon, FLAG_APPLIED);
2060 root 1.24 tmp->update_stats ();
2061 root 1.8
2062     /* There used to be 'odd' code that basically seemed to take the absolute
2063     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2064     * if you're using a crappy weapon, it shouldn't be as good.
2065     */
2066    
2067     /* modify weapon's animated wc */
2068     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2069     if (tmp->stats.wc < -127)
2070     tmp->stats.wc = -127;
2071    
2072     /* Modify hit points for weapon */
2073     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2074     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2075     if (tmp->stats.maxhp < 0)
2076     tmp->stats.maxhp = 10;
2077     tmp->stats.hp = tmp->stats.maxhp;
2078    
2079     /* Modify weapon's damage */
2080     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2081     if (tmp->stats.dam < 0)
2082     tmp->stats.dam = 127;
2083    
2084    
2085     /* attacktype */
2086     if (!tmp->attacktype)
2087     tmp->attacktype = AT_PHYSICAL;
2088    
2089 root 1.63 if (materialtype_t *mt = name_to_material (op->materialname))
2090 root 1.8 {
2091     for (i = 0; i < NROFATTACKS; i++)
2092     tmp->resist[i] = 50 - (mt->save[i] * 5);
2093     a = mt->save[0];
2094 elmex 1.1 }
2095 root 1.8 else
2096     {
2097     for (i = 0; i < NROFATTACKS; i++)
2098     tmp->resist[i] = 5;
2099     a = 10;
2100     }
2101 root 1.63
2102 root 1.8 /* Set weapon's immunity */
2103     tmp->resist[ATNR_CONFUSION] = 100;
2104     tmp->resist[ATNR_POISON] = 100;
2105     tmp->resist[ATNR_SLOW] = 100;
2106     tmp->resist[ATNR_PARALYZE] = 100;
2107     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2108     tmp->resist[ATNR_FEAR] = 100;
2109     tmp->resist[ATNR_DEPLETE] = 100;
2110     tmp->resist[ATNR_DEATH] = 100;
2111     tmp->resist[ATNR_BLIND] = 100;
2112    
2113     /* Improve weapon's armour value according to best save vs. physical of its material */
2114    
2115     if (a > 14)
2116     a = 14;
2117 root 1.63
2118 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2119    
2120     /* Determine golem's speed */
2121 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2122 root 1.8
2123     if (!spell->race)
2124     {
2125     sprintf (buf, "animated %s", &weapon->name);
2126     tmp->name = buf;
2127    
2128     tmp->face = weapon->face;
2129     tmp->animation_id = weapon->animation_id;
2130     tmp->anim_speed = weapon->anim_speed;
2131     tmp->last_anim = weapon->last_anim;
2132     tmp->state = weapon->state;
2133 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 elmex 1.1 }
2135    
2136 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2137 root 1.89 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 root 1.8
2139     tmp->speed_left = -1;
2140     tmp->direction = dir;
2141 root 1.27
2142     m->insert (tmp, x, y, op);
2143 root 1.8 return 1;
2144 elmex 1.1 }
2145    
2146     /* cast_daylight() - changes the map darkness level *lower* */
2147    
2148     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149     * This changes the light level for the entire map.
2150     */
2151 root 1.8 int
2152     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2153     {
2154     int success;
2155 elmex 1.1
2156 root 1.8 if (!op->map)
2157     return 0; /* shouldnt happen */
2158 elmex 1.1
2159 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2160    
2161 root 1.8 if (!success)
2162     {
2163     if (spell->stats.dam < 0)
2164     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2165     else
2166     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2167 elmex 1.1 }
2168 root 1.92
2169 root 1.8 return success;
2170 elmex 1.1 }
2171    
2172     /* create an aura spell object and put it in the player's inventory.
2173     * as usual, op is player, caster is the object casting the spell,
2174     * spell is the spell object itself.
2175     */
2176 root 1.8 int
2177     create_aura (object *op, object *caster, object *spell)
2178 elmex 1.1 {
2179 root 1.8 int refresh = 0;
2180     object *new_aura;
2181 elmex 1.1
2182 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2183     if (new_aura)
2184     refresh = 1;
2185     else
2186     new_aura = arch_to_object (spell->other_arch);
2187    
2188     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2189    
2190     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2191    
2192     set_spell_skill (op, caster, spell, new_aura);
2193     new_aura->attacktype = spell->attacktype;
2194    
2195 root 1.89 new_aura->level = casting_level (caster, spell);
2196 root 1.71
2197 root 1.8 if (refresh)
2198     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2199     else
2200     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201 root 1.71
2202 root 1.8 insert_ob_in_ob (new_aura, op);
2203 root 1.71 new_aura->set_owner (op);
2204    
2205 root 1.8 return 1;
2206 elmex 1.1 }
2207    
2208     /* move aura function. An aura is a part of someone's inventory,
2209     * which he carries with him, but which acts on the map immediately
2210     * around him.
2211     * Aura parameters:
2212     * duration: duration counter.
2213     * attacktype: aura's attacktype
2214     * other_arch: archetype to drop where we attack
2215     */
2216 root 1.8 void
2217     move_aura (object *aura)
2218     {
2219     /* auras belong in inventories */
2220 root 1.72 object *env = aura->env;
2221     object *owner = aura->owner;
2222 root 1.8
2223     /* no matter what we've gotta remove the aura...
2224     * we'll put it back if its time isn't up.
2225     */
2226 root 1.16 aura->remove ();
2227 root 1.8
2228     /* exit if we're out of gas */
2229     if (aura->duration-- < 0)
2230     {
2231 root 1.91 aura->destroy ();
2232 root 1.8 return;
2233     }
2234    
2235     /* auras only exist in inventories */
2236 root 1.72 if (!env || !env->map)
2237 root 1.8 {
2238 root 1.91 aura->destroy ();
2239 root 1.8 return;
2240     }
2241 root 1.17
2242 root 1.8 /* we need to jump out of the inventory for a bit
2243     * in order to hit the map conveniently.
2244     */
2245 root 1.27 aura->insert_at (env, aura);
2246 root 1.8
2247 root 1.72 for (int i = 1; i < 9; i++)
2248 root 1.8 {
2249 root 1.72 mapxy pos (env);
2250     pos.move (i);
2251 root 1.8
2252 root 1.72 /* Consider the movement type of the person with the aura as
2253     * movement type of the aura. Eg, if the player is flying, the aura
2254 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2255     */
2256 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2257 elmex 1.6 {
2258 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2259 root 1.5
2260 root 1.8 if (aura->other_arch)
2261 root 1.72 pos.insert (arch_to_object (aura->other_arch), aura);
2262 root 1.5 }
2263 elmex 1.1 }
2264 root 1.27
2265 root 1.8 /* put the aura back in the player's inventory */
2266 root 1.72 env->insert (aura);
2267     aura->set_owner (owner);
2268 elmex 1.1 }
2269    
2270     /* moves the peacemaker spell.
2271     * op is the piece object.
2272 root 1.8 */
2273     void
2274     move_peacemaker (object *op)
2275     {
2276 root 1.93 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2277 root 1.8 {
2278     int atk_lev, def_lev;
2279 root 1.81 object *victim = tmp->head_ ();
2280 elmex 1.1
2281 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282     continue;
2283 root 1.81
2284 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285     continue;
2286 root 1.81
2287 root 1.8 if (victim->stats.exp == 0)
2288     continue;
2289 elmex 1.1
2290 root 1.8 def_lev = MAX (1, victim->level);
2291     atk_lev = MAX (1, op->level);
2292 elmex 1.1
2293 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2294     {
2295     /* make this sucker peaceful. */
2296 elmex 1.1
2297 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2298 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2299 root 1.8 victim->stats.exp = 0;
2300 elmex 1.1 #if 0
2301 root 1.8 /* 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 elmex 1.1 #endif
2309 root 1.8 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 root 1.81
2315 root 1.8 if (victim->name)
2316 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 root 1.5 }
2318 elmex 1.1 }
2319 root 1.8 }
2320    
2321 elmex 1.1 /* This writes a rune that contains the appropriate message.
2322     * There really isn't any adjustments we make.
2323     */
2324 root 1.8 int
2325     write_mark (object *op, object *spell, const char *msg)
2326     {
2327     if (!msg || msg[0] == 0)
2328     {
2329     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2330     return 0;
2331 elmex 1.1 }
2332    
2333 root 1.8 if (strcasestr_local (msg, "endmsg"))
2334     {
2335     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2336     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2337     return 0;
2338 elmex 1.1 }
2339 root 1.97
2340 root 1.8 if (!spell->other_arch)
2341     return 0;
2342 root 1.9
2343 root 1.97 object *tmp = arch_to_object (spell->other_arch);
2344 root 1.9
2345 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2346 root 1.97 tmp->msg = msg;
2347 root 1.27
2348     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349 root 1.97
2350 root 1.8 return 1;
2351 elmex 1.1 }
2352 root 1.97