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Revision: 1.112
Committed: Wed Nov 4 18:17:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.111: +2 -1 lines
Log Message:
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File Contents

# 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 1.110 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.110 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.54 *
22 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.35 */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27     #include <living.h>
28 root 1.36 #include <sproto.h>
29 elmex 1.1 #include <spells.h>
30     #include <sounds.h>
31    
32     /* cast_magic_storm: This is really used mostly for spell
33     * fumbles at the like. tmp is the object to propogate.
34     * op is what is casting this.
35     */
36 root 1.8 void
37     cast_magic_storm (object *op, object *tmp, int lvl)
38 elmex 1.1 {
39 root 1.8 if (!tmp)
40     return; /* error */
41 root 1.27
42 root 1.8 tmp->level = op->level;
43     tmp->range += lvl / 5; /* increase the area of destruction */
44     tmp->duration += lvl / 5;
45    
46     /* Put a cap on duration for this - if the player fails in their
47     * apartment, don't want it to go on so long that it kills them
48     * multiple times. Also, damge already increases with level,
49     * so don't really need to increase the duration as much either.
50     */
51     if (tmp->duration >= 40)
52     tmp->duration = 40;
53 root 1.27
54 root 1.8 tmp->stats.dam = lvl; /* nasty recoils! */
55     tmp->stats.maxhp = tmp->count; /* tract single parent */
56 elmex 1.1
57 root 1.27 tmp->insert_at (op, op);
58 elmex 1.1 }
59    
60 root 1.8 int
61     recharge (object *op, object *caster, object *spell_ob)
62     {
63     object *wand, *tmp;
64     int ncharges;
65    
66     wand = find_marked_object (op);
67 root 1.84 if (!wand || wand->type != WAND)
68 root 1.8 {
69     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70     return 0;
71 elmex 1.1 }
72 root 1.8 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73     {
74     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 root 1.64 op->play_sound (sound_find ("ob_explode"));
76 root 1.91 wand->destroy ();
77 root 1.8 tmp = get_archetype ("fireball");
78     tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 root 1.27
80 root 1.8 if (!tmp->stats.dam)
81     tmp->stats.dam = 1;
82 root 1.27
83 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
84 root 1.27
85 root 1.8 if (tmp->stats.hp < 2)
86     tmp->stats.hp = 2;
87 root 1.27
88     tmp->insert_at (op);
89 root 1.8 return 1;
90     }
91    
92     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 root 1.27
94 root 1.8 if (wand->inv && wand->inv->level)
95     ncharges /= wand->inv->level;
96     else
97     {
98     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99     return 0;
100 elmex 1.1 }
101 root 1.27
102 root 1.8 if (!ncharges)
103     ncharges = 1;
104 elmex 1.1
105 root 1.8 wand->stats.food += ncharges;
106     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 root 1.27
108 root 1.57 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
109 root 1.8 {
110     SET_FLAG (wand, FLAG_ANIMATE);
111 root 1.57 wand->set_speed (wand->arch->speed);
112 elmex 1.1 }
113 root 1.26
114 root 1.8 return 1;
115 elmex 1.1 }
116    
117     /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
118     * based on whether a crossbow or bow is equiped. If neither, it defaults to
119     * arrows.
120     * Sets the plus based on the casters level. It is also settable with the
121     * invoke command. If the caster attempts to create missiles with too
122     * great a plus, the default is used.
123     * The # of arrows created also goes up with level, so if a 30th level mage
124     * wants LOTS of arrows, and doesn't care what the plus is he could
125     * create nonnmagic arrows, or even -1, etc...
126     */
127 root 1.8 int
128 root 1.104 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
129 elmex 1.1 {
130 root 1.74 int bonus_plus = 0;
131     const char *missile_name = "arrow";
132 root 1.8
133 root 1.74 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 root 1.8 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 root 1.12 missile_name = tmp->race;
136 elmex 1.1
137 root 1.74 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138    
139     archetype *missile_arch = archetype::find (missile_name);
140 elmex 1.1
141 root 1.74 if (!missile_arch)
142 root 1.8 {
143     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
144     return 0;
145     }
146 root 1.12
147 root 1.74 object *missile = missile_arch->instance ();
148 elmex 1.1
149 root 1.104 if (spellparam)
150 root 1.8 {
151     /* If it starts with a letter, presume it is a description */
152 root 1.104 if (isalpha (*spellparam))
153 root 1.8 {
154     artifact *al = find_artifactlist (missile->type)->items;
155 elmex 1.1
156 root 1.45 for (; al; al = al->next)
157 root 1.104 if (!strcasecmp (al->item->name, spellparam))
158 root 1.8 break;
159    
160     if (!al)
161     {
162 root 1.91 missile->destroy ();
163 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
164 root 1.8 return 0;
165     }
166 root 1.12
167 root 1.8 if (al->item->slaying)
168     {
169 root 1.91 missile->destroy ();
170 root 1.104 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
171 root 1.8 return 0;
172     }
173 root 1.12
174 root 1.8 give_artifact_abilities (missile, al->item);
175 root 1.74 /* These special arrows cost something extra. Don't have them also be magical -
176     * otherwise, in most cases, not enough will be created. I don't want to get into
177 root 1.8 * the parsing of having to do both plus and type.
178     */
179     bonus_plus = 1 + (al->item->value / 5);
180     missile_plus = 0;
181     }
182 root 1.104 else if (atoi (spellparam) < missile_plus)
183     missile_plus = atoi (spellparam);
184 root 1.8 }
185 root 1.12
186 root 1.74 missile_plus = clamp (missile_plus, -4, 4);
187 root 1.8
188     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
189     missile->nrof -= 3 * (missile_plus + bonus_plus);
190 root 1.12
191 root 1.8 if (missile->nrof < 1)
192     missile->nrof = 1;
193    
194     missile->magic = missile_plus;
195     /* Can't get any money for these objects */
196     missile->value = 0;
197 elmex 1.1
198 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
199 elmex 1.1
200 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
201     pick_up (op, missile);
202    
203 root 1.8 return 1;
204 elmex 1.1 }
205    
206    
207     /* allows the choice of what sort of food object to make.
208 root 1.104 * If spellparam is NULL, it will create food dependent on level --PeterM*/
209 root 1.8 int
210 root 1.104 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
211 elmex 1.1 {
212 root 1.8 int food_value;
213     archetype *at = NULL;
214     object *new_op;
215    
216 root 1.76 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
217 root 1.8
218 root 1.104 if (spellparam)
219 root 1.8 {
220 root 1.104 at = find_archetype_by_object_type_name (FOOD, spellparam);
221 root 1.8 if (at == NULL)
222 root 1.104 at = find_archetype_by_object_type_name (DRINK, spellparam);
223 root 1.57 if (at == NULL || at->stats.food > food_value)
224 root 1.104 spellparam = NULL;
225 root 1.8 }
226    
227 root 1.104 if (!spellparam)
228 root 1.8 {
229     archetype *at_tmp;
230    
231     /* We try to find the archetype with the maximum food value.
232     * This removes the dependancy of hard coded food values in this
233     * function, and addition of new food types is automatically added.
234     * We don't use flesh types because the weight values of those need
235     * to be altered from the donor.
236     */
237 root 1.5
238 root 1.8 /* We assume the food items don't have multiple parts */
239 elmex 1.58 for_all_archetypes (at_tmp)
240 root 1.8 {
241 root 1.57 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
242 root 1.8 {
243     /* Basically, if the food value is something that is creatable
244     * under the limits of the spell and it is higher than
245     * the item we have now, take it instead.
246     */
247 elmex 1.59 if (at_tmp->stats.food <= food_value
248     && (!at
249     || at_tmp->stats.food > at->stats.food
250     || (at_tmp->stats.food == at->stats.food
251     && at_tmp->weight < at->weight)))
252 root 1.8 at = at_tmp;
253 root 1.5 }
254     }
255 elmex 1.1 }
256 root 1.65
257 root 1.8 /* Pretty unlikely (there are some very low food items), but you never
258     * know
259     */
260     if (!at)
261     {
262     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
263     return 0;
264 elmex 1.1 }
265    
266 root 1.57 food_value /= at->stats.food;
267 root 1.8 new_op = arch_to_object (at);
268     new_op->nrof = food_value;
269 elmex 1.1
270 root 1.8 new_op->value = 0;
271     if (new_op->nrof < 1)
272     new_op->nrof = 1;
273 elmex 1.1
274 root 1.8 cast_create_obj (op, caster, new_op, dir);
275     return 1;
276 elmex 1.1 }
277 root 1.8
278     int
279     probe (object *op, object *caster, object *spell_ob, int dir)
280     {
281     int r, mflags, maxrange;
282     object *tmp;
283 root 1.13 maptile *m;
284 elmex 1.1
285 root 1.8 if (!dir)
286     {
287     examine_monster (op, op);
288     return 1;
289 elmex 1.1 }
290 root 1.65
291 root 1.8 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
292     for (r = 1; r < maxrange; r++)
293     {
294     sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
295 elmex 1.1
296 root 1.8 m = op->map;
297     mflags = get_map_flags (m, &m, x, y, &x, &y);
298 elmex 1.1
299 root 1.8 if (mflags & P_OUT_OF_MAP)
300     break;
301 elmex 1.1
302 root 1.8 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
303     {
304     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305     return 0;
306 root 1.5 }
307 root 1.84
308 root 1.8 if (mflags & P_IS_ALIVE)
309     {
310 root 1.84 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 root 1.8 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312     {
313     new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314     if (tmp->head != NULL)
315     tmp = tmp->head;
316     examine_monster (op, tmp);
317     return 1;
318     }
319 root 1.5 }
320 elmex 1.1 }
321 root 1.65
322 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323     return 1;
324 elmex 1.1 }
325    
326     /* This checks to see if 'pl' is invisible to 'mon'.
327     * does race check, undead check, etc
328     * Returns TRUE if mon can't see pl, false
329     * otherwise. This doesn't check range, walls, etc. It
330     * only checks the racial adjustments, and in fact that
331     * pl is invisible.
332     */
333 root 1.8 int
334     makes_invisible_to (object *pl, object *mon)
335 elmex 1.1 {
336 root 1.8 if (!pl->invisible)
337     return 0;
338 root 1.68
339 root 1.8 if (pl->type == PLAYER)
340     {
341     /* If race isn't set, then invisible unless it is undead */
342     if (!pl->contr->invis_race)
343     {
344     if (QUERY_FLAG (mon, FLAG_UNDEAD))
345     return 0;
346 root 1.68
347 root 1.8 return 1;
348     }
349 root 1.68
350 root 1.8 /* invis_race is set if we get here */
351 root 1.95 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
352 root 1.8 return 1;
353 root 1.68
354 root 1.8 /* No race, can't be invisible to it */
355     if (!mon->race)
356 root 1.5 return 0;
357 root 1.68
358 root 1.94 if (mon->race.contains (pl->contr->invis_race))
359 root 1.5 return 1;
360 root 1.68
361 root 1.8 /* Nothing matched above, return 0 */
362     return 0;
363     }
364     else
365     {
366     /* monsters are invisible to everything */
367     return 1;
368 elmex 1.1 }
369     }
370    
371     /* Makes the player or character invisible.
372     * Note the spells to 'stack', but perhaps in odd ways.
373     * the duration for all is cumulative.
374     * In terms of invis undead/normal invis, it is the last one cast that
375     * will determine if you are invisible to undead or normal monsters.
376     * For improved invis, if you cast it with a one of the others, you
377     * lose the improved part of it, and the above statement about undead/
378     * normal applies.
379     */
380 root 1.8 int
381     cast_invisible (object *op, object *caster, object *spell_ob)
382     {
383     if (op->invisible > 1000)
384     {
385     new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
386     return 0;
387 elmex 1.1 }
388    
389 root 1.8 /* Remove the switch with 90% duplicate code - just handle the differences with
390     * and if statement or two.
391     */
392     op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
393     /* max duration */
394     if (op->invisible > 1000)
395     op->invisible = 1000;
396    
397     if (op->type == PLAYER)
398     {
399     op->contr->invis_race = spell_ob->race;
400    
401     if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
402     op->contr->tmp_invis = 0;
403     else
404     op->contr->tmp_invis = 1;
405    
406     op->contr->hidden = 0;
407     }
408 root 1.42
409 root 1.8 if (makes_invisible_to (op, op))
410     new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
411     else
412     new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
413    
414 root 1.42 update_object (op, UP_OBJ_CHANGE);
415 root 1.8
416     /* Only search the active objects - only these should actually do
417     * harm to the player.
418     */
419 root 1.33 for_all_actives (tmp)
420 root 1.8 if (tmp->enemy == op)
421 root 1.33 tmp->enemy = 0;
422    
423 root 1.8 return 1;
424 elmex 1.1 }
425    
426     /* earth to dust spell. Basically destroys earthwalls in the area.
427     */
428 root 1.8 int
429     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430     {
431     int range, i, j, mflags;
432     sint16 sx, sy;
433 root 1.13 maptile *m;
434 elmex 1.1
435 root 1.8 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 elmex 1.1
437 root 1.8 for (i = -range; i <= range; i++)
438     for (j = -range; j <= range; j++)
439     {
440     sx = op->x + i;
441     sy = op->y + j;
442     m = op->map;
443     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 elmex 1.1
445 root 1.8 if (mflags & P_OUT_OF_MAP)
446     continue;
447 elmex 1.1
448 root 1.102 // earth to dust tears down everything that can be torn down
449     for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 root 1.8 {
451     next = tmp->above;
452 root 1.102
453 root 1.8 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
454     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455     }
456     }
457 root 1.31
458 root 1.8 return 1;
459 elmex 1.1 }
460    
461 root 1.8 void
462     execute_word_of_recall (object *op)
463     {
464 root 1.31 if (object *pl = op->in_player ())
465     {
466     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
467     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468     else
469 root 1.82 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 root 1.31 }
471 root 1.14
472 root 1.91 op->destroy ();
473 elmex 1.1 }
474    
475     /* Word of recall causes the player to return 'home'.
476     * we put a force into the player object, so that there is a
477     * time delay effect.
478     */
479 root 1.8 int
480     cast_word_of_recall (object *op, object *caster, object *spell_ob)
481     {
482     object *dummy;
483     int time;
484 elmex 1.1
485 root 1.8 if (op->type != PLAYER)
486     return 0;
487 elmex 1.1
488 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 elmex 1.1 {
490 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491     return 1;
492 elmex 1.1 }
493    
494 root 1.8 dummy = get_archetype (FORCE_NAME);
495 root 1.84
496     if (!dummy)
497 root 1.8 {
498     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500     return 0;
501     }
502 root 1.29
503 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504     if (time < 1)
505     time = 1;
506    
507     /* value of speed really doesn't make much difference, as long as it is
508     * positive. Lower value may be useful so that the problem doesn't
509     * do anything really odd if it say a -1000 or something.
510     */
511 root 1.26 dummy->set_speed (0.002);
512 root 1.8 dummy->speed_left = -dummy->speed * time;
513     dummy->type = SPELL_EFFECT;
514     dummy->subtype = SP_WORD_OF_RECALL;
515    
516     /* If we could take advantage of enter_player_savebed() here, it would be
517     * nice, but until the map load fails, we can't.
518     */
519     EXIT_PATH (dummy) = op->contr->savebed_map;
520 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
521     EXIT_Y (dummy) = op->contr->bed_y;
522 root 1.8
523 root 1.31 op->insert (dummy);
524    
525 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 root 1.31
527 root 1.8 return 1;
528 elmex 1.1 }
529    
530     /* cast_wonder
531     * wonder is really just a spell that will likely cast another
532     * spell.
533     */
534 root 1.8 int
535     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536     {
537     object *newspell;
538 elmex 1.1
539 root 1.8 if (!rndm (0, 3))
540     return cast_cone (op, caster, dir, spell_ob);
541 elmex 1.1
542 root 1.8 if (spell_ob->randomitems)
543     {
544     newspell = generate_treasure (spell_ob->randomitems, caster->level);
545     if (!newspell)
546     {
547     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
548     return 0;
549 root 1.5 }
550 root 1.8 if (newspell->type != SPELL)
551     {
552     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
553     return 0;
554 root 1.5 }
555 root 1.8 /* Prevent inifinit recursion */
556     if (newspell->subtype == SP_WONDER)
557     {
558     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
559     return 0;
560 root 1.5 }
561 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
562 elmex 1.1 }
563 root 1.8 return 1;
564 elmex 1.1 }
565    
566 root 1.8 int
567     perceive_self (object *op)
568     {
569 root 1.43 const char *cp = describe_item (op, op);
570 root 1.10 archetype *at = archetype::find (ARCH_DEPLETION);
571 root 1.8
572 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 root 1.60
574 root 1.100 if (!op->is_player ())
575     return 0;
576    
577     if (object *race = archetype::find (op->race))
578     buf << " - You are a G<male|female> " << &race->name << ".\n";
579 root 1.60
580     if (object *god = find_god (determine_god (op)))
581 root 1.87 buf << " - You worship " << &god->name << ".\n";
582 root 1.8 else
583 root 1.87 buf << " - You worship no god.\n";
584 root 1.8
585 root 1.60 object *tmp = present_arch_in_ob (at, op);
586 root 1.8
587 root 1.87 if (*cp == '\0' && !tmp)
588     buf << " - You feel very mundane. ";
589 root 1.8 else
590     {
591 root 1.87 buf << " - You have: " << cp << ".\n";
592 root 1.51
593     if (tmp)
594 root 1.60 for (int i = 0; i < NUM_STATS; i++)
595 root 1.51 if (tmp->stats.stat (i) < 0)
596 root 1.87 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 elmex 1.1 }
598    
599 root 1.8 if (is_dragon_pl (op))
600 root 1.60 /* now grab the 'dragon_ability'-force from the player's inventory */
601     for (tmp = op->inv; tmp; tmp = tmp->below)
602     {
603 root 1.69 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 root 1.60 {
605     if (tmp->stats.exp == 0)
606 root 1.87 buf << " - Your metabolism isn't focused on anything.\n";
607 root 1.60 else
608 root 1.87 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 root 1.60
610     break;
611     }
612     }
613 root 1.36
614 root 1.100 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615 root 1.36
616 root 1.8 return 1;
617 elmex 1.1 }
618    
619     /* This creates magic walls. Really, it can create most any object,
620     * within some reason.
621     */
622 root 1.8 int
623     magic_wall (object *op, object *caster, int dir, object *spell_ob)
624     {
625 root 1.27 object *tmp;
626 root 1.8 int i, posblocked, negblocked, maxrange;
627     sint16 x, y;
628 root 1.13 maptile *m;
629 root 1.8 const char *name;
630     archetype *at;
631    
632     if (!dir)
633     {
634     dir = op->facing;
635     x = op->x;
636     y = op->y;
637     }
638     else
639     {
640     x = op->x + freearr_x[dir];
641     y = op->y + freearr_y[dir];
642     }
643 root 1.25
644 root 1.8 m = op->map;
645    
646     if ((spell_ob->move_block || x != op->x || y != op->y) &&
647     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649     {
650     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
651     return 0;
652     }
653 root 1.25
654 root 1.8 if (spell_ob->other_arch)
655 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
656 root 1.8 else if (spell_ob->race)
657     {
658     char buf1[MAX_BUF];
659    
660     sprintf (buf1, spell_ob->race, dir);
661 root 1.10 at = archetype::find (buf1);
662 root 1.8 if (!at)
663     {
664     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666     return 0;
667 root 1.5 }
668 root 1.27
669 root 1.8 tmp = arch_to_object (at);
670     }
671     else
672     {
673     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674     return 0;
675     }
676    
677     if (tmp->type == SPELL_EFFECT)
678     {
679     tmp->attacktype = spell_ob->attacktype;
680     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682     tmp->range = 0;
683     }
684     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
685     {
686     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687     tmp->stats.maxhp = tmp->stats.hp;
688     }
689 root 1.25
690 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
691     {
692     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693     SET_FLAG (tmp, FLAG_IS_USED_UP);
694 elmex 1.1 }
695 root 1.25
696 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697     {
698     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699     tmp->stats.maxhp = tmp->stats.hp;
700     SET_FLAG (tmp, FLAG_TEAR_DOWN);
701     SET_FLAG (tmp, FLAG_ALIVE);
702     }
703    
704     /* This can't really hurt - if the object doesn't kill anything,
705 root 1.25 * these fields just won't be used. Do not set the owner for
706     * earthwalls, though, so they survive restarts.
707 root 1.8 */
708 root 1.25 if (tmp->type != EARTHWALL) //TODO
709     tmp->set_owner (op);
710    
711 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
712 root 1.89 tmp->level = casting_level (caster, spell_ob) / 2;
713 elmex 1.1
714 root 1.8 name = tmp->name;
715 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
716 root 1.8 {
717     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
718     return 0;
719 elmex 1.1 }
720 root 1.25
721 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
722 root 1.57 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 root 1.8 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
724    
725     /* This code causes the wall to extend some distance in
726     * each direction, or until an obstruction is encountered.
727     * posblocked and negblocked help determine how far the
728     * created wall can extend, it won't go extend through
729     * blocked spaces.
730     */
731     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
732     posblocked = 0;
733     negblocked = 0;
734    
735     for (i = 1; i <= maxrange; i++)
736     {
737     int dir2;
738    
739     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
740    
741     x = tmp->x + i * freearr_x[dir2];
742     y = tmp->y + i * freearr_y[dir2];
743     m = tmp->map;
744    
745     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
746     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
747     {
748 root 1.27 object *tmp2 = tmp->clone ();
749     m->insert (tmp2, x, y, op);
750    
751 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
752 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
754 root 1.8
755     }
756     else
757     posblocked = 1;
758    
759     x = tmp->x - i * freearr_x[dir2];
760     y = tmp->y - i * freearr_y[dir2];
761     m = tmp->map;
762    
763     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
764     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
765     {
766 root 1.27 object *tmp2 = tmp->clone ();
767     m->insert (tmp2, x, y, op);
768    
769 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
771 root 1.8 }
772     else
773     negblocked = 1;
774 elmex 1.1 }
775    
776 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
777     update_all_los (op->map, op->x, op->y);
778 elmex 1.1
779 root 1.8 return 1;
780 elmex 1.1 }
781    
782 root 1.8 int
783 root 1.104 dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784 root 1.8 {
785     uint32 dist, maxdist;
786     int mflags;
787 root 1.13 maptile *m;
788 root 1.8 sint16 sx, sy;
789 elmex 1.1
790 root 1.8 if (op->type != PLAYER)
791     return 0;
792 elmex 1.1
793 root 1.8 if (!dir)
794     {
795     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796     return 0;
797 elmex 1.1 }
798    
799 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
800     * ever, so put limits in.
801     */
802     maxdist = spob->range + SP_level_range_adjust (caster, spob);
803    
804 root 1.104 if (spellparam)
805 root 1.8 {
806 root 1.104 int count = atoi (spellparam);
807    
808     if (count > maxdist)
809 root 1.8 {
810     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811     return 0;
812 root 1.5 }
813    
814 root 1.104 for (dist = 0; dist < count; dist++)
815 root 1.8 {
816     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 root 1.5
818 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819     break;
820 root 1.5
821 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822     break;
823 root 1.5 }
824    
825 root 1.104 if (dist < count)
826 root 1.8 {
827     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828     return 0;
829     }
830 root 1.27
831 root 1.8 /* Remove code that puts player on random space on maps. IMO,
832     * a lot of maps probably have areas the player should not get to,
833     * but may not be marked as NO_MAGIC (as they may be bounded
834     * by such squares). Also, there are probably treasure rooms and
835     * lots of other maps that protect areas with no magic, but the
836     * areas themselves don't contain no magic spaces.
837     */
838     /* This call here is really just to normalize the coordinates */
839     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
840     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
841     {
842     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
843     return 1; /* Maybe the penalty should be more severe... */
844 root 1.5 }
845 root 1.8 }
846     else
847     {
848     /* Player didn't specify a distance, so lets see how far
849     * we can move the player. Don't know why this stopped on
850     * spaces that blocked the players view.
851     */
852 root 1.5
853 root 1.8 for (dist = 0; dist < maxdist; dist++)
854     {
855     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
856 root 1.5
857 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
858     break;
859 root 1.5
860 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
861     break;
862 root 1.5
863     }
864    
865 root 1.8 /* If the destination is blocked, keep backing up until we
866     * find a place for the player.
867     */
868     for (; dist > 0; dist--)
869     {
870     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
871     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
872     continue;
873 root 1.5
874    
875 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
876     break;
877 root 1.5
878     }
879 root 1.8 if (!dist)
880     {
881     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
882     return 0;
883 root 1.5 }
884 elmex 1.1 }
885    
886 root 1.8 /* Actually move the player now */
887 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
888 root 1.8 return 1;
889 elmex 1.1
890 root 1.112 op->speed_left = -5. * fabs (op->speed); /* Freeze them for a short while */
891    
892 root 1.8 return 1;
893 elmex 1.1 }
894    
895     /* cast_heal: Heals something.
896     * op is the caster.
897     * dir is the direction he is casting it in.
898     * spell is the spell object.
899     */
900 root 1.8 int
901     cast_heal (object *op, object *caster, object *spell, int dir)
902     {
903     object *tmp;
904     archetype *at;
905     object *poison;
906     int heal = 0, success = 0;
907    
908     tmp = find_target_for_friendly_spell (op, dir);
909    
910 root 1.40 if (!tmp)
911 root 1.8 return 0;
912    
913     /* Figure out how many hp this spell might cure.
914     * could be zero if this spell heals effects, not damage.
915     */
916     heal = spell->stats.dam;
917     if (spell->stats.hp)
918     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
919    
920     if (heal)
921     {
922     if (tmp->stats.hp >= tmp->stats.maxhp)
923 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
924 root 1.8 else
925     {
926     /* See how many points we actually heal. Instead of messages
927     * based on type of spell, we instead do messages based
928     * on amount of damage healed.
929     */
930 root 1.70 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 root 1.8 heal = tmp->stats.maxhp - tmp->stats.hp;
932 root 1.70
933 root 1.8 tmp->stats.hp += heal;
934    
935     if (tmp->stats.hp >= tmp->stats.maxhp)
936 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
937 root 1.8 else if (heal > 50)
938 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
939 root 1.8 else if (heal > 25)
940 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
941 root 1.8 else if (heal > 10)
942 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
943 root 1.8 else
944 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
945    
946 root 1.8 success = 1;
947     }
948     }
949 root 1.40
950 root 1.8 if (spell->attacktype & AT_DISEASE)
951 root 1.70 if (cure_disease (tmp, op, spell))
952 root 1.8 success = 1;
953    
954     if (spell->attacktype & AT_POISON)
955     {
956 root 1.10 at = archetype::find ("poisoning");
957 root 1.8 poison = present_arch_in_ob (at, tmp);
958     if (poison)
959     {
960     success = 1;
961     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
962     poison->stats.food = 1;
963 root 1.5 }
964 elmex 1.1 }
965 root 1.40
966 root 1.8 if (spell->attacktype & AT_CONFUSION)
967     {
968     poison = present_in_ob_by_name (FORCE, "confusion", tmp);
969     if (poison)
970     {
971     success = 1;
972     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973     poison->duration = 1;
974 root 1.5 }
975 elmex 1.1 }
976 root 1.40
977 root 1.8 if (spell->attacktype & AT_BLIND)
978     {
979 root 1.10 at = archetype::find ("blindness");
980 root 1.8 poison = present_arch_in_ob (at, tmp);
981     if (poison)
982     {
983     success = 1;
984     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
985     poison->stats.food = 1;
986 root 1.5 }
987 elmex 1.1 }
988 root 1.40
989 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990     {
991     tmp->stats.sp += spell->last_sp;
992     if (tmp->stats.sp > tmp->stats.maxsp)
993     tmp->stats.sp = tmp->stats.maxsp;
994     success = 1;
995     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
996     }
997 root 1.40
998 root 1.8 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999     {
1000     tmp->stats.grace += spell->last_grace;
1001     if (tmp->stats.grace > tmp->stats.maxgrace)
1002     tmp->stats.grace = tmp->stats.maxgrace;
1003     success = 1;
1004     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 elmex 1.1 }
1006 root 1.40
1007 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1008     {
1009     tmp->stats.food += spell->stats.food;
1010 root 1.70
1011 root 1.8 if (tmp->stats.food > 999)
1012     tmp->stats.food = 999;
1013 root 1.70
1014 root 1.8 success = 1;
1015     /* We could do something a bit better like the messages for healing above */
1016     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017     }
1018 root 1.40
1019 root 1.8 return success;
1020 elmex 1.1 }
1021    
1022     /* This is used for the spells that gain stats. There are no spells
1023     * right now that icnrease wis/int/pow on a temp basis, so no
1024     * good comments for those.
1025     */
1026 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1027     "You grow no stronger.",
1028     "You grow no more agile.",
1029     "You don't feel any healthier.",
1030 root 1.55 "You didn't grow any more intelligent.",
1031     "You do not feel any wiser.",
1032     "You don't feel any more powerful."
1033 root 1.8 "You are no easier to look at.",
1034 elmex 1.1 };
1035    
1036 root 1.8 int
1037 root 1.105 change_ability_duration (object *spell, object *caster)
1038     {
1039     return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1040     }
1041    
1042     int
1043 root 1.8 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1044     {
1045 root 1.88 object *force = 0;
1046 root 1.8 int i;
1047    
1048     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1049 root 1.27 object *tmp = dir
1050 root 1.88 ? find_target_for_friendly_spell (op, dir)
1051     : op;
1052 root 1.8
1053 root 1.27 if (!tmp)
1054 root 1.8 return 0;
1055    
1056     /* If we've already got a force of this type, don't add a new one. */
1057 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1058 root 1.8 {
1059     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1060     {
1061     if (tmp2->name == spell_ob->name)
1062     {
1063     force = tmp2; /* the old effect will be "refreshed" */
1064     break;
1065 root 1.5 }
1066 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067     {
1068     if (!silent)
1069 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1070     "You can not cast %s while %s is in effect",
1071     &spell_ob->name, &tmp2->name_pl);
1072 root 1.88
1073 root 1.8 return 0;
1074 root 1.5 }
1075     }
1076 elmex 1.1 }
1077 root 1.88
1078 root 1.108 int duration = change_ability_duration (spell_ob, caster);
1079 root 1.88
1080 root 1.108 if (force)
1081 root 1.8 {
1082     if (duration > force->duration)
1083     {
1084     force->duration = duration;
1085     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086     }
1087     else
1088 root 1.88 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1089 root 1.55
1090 root 1.8 return 1;
1091     }
1092 root 1.55
1093 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1094     "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1095     TICK2TIME (duration));
1096    
1097     force = get_archetype (FORCE_NAME);
1098     force->subtype = FORCE_CHANGE_ABILITY;
1099     force->duration = duration;
1100    
1101     if (spell_ob->race)
1102     force->name = spell_ob->race;
1103     else
1104     force->name = spell_ob->name;
1105    
1106     force->name_pl = spell_ob->name;
1107    
1108 root 1.8 force->speed = 1.0;
1109     force->speed_left = -1.0;
1110     SET_FLAG (force, FLAG_APPLIED);
1111    
1112     /* Now start processing the effects. First, protections */
1113     for (i = 0; i < NROFATTACKS; i++)
1114     {
1115     if (spell_ob->resist[i])
1116     {
1117     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1118     if (force->resist[i] > 100)
1119     force->resist[i] = 100;
1120 root 1.5 }
1121 elmex 1.1 }
1122 root 1.55
1123 root 1.8 if (spell_ob->stats.hp)
1124     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1125    
1126     if (tmp->type == PLAYER)
1127     {
1128     /* Stat adjustment spells */
1129     for (i = 0; i < NUM_STATS; i++)
1130     {
1131 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1132 root 1.8 {
1133 root 1.51 sint8 sm = 0;
1134     for (sint8 k = 0; k < stat; k++)
1135 root 1.8 sm += rndm (1, 3);
1136    
1137 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1138     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1139    
1140     force->stats.stat (i) = sm;
1141    
1142 root 1.8 if (!sm)
1143     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1144 root 1.5 }
1145     }
1146 elmex 1.1 }
1147    
1148 root 1.8 force->move_type = spell_ob->move_type;
1149 elmex 1.1
1150 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1151     SET_FLAG (force, FLAG_SEE_IN_DARK);
1152 elmex 1.1
1153 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1154     SET_FLAG (force, FLAG_XRAYS);
1155 elmex 1.1
1156 root 1.8 /* Haste/bonus speed */
1157     if (spell_ob->stats.exp)
1158     {
1159     if (op->speed > 0.5f)
1160     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1161     else
1162     force->stats.exp = spell_ob->stats.exp;
1163 elmex 1.1 }
1164    
1165 root 1.8 force->stats.wc = spell_ob->stats.wc;
1166     force->stats.ac = spell_ob->stats.ac;
1167     force->attacktype = spell_ob->attacktype;
1168    
1169     insert_ob_in_ob (force, tmp);
1170     change_abil (tmp, force); /* Mostly to display any messages */
1171 root 1.24 tmp->update_stats ();
1172 root 1.55
1173 root 1.8 return 1;
1174 elmex 1.1 }
1175    
1176     /* This used to be part of cast_change_ability, but it really didn't make
1177     * a lot of sense, since most of the values it derives are from the god
1178     * of the caster.
1179     */
1180 root 1.8 int
1181     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1182     {
1183     int i;
1184 root 1.85 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1185 root 1.8
1186     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1187     if (dir != 0)
1188     {
1189     tmp = find_target_for_friendly_spell (op, dir);
1190 root 1.85
1191     if (!tmp)
1192     return 0;
1193 root 1.8 }
1194     else
1195 root 1.85 tmp = op;
1196 root 1.8
1197     /* If we've already got a force of this type, don't add a new one. */
1198 root 1.85 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1199 root 1.8 {
1200     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1201     {
1202     if (tmp2->name == spell_ob->name)
1203     {
1204     force = tmp2; /* the old effect will be "refreshed" */
1205     break;
1206 root 1.5 }
1207 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1208     {
1209     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1210     return 0;
1211 root 1.5 }
1212     }
1213 elmex 1.1 }
1214 root 1.85
1215 root 1.8 if (force == NULL)
1216     {
1217     force = get_archetype (FORCE_NAME);
1218     force->subtype = FORCE_CHANGE_ABILITY;
1219     if (spell_ob->race)
1220     force->name = spell_ob->race;
1221     else
1222     force->name = spell_ob->name;
1223     force->name_pl = spell_ob->name;
1224     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1225     }
1226     else
1227     {
1228     int duration;
1229    
1230     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1231     if (duration > force->duration)
1232     {
1233     force->duration = duration;
1234     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1235 root 1.5 }
1236 root 1.8 else
1237     {
1238     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1239     }
1240     return 0;
1241 elmex 1.1 }
1242 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1243     force->speed = 1.0;
1244     force->speed_left = -1.0;
1245     SET_FLAG (force, FLAG_APPLIED);
1246 elmex 1.1
1247 root 1.8 if (!god)
1248     {
1249     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250     }
1251     else
1252     {
1253     /* Only give out good benefits, and put a max on it */
1254     for (i = 0; i < NROFATTACKS; i++)
1255     {
1256     if (god->resist[i] > 0)
1257     {
1258     force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1259 root 1.5 }
1260     }
1261 root 1.8 force->path_attuned |= god->path_attuned;
1262 root 1.7
1263 root 1.8 if (spell_ob->attacktype)
1264     force->slaying = god->slaying;
1265 root 1.7
1266 root 1.8 if (tmp != op)
1267     {
1268     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1269     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1270     }
1271     else
1272     {
1273     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1274 root 1.5 }
1275 elmex 1.1
1276     }
1277 root 1.8 force->stats.wc = spell_ob->stats.wc;
1278     force->stats.ac = spell_ob->stats.ac;
1279 elmex 1.1
1280 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1281     insert_ob_in_ob (force, tmp);
1282 root 1.24 tmp->update_stats ();
1283 root 1.8 return 1;
1284 elmex 1.1 }
1285    
1286     /* Alchemy code by Mark Wedel
1287     *
1288     * This code adds a new spell, called alchemy. Alchemy will turn
1289 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1290     *
1291     * The value of the gold nuggets being about 90% of that of the item
1292     * itself. It uses the value of the object before charisma adjustments,
1293     * because the nuggets themselves will be will be adjusted by charisma
1294     * when sold.
1295 elmex 1.1 *
1296     * There is also a chance (1:30) that you will get nothing at all
1297     * for the object. There is also a maximum weight that will be
1298 root 1.37 * alchemised.
1299 elmex 1.1 */
1300 root 1.8 static void
1301 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1302 root 1.8 {
1303     uint64 value = query_cost (obj, NULL, F_TRUE);
1304    
1305 root 1.75 /* Give third price when we alchemy money (this should hopefully
1306 root 1.8 * make it so that it isn't worth it to alchemy money, sell
1307     * the nuggets, alchemy the gold from that, etc.
1308     * Otherwise, give 9 silver on the gold for other objects,
1309     * so that it would still be more affordable to haul
1310     * the stuff back to town.
1311     */
1312     if (QUERY_FLAG (obj, FLAG_UNPAID))
1313     value = 0;
1314     else if (obj->type == MONEY || obj->type == GEM)
1315     value /= 3;
1316     else
1317 root 1.39 value = value * 9 / 10;
1318 root 1.8
1319 root 1.37 if (obj->value > 0 && rndm (0, 29))
1320 root 1.38 total_value += value;
1321 root 1.8
1322 root 1.38 total_weight += obj->total_weight ();
1323 root 1.8
1324 root 1.91 obj->destroy ();
1325 root 1.8 }
1326    
1327     int
1328     alchemy (object *op, object *caster, object *spell_ob)
1329 elmex 1.1 {
1330 root 1.8 if (op->type != PLAYER)
1331     return 0;
1332    
1333 root 1.66 archetype *nugget[3];
1334    
1335     nugget[0] = archetype::find ("pyrite3");
1336     nugget[1] = archetype::find ("pyrite2");
1337     nugget[2] = archetype::find ("pyrite");
1338 root 1.39
1339 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1340     * some, and also prevents people from alchemising every table/chair/clock
1341 root 1.8 * in sight
1342     */
1343 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1344     int weight_max = duration * 1000;
1345     uint64 value_max = duration * 1000;
1346 elmex 1.1
1347 root 1.39 int weight = 0;
1348 root 1.38
1349     for (int y = op->y - 1; y <= op->y + 1; y++)
1350 root 1.8 {
1351 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1352 root 1.8 {
1353 root 1.38 uint64 value = 0;
1354    
1355     sint16 nx = x;
1356     sint16 ny = y;
1357 elmex 1.1
1358 root 1.39 maptile *mp = op->map;
1359 root 1.5
1360 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1361 root 1.5
1362 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1363     continue;
1364    
1365     /* Treat alchemy a little differently - most spell effects
1366     * use fly as the movement type - for alchemy, consider it
1367     * ground level effect.
1368     */
1369     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1370     continue;
1371    
1372 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1373 root 1.8 {
1374     next = tmp->above;
1375 root 1.37
1376 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1377     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1378     {
1379     if (tmp->inv)
1380     {
1381     object *next1, *tmp1;
1382    
1383 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1384 root 1.8 {
1385     next1 = tmp1->below;
1386     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1387     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1388 root 1.38 alchemy_object (tmp1, value, weight);
1389 root 1.5 }
1390     }
1391 root 1.37
1392 root 1.38 alchemy_object (tmp, value, weight);
1393 root 1.8
1394     if (weight > weight_max)
1395 root 1.38 break;
1396     }
1397     }
1398    
1399 root 1.66 value -= rndm (value >> 4);
1400 root 1.38 value = min (value, value_max);
1401    
1402 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1403     if (int nrof = value / nugget [i]->value)
1404     {
1405     value -= nrof * nugget[i]->value;
1406    
1407     object *tmp = arch_to_object (nugget[i]);
1408     tmp->nrof = nrof;
1409     tmp->flag [FLAG_IDENTIFIED] = true;
1410 root 1.67 op->map->insert (tmp, x, y, op, 0);
1411 root 1.66 }
1412 root 1.38
1413     if (weight > weight_max)
1414     goto bailout;
1415 root 1.8 }
1416     }
1417 root 1.17
1418 root 1.38 bailout:
1419 root 1.8 return 1;
1420 elmex 1.1 }
1421    
1422     /* This function removes the cursed/damned status on equipped
1423     * items.
1424     */
1425 root 1.8 int
1426     remove_curse (object *op, object *caster, object *spell)
1427     {
1428     int success = 0, was_one = 0;
1429    
1430 root 1.106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1431 root 1.8 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1432     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1433     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1434     {
1435     was_one++;
1436 root 1.80
1437 root 1.89 if (tmp->level <= casting_level (caster, spell))
1438 root 1.8 {
1439     success++;
1440     if (QUERY_FLAG (spell, FLAG_DAMNED))
1441     CLEAR_FLAG (tmp, FLAG_DAMNED);
1442    
1443     CLEAR_FLAG (tmp, FLAG_CURSED);
1444     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1445     tmp->value = 0; /* Still can't sell it */
1446 root 1.80
1447     if (object *pl = tmp->visible_to ())
1448     esrv_update_item (UPD_FLAGS, pl, tmp);
1449 root 1.8 }
1450     }
1451    
1452     if (op->type == PLAYER)
1453     {
1454     if (success)
1455 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1456 root 1.8 else
1457     {
1458     if (was_one)
1459     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1460     else
1461     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1462 root 1.5 }
1463 elmex 1.1 }
1464 root 1.21
1465 root 1.8 return success;
1466 elmex 1.1 }
1467    
1468     /* Identifies objects in the players inventory/on the ground */
1469 root 1.8 int
1470     cast_identify (object *op, object *caster, object *spell)
1471     {
1472     object *tmp;
1473 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1474 root 1.8
1475 root 1.101 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1476 root 1.8
1477     for (tmp = op->inv; tmp; tmp = tmp->below)
1478     {
1479     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1480     {
1481     identify (tmp);
1482 root 1.21
1483 root 1.8 if (op->type == PLAYER)
1484     {
1485 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1486 root 1.21
1487 root 1.8 if (tmp->msg)
1488 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1489 root 1.5 }
1490 root 1.21
1491 root 1.101 if (!--num_ident)
1492 root 1.8 break;
1493 root 1.5 }
1494 elmex 1.1 }
1495 root 1.21
1496 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1497     * stuff on the floor. Only identify stuff on the floor if the spell
1498     * was not fully used.
1499     */
1500     if (num_ident)
1501     {
1502 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1503 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1504     {
1505 root 1.21 identify (tmp);
1506 root 1.8
1507 root 1.80 if (object *pl = tmp->visible_to ())
1508 root 1.8 {
1509 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1510 root 1.21
1511 root 1.8 if (tmp->msg)
1512 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 root 1.8 }
1514 root 1.21
1515 root 1.101 if (!--num_ident)
1516 root 1.8 break;
1517     }
1518     }
1519 root 1.21
1520 root 1.73 if (buf.empty ())
1521     {
1522     op->failmsg ("You can't reach anything unidentified.");
1523     return 0;
1524     }
1525 root 1.8 else
1526 root 1.73 {
1527     if (op->contr)
1528     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1529 root 1.21
1530 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1531     return 1;
1532     }
1533 elmex 1.1 }
1534    
1535 root 1.8 int
1536     cast_detection (object *op, object *caster, object *spell, object *skill)
1537     {
1538     object *tmp, *last, *god, *detect;
1539     int done_one, range, mflags, floor, level;
1540     sint16 x, y, nx, ny;
1541 root 1.13 maptile *m;
1542 root 1.8
1543     /* We precompute some values here so that we don't have to keep
1544     * doing it over and over again.
1545     */
1546     god = find_god (determine_god (op));
1547 root 1.89 level = casting_level (caster, spell);
1548 root 1.8 range = spell->range + SP_level_range_adjust (caster, spell);
1549    
1550     if (!skill)
1551     skill = caster;
1552    
1553 root 1.98 unordered_mapwalk (op, -range, -range, range, range)
1554     {
1555     /* For most of the detections, we only detect objects above the
1556     * floor. But this is not true for show invisible.
1557     * Basically, we just go and find the top object and work
1558     * down - that is easier than working up.
1559     */
1560    
1561     for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1562     last = tmp;
1563    
1564     /* Shouldn't happen, but if there are no objects on a space, this
1565     * would happen.
1566     */
1567     if (!last)
1568     continue;
1569    
1570     done_one = 0;
1571     floor = 0;
1572     detect = NULL;
1573     for (tmp = last; tmp; tmp = tmp->below)
1574     {
1575     /* show invisible */
1576     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1577     /* Might there be other objects that we can make visible? */
1578 elmex 1.103 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1579     || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1580 root 1.111 || tmp->type == T_HANDLE
1581 elmex 1.103 || tmp->type == TRAPDOOR
1582     || tmp->type == EXIT
1583     || tmp->type == HOLE
1584     || tmp->type == BUTTON
1585     || tmp->type == TELEPORTER
1586     || tmp->type == GATE
1587     || tmp->type == LOCKED_DOOR
1588     || tmp->type == WEAPON
1589     || tmp->type == ALTAR
1590     || tmp->type == SIGN
1591     || tmp->type == TRIGGER_PEDESTAL
1592     || tmp->type == SPECIAL_KEY
1593     || tmp->type == TREASURE
1594     || tmp->type == BOOK
1595     || tmp->type == HOLY_ALTAR
1596     || tmp->type == CONTAINER)))
1597 root 1.98 {
1598     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1599     {
1600     tmp->invisible = 0;
1601     done_one = 1;
1602     }
1603     }
1604    
1605     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1606     floor = 1;
1607    
1608     /* All detections below this point don't descend beneath the floor,
1609     * so just continue on. We could be clever and look at the type of
1610     * detection to completely break out if we don't care about objects beneath
1611     * the floor, but once we get to the floor, not likely a very big issue anyways.
1612     */
1613     if (floor)
1614     continue;
1615    
1616     /* I had thought about making detect magic and detect curse
1617     * show the flash the magic item like it does for detect monster.
1618     * however, if the object is within sight, this would then make it
1619     * difficult to see what object is magical/cursed, so the
1620     * effect wouldn't be as apparent.
1621     */
1622    
1623     /* detect magic */
1624     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1625     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1626     {
1627     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1628     /* make runes more visibile */
1629     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1630     tmp->stats.Cha /= 4;
1631    
1632     done_one = 1;
1633     }
1634    
1635     /* detect monster */
1636     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1637     {
1638     done_one = 2;
1639    
1640     if (!detect)
1641     detect = tmp;
1642     }
1643    
1644     /* Basically, if race is set in the spell, then the creatures race must
1645     * match that. if the spell race is set to GOD, then the gods opposing
1646     * race must match.
1647     */
1648     if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1649     ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1650     spell->race.contains (tmp->race)))
1651     {
1652     done_one = 2;
1653    
1654     if (!detect)
1655     detect = tmp;
1656     }
1657 root 1.21
1658 root 1.98 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1659     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1660     {
1661     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1662     done_one = 1;
1663     }
1664     } /* for stack of objects on this space */
1665 elmex 1.1
1666 root 1.98 /* Code here puts an effect of the spell on the space, so you can see
1667     * where the magic is.
1668     */
1669     if (done_one)
1670     {
1671     object *detect_ob = arch_to_object (spell->other_arch);
1672 root 1.8
1673 root 1.98 /* if this is set, we want to copy the face */
1674     if (done_one == 2 && detect)
1675     {
1676     detect_ob->face = detect->face;
1677     detect_ob->animation_id = detect->animation_id;
1678     detect_ob->anim_speed = detect->anim_speed;
1679     detect_ob->last_anim = 0;
1680     /* by default, the detect_ob is already animated */
1681     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1682     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1683     }
1684 root 1.27
1685 root 1.98 m->insert (detect_ob, nx, ny, op);
1686     }
1687     } /* for processing the surrounding spaces */
1688 root 1.5
1689    
1690 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1691     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1692     {
1693     done_one = 0;
1694 root 1.80
1695 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1696     {
1697     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1698     {
1699     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1700     {
1701     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1702 root 1.80
1703     if (object *pl = tmp->visible_to ())
1704     esrv_update_item (UPD_FLAGS, pl, tmp);
1705 root 1.5 }
1706 root 1.80
1707 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1708     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1709     {
1710     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1711 root 1.80
1712     if (object *pl = tmp->visible_to ())
1713     esrv_update_item (UPD_FLAGS, pl, tmp);
1714 root 1.5 }
1715 root 1.8 } /* if item is not identified */
1716     } /* for the players inventory */
1717     } /* if detect magic/curse and object is a player */
1718 root 1.80
1719 root 1.8 return 1;
1720 elmex 1.1 }
1721    
1722    
1723     /**
1724     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1725     * level whos spell did cause the overcharge.
1726     */
1727 root 1.8 static void
1728     charge_mana_effect (object *victim, int caster_level)
1729 elmex 1.1 {
1730    
1731 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1732     * will explode, too.
1733     */
1734     if (victim->stats.maxsp <= 0)
1735     return;
1736 elmex 1.1
1737 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1738 elmex 1.1
1739 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1740     {
1741     new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1742     victim->stats.sp = 2 * victim->stats.maxsp;
1743 elmex 1.99 create_exploding_ball_at (victim, caster_level);
1744 elmex 1.1 }
1745 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1746 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1747 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1748 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1749 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1750     {
1751     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1752     confuse_player (victim, victim, 99);
1753 elmex 1.1 }
1754 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1755 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1756 elmex 1.1 }
1757    
1758     /* cast_transfer
1759     * This spell transfers sp from the player to another person.
1760     * We let the target go above their normal maximum SP.
1761     */
1762    
1763 root 1.8 int
1764     cast_transfer (object *op, object *caster, object *spell, int dir)
1765     {
1766     object *plyr = NULL;
1767     sint16 x, y;
1768 root 1.13 maptile *m;
1769 root 1.8 int mflags;
1770    
1771     m = op->map;
1772     x = op->x + freearr_x[dir];
1773     y = op->y + freearr_y[dir];
1774    
1775     mflags = get_map_flags (m, &m, x, y, &x, &y);
1776    
1777     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1778     {
1779 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1780 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1781     break;
1782 elmex 1.1 }
1783    
1784    
1785 root 1.8 /* If we did not find a player in the specified direction, transfer
1786     * to anyone on top of us. This is used for the rune of transference mostly.
1787     */
1788     if (plyr == NULL)
1789 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1790 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1791     break;
1792 elmex 1.1
1793 root 1.8 if (!plyr)
1794     {
1795     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1796     return 0;
1797 elmex 1.1 }
1798 root 1.8 /* give sp */
1799     if (spell->stats.dam > 0)
1800     {
1801     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1802 root 1.89 charge_mana_effect (plyr, casting_level (caster, spell));
1803 root 1.8 return 1;
1804 elmex 1.1 }
1805 root 1.8 /* suck sp away. Can't suck sp from yourself */
1806     else if (op != plyr)
1807     {
1808     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1809    
1810     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1811    
1812     if (rate > 95)
1813     rate = 95;
1814    
1815     sucked = (plyr->stats.sp * rate) / 100;
1816     plyr->stats.sp -= sucked;
1817     if (QUERY_FLAG (op, FLAG_ALIVE))
1818     {
1819     /* Player doesn't get full credit */
1820     sucked = (sucked * rate) / 100;
1821     op->stats.sp += sucked;
1822     if (sucked > 0)
1823     {
1824 root 1.89 charge_mana_effect (op, casting_level (caster, spell));
1825 root 1.5 }
1826     }
1827 root 1.8 return 1;
1828 elmex 1.1 }
1829 root 1.8 return 0;
1830 elmex 1.1 }
1831    
1832    
1833     /* counterspell: nullifies spell effects.
1834     * op is the counterspell object, dir is the direction
1835     * it was cast in.
1836     * Basically, if the object has a magic attacktype,
1837     * this may nullify it.
1838     */
1839 root 1.8 void
1840     counterspell (object *op, int dir)
1841 elmex 1.1 {
1842 root 1.8 object *tmp, *head, *next;
1843     int mflags;
1844 root 1.13 maptile *m;
1845 root 1.8 sint16 sx, sy;
1846    
1847     sx = op->x + freearr_x[dir];
1848     sy = op->y + freearr_y[dir];
1849     m = op->map;
1850     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1851     if (mflags & P_OUT_OF_MAP)
1852     return;
1853 elmex 1.1
1854 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1855 root 1.8 {
1856     next = tmp->above;
1857 elmex 1.1
1858 root 1.8 /* Need to look at the head object - otherwise, if tmp
1859     * points to a monster, we don't have all the necessary
1860     * info for it.
1861     */
1862     if (tmp->head)
1863     head = tmp->head;
1864     else
1865     head = tmp;
1866    
1867     /* don't attack our own spells */
1868     if (tmp->owner && tmp->owner == op->owner)
1869     continue;
1870    
1871     /* Basically, if the object is magical and not counterspell,
1872     * we will more or less remove the object. Don't counterspell
1873     * monsters either.
1874     */
1875 elmex 1.1
1876 elmex 1.44 if (head->attacktype & AT_MAGIC
1877     && !(head->attacktype & AT_COUNTERSPELL)
1878     && !QUERY_FLAG (head, FLAG_MONSTER)
1879     && (op->level > head->level))
1880 root 1.91 head->destroy ();
1881 root 1.8 else
1882     switch (head->type)
1883     {
1884     case SPELL_EFFECT:
1885 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1886     // about sanctuary in spell_util.C
1887     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1888     continue;
1889    
1890 root 1.8 if (op->level > head->level)
1891 root 1.91 head->destroy ();
1892 root 1.17
1893 root 1.5 break;
1894    
1895 root 1.8 /* I really don't get this rune code that much - that
1896     * random chance seems really low.
1897     */
1898     case RUNE:
1899     if (rndm (0, 149) == 0)
1900     {
1901     head->stats.hp--; /* weaken the rune */
1902     if (!head->stats.hp)
1903 root 1.91 head->destroy ();
1904 root 1.8 }
1905 root 1.5 break;
1906 root 1.8 }
1907 elmex 1.1 }
1908     }
1909    
1910     /* cast_consecrate() - a spell to make an altar your god's */
1911 root 1.8 int
1912     cast_consecrate (object *op, object *caster, object *spell)
1913     {
1914     char buf[MAX_BUF];
1915 elmex 1.1
1916 root 1.8 object *tmp, *god = find_god (determine_god (op));
1917 elmex 1.1
1918 root 1.8 if (!god)
1919     {
1920     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1921     return 0;
1922 elmex 1.1 }
1923 root 1.8
1924     for (tmp = op->below; tmp; tmp = tmp->below)
1925     {
1926     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1927     break;
1928     if (tmp->type == HOLY_ALTAR)
1929     {
1930    
1931 root 1.89 if (tmp->level > casting_level (caster, spell))
1932 root 1.8 {
1933     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1934     return 0;
1935     }
1936     else
1937     {
1938     /* If we got here, we are consecrating an altar */
1939     sprintf (buf, "Altar of %s", &god->name);
1940     tmp->name = buf;
1941 root 1.89 tmp->level = casting_level (caster, spell);
1942 root 1.8 tmp->other_arch = god->arch;
1943 root 1.80
1944 root 1.8 if (op->type == PLAYER)
1945     esrv_update_item (UPD_NAME, op, tmp);
1946 root 1.80
1947 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1948     return 1;
1949 root 1.5 }
1950     }
1951 elmex 1.1 }
1952 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1953     return 0;
1954 elmex 1.1 }
1955    
1956     /* animate_weapon -
1957     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1958     * The golem is based on the archetype specified, modified by the caster's level
1959     * and the attributes of the weapon. The weapon is inserted in the golem's
1960     * inventory so that it falls to the ground when the golem dies.
1961     * This code was very odd - code early on would only let players use the spell,
1962     * yet the code wass full of player checks. I've presumed that the code
1963     * that only let players use it was correct, and removed all the other
1964     * player checks. MSW 2003-01-06
1965     */
1966 root 1.8 int
1967     animate_weapon (object *op, object *caster, object *spell, int dir)
1968     {
1969     object *weapon, *tmp;
1970     char buf[MAX_BUF];
1971     int a, i;
1972     sint16 x, y;
1973 root 1.13 maptile *m;
1974 root 1.8
1975     if (!spell->other_arch)
1976     {
1977     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1978     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1979     return 0;
1980 elmex 1.1 }
1981 root 1.8 /* exit if it's not a player using this spell. */
1982     if (op->type != PLAYER)
1983     return 0;
1984 elmex 1.1
1985 root 1.8 /* if player already has a golem, abort */
1986 root 1.49 if (object *golem = op->contr->golem)
1987 root 1.8 {
1988 root 1.46 control_golem (golem, dir);
1989 root 1.8 return 0;
1990 elmex 1.1 }
1991    
1992 root 1.8 /* if no direction specified, pick one */
1993     if (!dir)
1994 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1995 root 1.8
1996     m = op->map;
1997     x = op->x + freearr_x[dir];
1998     y = op->y + freearr_y[dir];
1999    
2000     /* if there's no place to put the golem, abort */
2001 root 1.84 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2002     || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2003 root 1.8 {
2004     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2005     return 0;
2006 elmex 1.1 }
2007    
2008 root 1.8 /* Use the weapon marked by the player. */
2009     weapon = find_marked_object (op);
2010 elmex 1.1
2011 root 1.8 if (!weapon)
2012     {
2013     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2014     return 0;
2015     }
2016 root 1.93
2017     if (spell->race && weapon->arch->archname != spell->race)
2018 root 1.8 {
2019     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2020     return 0;
2021     }
2022 root 1.93
2023 root 1.8 if (weapon->type != WEAPON)
2024     {
2025     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2026     return 0;
2027 elmex 1.1 }
2028 root 1.93
2029 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2030     {
2031     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2032     return 0;
2033 elmex 1.1 }
2034 root 1.8
2035 root 1.80 weapon = weapon->split ();
2036 root 1.8
2037     /* create the golem object */
2038     tmp = arch_to_object (spell->other_arch);
2039    
2040     /* if animated by a player, give the player control of the golem */
2041     CLEAR_FLAG (tmp, FLAG_MONSTER);
2042     tmp->stats.exp = 0;
2043     add_friendly_object (tmp);
2044     tmp->type = GOLEM;
2045 root 1.19 tmp->set_owner (op);
2046 root 1.49 op->contr->golem = tmp;
2047 root 1.46 set_spell_skill (op, caster, spell, tmp);
2048 root 1.8
2049     /* Give the weapon to the golem now. A bit of a hack to check the
2050 root 1.79 * removed flag - it should only be set if weapon->split was
2051 root 1.8 * used above.
2052     */
2053     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2054 root 1.16 weapon->remove ();
2055 root 1.46
2056 root 1.80 tmp->insert (weapon);
2057    
2058 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2059     * so instead, just set it as equipped (otherwise, we need to update
2060     * body_info, skills, etc)
2061     */
2062     SET_FLAG (tmp, FLAG_USE_WEAPON);
2063     SET_FLAG (weapon, FLAG_APPLIED);
2064 root 1.24 tmp->update_stats ();
2065 root 1.8
2066     /* There used to be 'odd' code that basically seemed to take the absolute
2067     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2068     * if you're using a crappy weapon, it shouldn't be as good.
2069     */
2070    
2071     /* modify weapon's animated wc */
2072     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2073     if (tmp->stats.wc < -127)
2074     tmp->stats.wc = -127;
2075    
2076     /* Modify hit points for weapon */
2077     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2078     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2079     if (tmp->stats.maxhp < 0)
2080     tmp->stats.maxhp = 10;
2081     tmp->stats.hp = tmp->stats.maxhp;
2082    
2083     /* Modify weapon's damage */
2084     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2085     if (tmp->stats.dam < 0)
2086     tmp->stats.dam = 127;
2087    
2088    
2089     /* attacktype */
2090     if (!tmp->attacktype)
2091     tmp->attacktype = AT_PHYSICAL;
2092    
2093 root 1.63 if (materialtype_t *mt = name_to_material (op->materialname))
2094 root 1.8 {
2095     for (i = 0; i < NROFATTACKS; i++)
2096     tmp->resist[i] = 50 - (mt->save[i] * 5);
2097     a = mt->save[0];
2098 elmex 1.1 }
2099 root 1.8 else
2100     {
2101     for (i = 0; i < NROFATTACKS; i++)
2102     tmp->resist[i] = 5;
2103     a = 10;
2104     }
2105 root 1.63
2106 root 1.8 /* Set weapon's immunity */
2107     tmp->resist[ATNR_CONFUSION] = 100;
2108     tmp->resist[ATNR_POISON] = 100;
2109     tmp->resist[ATNR_SLOW] = 100;
2110     tmp->resist[ATNR_PARALYZE] = 100;
2111     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2112     tmp->resist[ATNR_FEAR] = 100;
2113     tmp->resist[ATNR_DEPLETE] = 100;
2114     tmp->resist[ATNR_DEATH] = 100;
2115     tmp->resist[ATNR_BLIND] = 100;
2116    
2117     /* Improve weapon's armour value according to best save vs. physical of its material */
2118    
2119     if (a > 14)
2120     a = 14;
2121 root 1.63
2122 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2123    
2124     /* Determine golem's speed */
2125 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2126 root 1.8
2127     if (!spell->race)
2128     {
2129     sprintf (buf, "animated %s", &weapon->name);
2130     tmp->name = buf;
2131    
2132     tmp->face = weapon->face;
2133     tmp->animation_id = weapon->animation_id;
2134     tmp->anim_speed = weapon->anim_speed;
2135     tmp->last_anim = weapon->last_anim;
2136     tmp->state = weapon->state;
2137 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2138 elmex 1.1 }
2139    
2140 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2141 root 1.89 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2142 root 1.8
2143     tmp->speed_left = -1;
2144     tmp->direction = dir;
2145 root 1.27
2146     m->insert (tmp, x, y, op);
2147 root 1.8 return 1;
2148 elmex 1.1 }
2149    
2150     /* cast_daylight() - changes the map darkness level *lower* */
2151    
2152     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2153     * This changes the light level for the entire map.
2154     */
2155 root 1.8 int
2156     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2157     {
2158     int success;
2159 elmex 1.1
2160 root 1.8 if (!op->map)
2161     return 0; /* shouldnt happen */
2162 elmex 1.1
2163 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2164    
2165 root 1.8 if (!success)
2166     {
2167     if (spell->stats.dam < 0)
2168     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2169     else
2170     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2171 elmex 1.1 }
2172 root 1.92
2173 root 1.8 return success;
2174 elmex 1.1 }
2175    
2176     /* create an aura spell object and put it in the player's inventory.
2177     * as usual, op is player, caster is the object casting the spell,
2178     * spell is the spell object itself.
2179     */
2180 root 1.8 int
2181     create_aura (object *op, object *caster, object *spell)
2182 elmex 1.1 {
2183 root 1.8 int refresh = 0;
2184     object *new_aura;
2185 elmex 1.1
2186 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2187     if (new_aura)
2188     refresh = 1;
2189     else
2190     new_aura = arch_to_object (spell->other_arch);
2191    
2192     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193    
2194     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195    
2196     set_spell_skill (op, caster, spell, new_aura);
2197     new_aura->attacktype = spell->attacktype;
2198    
2199 root 1.89 new_aura->level = casting_level (caster, spell);
2200 root 1.71
2201 root 1.8 if (refresh)
2202     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203     else
2204     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2205 root 1.71
2206 root 1.8 insert_ob_in_ob (new_aura, op);
2207 root 1.71 new_aura->set_owner (op);
2208    
2209 root 1.8 return 1;
2210 elmex 1.1 }
2211    
2212     /* move aura function. An aura is a part of someone's inventory,
2213     * which he carries with him, but which acts on the map immediately
2214     * around him.
2215     * Aura parameters:
2216     * duration: duration counter.
2217     * attacktype: aura's attacktype
2218     * other_arch: archetype to drop where we attack
2219     */
2220 root 1.8 void
2221     move_aura (object *aura)
2222     {
2223     /* auras belong in inventories */
2224 root 1.72 object *env = aura->env;
2225     object *owner = aura->owner;
2226 root 1.8
2227     /* no matter what we've gotta remove the aura...
2228     * we'll put it back if its time isn't up.
2229     */
2230 root 1.16 aura->remove ();
2231 root 1.8
2232     /* exit if we're out of gas */
2233     if (aura->duration-- < 0)
2234     {
2235 root 1.91 aura->destroy ();
2236 root 1.8 return;
2237     }
2238    
2239     /* auras only exist in inventories */
2240 root 1.72 if (!env || !env->map)
2241 root 1.8 {
2242 root 1.91 aura->destroy ();
2243 root 1.8 return;
2244     }
2245 root 1.17
2246 root 1.8 /* we need to jump out of the inventory for a bit
2247     * in order to hit the map conveniently.
2248     */
2249 root 1.27 aura->insert_at (env, aura);
2250 root 1.8
2251 root 1.72 for (int i = 1; i < 9; i++)
2252 root 1.8 {
2253 root 1.72 mapxy pos (env);
2254     pos.move (i);
2255 root 1.8
2256 root 1.72 /* Consider the movement type of the person with the aura as
2257     * movement type of the aura. Eg, if the player is flying, the aura
2258 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2259     */
2260 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2261 elmex 1.6 {
2262 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2263 root 1.5
2264 root 1.8 if (aura->other_arch)
2265 root 1.72 pos.insert (arch_to_object (aura->other_arch), aura);
2266 root 1.5 }
2267 elmex 1.1 }
2268 root 1.27
2269 root 1.8 /* put the aura back in the player's inventory */
2270 root 1.72 env->insert (aura);
2271     aura->set_owner (owner);
2272 elmex 1.1 }
2273    
2274     /* moves the peacemaker spell.
2275     * op is the piece object.
2276 root 1.8 */
2277     void
2278     move_peacemaker (object *op)
2279     {
2280 root 1.93 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2281 root 1.8 {
2282     int atk_lev, def_lev;
2283 root 1.81 object *victim = tmp->head_ ();
2284 elmex 1.1
2285 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2286     continue;
2287 root 1.81
2288 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2289     continue;
2290 root 1.81
2291 root 1.8 if (victim->stats.exp == 0)
2292     continue;
2293 elmex 1.1
2294 root 1.8 def_lev = MAX (1, victim->level);
2295     atk_lev = MAX (1, op->level);
2296 elmex 1.1
2297 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2298     {
2299     /* make this sucker peaceful. */
2300 elmex 1.1
2301 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2302 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2303 root 1.8 victim->stats.exp = 0;
2304 elmex 1.1 #if 0
2305 root 1.8 /* No idea why these were all set to zero - if something
2306     * makes this creature agressive, he should still do damage.
2307     */
2308     victim->stats.dam = 0;
2309     victim->stats.sp = 0;
2310     victim->stats.grace = 0;
2311     victim->stats.Pow = 0;
2312 elmex 1.1 #endif
2313 root 1.8 victim->attack_movement = RANDO2;
2314     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2315     SET_FLAG (victim, FLAG_RUN_AWAY);
2316     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2317     CLEAR_FLAG (victim, FLAG_MONSTER);
2318 root 1.81
2319 root 1.8 if (victim->name)
2320 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2321 root 1.5 }
2322 elmex 1.1 }
2323 root 1.8 }
2324    
2325 elmex 1.1 /* This writes a rune that contains the appropriate message.
2326     * There really isn't any adjustments we make.
2327     */
2328 root 1.8 int
2329     write_mark (object *op, object *spell, const char *msg)
2330     {
2331     if (!msg || msg[0] == 0)
2332     {
2333     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2334     return 0;
2335 elmex 1.1 }
2336    
2337 sf-marcmagus 1.109 if (!msg_is_safe (msg))
2338 root 1.8 {
2339     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2340 sf-marcmagus 1.109 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2341 root 1.8 return 0;
2342 elmex 1.1 }
2343 root 1.97
2344 root 1.8 if (!spell->other_arch)
2345     return 0;
2346 root 1.9
2347 root 1.97 object *tmp = arch_to_object (spell->other_arch);
2348 root 1.9
2349 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2350 root 1.97 tmp->msg = msg;
2351 root 1.27
2352     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2353 root 1.97
2354 root 1.8 return 1;
2355 elmex 1.1 }
2356 root 1.97