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Revision: 1.123
Committed: Sun Apr 4 04:10:47 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.122: +1 -1 lines
Log Message:
tuning

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 1.120 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.119 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 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 1.113 tmp = get_archetype (shstr_fireball);
78 root 1.8 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 1.116 new_op = at->instance ();
268 root 1.8 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 1.113 archetype *at = archetype::find (shstr_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 1.117 if (op->is_dragon ())
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 1.116 tmp = spell_ob->other_arch->instance ();
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 1.116 tmp = at->instance ();
670 root 1.8 }
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 1.116 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
724 root 1.8
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 1.116 tmp2->insert (tmp2->other_arch->instance ());
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 1.116 tmp2->insert (tmp2->other_arch->instance ());
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 root 1.123 op->failmsg ("In what direction?");
796 root 1.8 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 1.115 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
891 root 1.112
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 1.113 at = archetype::find (shstr_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 root 1.113 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
969 root 1.8 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 1.113 at = archetype::find (shstr_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 1.122 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1008 root 1.8 {
1009     tmp->stats.food += spell->stats.food;
1010 root 1.122 min_it (tmp->stats.food, MAX_FOOD);
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 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1068     "You can not cast %s while %s is in effect",
1069     &spell_ob->name, &tmp2->name_pl);
1070 root 1.88
1071 root 1.8 return 0;
1072 root 1.5 }
1073     }
1074 elmex 1.1 }
1075 root 1.88
1076 root 1.108 int duration = change_ability_duration (spell_ob, caster);
1077 root 1.88
1078 root 1.108 if (force)
1079 root 1.8 {
1080     if (duration > force->duration)
1081     {
1082     force->duration = duration;
1083     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1084     }
1085     else
1086 root 1.88 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1087 root 1.55
1088 root 1.8 return 1;
1089     }
1090 root 1.55
1091 root 1.108 new_draw_info_format (NDI_UNIQUE, 0, op,
1092     "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093     TICK2TIME (duration));
1094    
1095     force = get_archetype (FORCE_NAME);
1096     force->subtype = FORCE_CHANGE_ABILITY;
1097     force->duration = duration;
1098    
1099     if (spell_ob->race)
1100     force->name = spell_ob->race;
1101     else
1102     force->name = spell_ob->name;
1103    
1104     force->name_pl = spell_ob->name;
1105    
1106 root 1.8 force->speed = 1.0;
1107     force->speed_left = -1.0;
1108     SET_FLAG (force, FLAG_APPLIED);
1109    
1110     /* Now start processing the effects. First, protections */
1111     for (i = 0; i < NROFATTACKS; i++)
1112     {
1113     if (spell_ob->resist[i])
1114     {
1115     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1116     if (force->resist[i] > 100)
1117     force->resist[i] = 100;
1118 root 1.5 }
1119 elmex 1.1 }
1120 root 1.55
1121 root 1.8 if (spell_ob->stats.hp)
1122     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1123    
1124     if (tmp->type == PLAYER)
1125     {
1126     /* Stat adjustment spells */
1127     for (i = 0; i < NUM_STATS; i++)
1128     {
1129 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1130 root 1.8 {
1131 root 1.51 sint8 sm = 0;
1132     for (sint8 k = 0; k < stat; k++)
1133 root 1.8 sm += rndm (1, 3);
1134    
1135 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1136     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1137    
1138     force->stats.stat (i) = sm;
1139    
1140 root 1.8 if (!sm)
1141     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1142 root 1.5 }
1143     }
1144 elmex 1.1 }
1145    
1146 root 1.8 force->move_type = spell_ob->move_type;
1147 elmex 1.1
1148 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1149     SET_FLAG (force, FLAG_SEE_IN_DARK);
1150 elmex 1.1
1151 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1152     SET_FLAG (force, FLAG_XRAYS);
1153 elmex 1.1
1154 root 1.8 /* Haste/bonus speed */
1155     if (spell_ob->stats.exp)
1156     {
1157     if (op->speed > 0.5f)
1158     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1159     else
1160     force->stats.exp = spell_ob->stats.exp;
1161 elmex 1.1 }
1162    
1163 root 1.8 force->stats.wc = spell_ob->stats.wc;
1164     force->stats.ac = spell_ob->stats.ac;
1165     force->attacktype = spell_ob->attacktype;
1166    
1167     insert_ob_in_ob (force, tmp);
1168     change_abil (tmp, force); /* Mostly to display any messages */
1169 root 1.24 tmp->update_stats ();
1170 root 1.55
1171 root 1.8 return 1;
1172 elmex 1.1 }
1173    
1174     /* This used to be part of cast_change_ability, but it really didn't make
1175     * a lot of sense, since most of the values it derives are from the god
1176     * of the caster.
1177     */
1178 root 1.8 int
1179     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1180     {
1181     int i;
1182 root 1.85 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1183 root 1.8
1184     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1185     if (dir != 0)
1186     {
1187     tmp = find_target_for_friendly_spell (op, dir);
1188 root 1.85
1189     if (!tmp)
1190     return 0;
1191 root 1.8 }
1192     else
1193 root 1.85 tmp = op;
1194 root 1.8
1195     /* If we've already got a force of this type, don't add a new one. */
1196 root 1.85 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1197 root 1.8 {
1198     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1199     {
1200     if (tmp2->name == spell_ob->name)
1201     {
1202     force = tmp2; /* the old effect will be "refreshed" */
1203     break;
1204 root 1.5 }
1205 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1206     {
1207     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1208     return 0;
1209 root 1.5 }
1210     }
1211 elmex 1.1 }
1212 root 1.85
1213 root 1.8 if (force == NULL)
1214     {
1215     force = get_archetype (FORCE_NAME);
1216     force->subtype = FORCE_CHANGE_ABILITY;
1217     if (spell_ob->race)
1218     force->name = spell_ob->race;
1219     else
1220     force->name = spell_ob->name;
1221     force->name_pl = spell_ob->name;
1222     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1223     }
1224     else
1225     {
1226     int duration;
1227    
1228     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229     if (duration > force->duration)
1230     {
1231     force->duration = duration;
1232     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1233 root 1.5 }
1234 root 1.8 else
1235     {
1236     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1237     }
1238     return 0;
1239 elmex 1.1 }
1240 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1241     force->speed = 1.0;
1242     force->speed_left = -1.0;
1243     SET_FLAG (force, FLAG_APPLIED);
1244 elmex 1.1
1245 root 1.8 if (!god)
1246     {
1247     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1248     }
1249     else
1250     {
1251     /* Only give out good benefits, and put a max on it */
1252     for (i = 0; i < NROFATTACKS; i++)
1253 root 1.113 if (god->resist[i] > 0)
1254     force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1255    
1256 root 1.8 force->path_attuned |= god->path_attuned;
1257 root 1.7
1258 root 1.8 if (spell_ob->attacktype)
1259     force->slaying = god->slaying;
1260 root 1.7
1261 root 1.8 if (tmp != op)
1262     {
1263     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1264     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1265     }
1266     else
1267     {
1268     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 root 1.5 }
1270 elmex 1.1
1271     }
1272 root 1.8 force->stats.wc = spell_ob->stats.wc;
1273     force->stats.ac = spell_ob->stats.ac;
1274 elmex 1.1
1275 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1276     insert_ob_in_ob (force, tmp);
1277 root 1.24 tmp->update_stats ();
1278 root 1.8 return 1;
1279 elmex 1.1 }
1280    
1281     /* Alchemy code by Mark Wedel
1282     *
1283     * This code adds a new spell, called alchemy. Alchemy will turn
1284 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1285     *
1286     * The value of the gold nuggets being about 90% of that of the item
1287     * itself. It uses the value of the object before charisma adjustments,
1288     * because the nuggets themselves will be will be adjusted by charisma
1289     * when sold.
1290 elmex 1.1 *
1291     * There is also a chance (1:30) that you will get nothing at all
1292     * for the object. There is also a maximum weight that will be
1293 root 1.37 * alchemised.
1294 elmex 1.1 */
1295 root 1.8 static void
1296 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1297 root 1.8 {
1298     uint64 value = query_cost (obj, NULL, F_TRUE);
1299    
1300 root 1.75 /* Give third price when we alchemy money (this should hopefully
1301 root 1.8 * make it so that it isn't worth it to alchemy money, sell
1302     * the nuggets, alchemy the gold from that, etc.
1303     * Otherwise, give 9 silver on the gold for other objects,
1304     * so that it would still be more affordable to haul
1305     * the stuff back to town.
1306     */
1307     if (QUERY_FLAG (obj, FLAG_UNPAID))
1308     value = 0;
1309     else if (obj->type == MONEY || obj->type == GEM)
1310     value /= 3;
1311     else
1312 root 1.39 value = value * 9 / 10;
1313 root 1.8
1314 root 1.37 if (obj->value > 0 && rndm (0, 29))
1315 root 1.38 total_value += value;
1316 root 1.8
1317 root 1.38 total_weight += obj->total_weight ();
1318 root 1.8
1319 root 1.91 obj->destroy ();
1320 root 1.8 }
1321    
1322     int
1323     alchemy (object *op, object *caster, object *spell_ob)
1324 elmex 1.1 {
1325 root 1.8 if (op->type != PLAYER)
1326     return 0;
1327    
1328 root 1.66 archetype *nugget[3];
1329    
1330 root 1.113 nugget[0] = archetype::find (shstr_pyrite3);
1331     nugget[1] = archetype::find (shstr_pyrite2);
1332     nugget[2] = archetype::find (shstr_pyrite);
1333 root 1.39
1334 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1335     * some, and also prevents people from alchemising every table/chair/clock
1336 root 1.8 * in sight
1337     */
1338 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1339     int weight_max = duration * 1000;
1340     uint64 value_max = duration * 1000;
1341 elmex 1.1
1342 root 1.39 int weight = 0;
1343 root 1.38
1344     for (int y = op->y - 1; y <= op->y + 1; y++)
1345 root 1.8 {
1346 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1347 root 1.8 {
1348 root 1.38 uint64 value = 0;
1349    
1350     sint16 nx = x;
1351     sint16 ny = y;
1352 elmex 1.1
1353 root 1.39 maptile *mp = op->map;
1354 root 1.5
1355 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1356 root 1.5
1357 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1358     continue;
1359    
1360     /* Treat alchemy a little differently - most spell effects
1361     * use fly as the movement type - for alchemy, consider it
1362     * ground level effect.
1363     */
1364     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1365     continue;
1366    
1367 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1368 root 1.8 {
1369     next = tmp->above;
1370 root 1.37
1371 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1372     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1373     {
1374     if (tmp->inv)
1375     {
1376     object *next1, *tmp1;
1377    
1378 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 root 1.8 {
1380     next1 = tmp1->below;
1381     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1382     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1383 root 1.38 alchemy_object (tmp1, value, weight);
1384 root 1.5 }
1385     }
1386 root 1.37
1387 root 1.38 alchemy_object (tmp, value, weight);
1388 root 1.8
1389     if (weight > weight_max)
1390 root 1.38 break;
1391     }
1392     }
1393    
1394 root 1.66 value -= rndm (value >> 4);
1395 root 1.38 value = min (value, value_max);
1396    
1397 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398     if (int nrof = value / nugget [i]->value)
1399     {
1400     value -= nrof * nugget[i]->value;
1401    
1402 root 1.116 object *tmp = nugget[i]->instance ();
1403 root 1.66 tmp->nrof = nrof;
1404     tmp->flag [FLAG_IDENTIFIED] = true;
1405 root 1.67 op->map->insert (tmp, x, y, op, 0);
1406 root 1.66 }
1407 root 1.38
1408     if (weight > weight_max)
1409     goto bailout;
1410 root 1.8 }
1411     }
1412 root 1.17
1413 root 1.38 bailout:
1414 root 1.8 return 1;
1415 elmex 1.1 }
1416    
1417     /* This function removes the cursed/damned status on equipped
1418     * items.
1419     */
1420 root 1.8 int
1421     remove_curse (object *op, object *caster, object *spell)
1422     {
1423     int success = 0, was_one = 0;
1424    
1425 root 1.106 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1426 root 1.8 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1427     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1428     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1429     {
1430     was_one++;
1431 root 1.80
1432 root 1.89 if (tmp->level <= casting_level (caster, spell))
1433 root 1.8 {
1434     success++;
1435     if (QUERY_FLAG (spell, FLAG_DAMNED))
1436     CLEAR_FLAG (tmp, FLAG_DAMNED);
1437    
1438     CLEAR_FLAG (tmp, FLAG_CURSED);
1439     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1440     tmp->value = 0; /* Still can't sell it */
1441 root 1.80
1442     if (object *pl = tmp->visible_to ())
1443     esrv_update_item (UPD_FLAGS, pl, tmp);
1444 root 1.8 }
1445     }
1446    
1447     if (op->type == PLAYER)
1448     {
1449     if (success)
1450 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1451 root 1.8 else
1452     {
1453     if (was_one)
1454     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1455     else
1456     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1457 root 1.5 }
1458 elmex 1.1 }
1459 root 1.21
1460 root 1.8 return success;
1461 elmex 1.1 }
1462    
1463     /* Identifies objects in the players inventory/on the ground */
1464 root 1.8 int
1465     cast_identify (object *op, object *caster, object *spell)
1466     {
1467     object *tmp;
1468 root 1.100 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1469 root 1.8
1470 root 1.101 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1471 root 1.8
1472     for (tmp = op->inv; tmp; tmp = tmp->below)
1473     {
1474     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1475     {
1476     identify (tmp);
1477 root 1.21
1478 root 1.8 if (op->type == PLAYER)
1479     {
1480 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1481 root 1.21
1482 root 1.8 if (tmp->msg)
1483 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1484 root 1.5 }
1485 root 1.21
1486 root 1.101 if (!--num_ident)
1487 root 1.8 break;
1488 root 1.5 }
1489 elmex 1.1 }
1490 root 1.21
1491 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1492     * stuff on the floor. Only identify stuff on the floor if the spell
1493     * was not fully used.
1494     */
1495     if (num_ident)
1496     {
1497 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1498 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1499     {
1500 root 1.21 identify (tmp);
1501 root 1.8
1502 root 1.80 if (object *pl = tmp->visible_to ())
1503 root 1.8 {
1504 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1505 root 1.21
1506 root 1.8 if (tmp->msg)
1507 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1508 root 1.8 }
1509 root 1.21
1510 root 1.101 if (!--num_ident)
1511 root 1.8 break;
1512     }
1513     }
1514 root 1.21
1515 root 1.73 if (buf.empty ())
1516     {
1517     op->failmsg ("You can't reach anything unidentified.");
1518     return 0;
1519     }
1520 root 1.8 else
1521 root 1.73 {
1522     if (op->contr)
1523     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524 root 1.21
1525 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1526     return 1;
1527     }
1528 elmex 1.1 }
1529    
1530 root 1.8 int
1531     cast_detection (object *op, object *caster, object *spell, object *skill)
1532     {
1533     object *tmp, *last, *god, *detect;
1534     int done_one, range, mflags, floor, level;
1535     sint16 x, y, nx, ny;
1536 root 1.13 maptile *m;
1537 root 1.8
1538     /* We precompute some values here so that we don't have to keep
1539     * doing it over and over again.
1540     */
1541     god = find_god (determine_god (op));
1542 root 1.89 level = casting_level (caster, spell);
1543 root 1.8 range = spell->range + SP_level_range_adjust (caster, spell);
1544    
1545     if (!skill)
1546     skill = caster;
1547    
1548 root 1.118 dynbuf buf;
1549     unordered_mapwalk (buf, op, -range, -range, range, range)
1550 root 1.98 {
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 elmex 1.121 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS)
1573 root 1.98 /* Might there be other objects that we can make visible? */
1574 elmex 1.121 && (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1575     || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1576     || tmp->type == T_HANDLE
1577     || 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 elmex 1.121 /* make runes more visible */
1625 root 1.98 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 elmex 1.121
1661     // Do mining detection spell:
1662     if (spell->last_sp == 1) // 1 - detect any vein
1663     {
1664     if (tmp->type == VEIN)
1665     {
1666     if (tmp->other_arch)
1667     {
1668     if (!detect)
1669     detect = tmp->other_arch;
1670     done_one = 2;
1671     }
1672     else
1673     done_one = 1;
1674     }
1675     }
1676 root 1.98 } /* for stack of objects on this space */
1677 elmex 1.1
1678 root 1.98 /* Code here puts an effect of the spell on the space, so you can see
1679     * where the magic is.
1680     */
1681     if (done_one)
1682     {
1683 root 1.116 object *detect_ob = spell->other_arch->instance ();
1684 root 1.8
1685 root 1.98 /* if this is set, we want to copy the face */
1686     if (done_one == 2 && detect)
1687     {
1688     detect_ob->face = detect->face;
1689     detect_ob->animation_id = detect->animation_id;
1690     detect_ob->anim_speed = detect->anim_speed;
1691     detect_ob->last_anim = 0;
1692     /* by default, the detect_ob is already animated */
1693     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1694     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1695     }
1696 root 1.27
1697 elmex 1.121 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1698 root 1.98 }
1699     } /* for processing the surrounding spaces */
1700 root 1.5
1701    
1702 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1703     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1704     {
1705     done_one = 0;
1706 root 1.80
1707 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1708     {
1709     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1710     {
1711     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1712     {
1713     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1714 root 1.80
1715     if (object *pl = tmp->visible_to ())
1716     esrv_update_item (UPD_FLAGS, pl, tmp);
1717 root 1.5 }
1718 root 1.80
1719 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1720     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1721     {
1722     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1723 root 1.80
1724     if (object *pl = tmp->visible_to ())
1725     esrv_update_item (UPD_FLAGS, pl, tmp);
1726 root 1.5 }
1727 root 1.8 } /* if item is not identified */
1728     } /* for the players inventory */
1729     } /* if detect magic/curse and object is a player */
1730 root 1.80
1731 root 1.8 return 1;
1732 elmex 1.1 }
1733    
1734    
1735     /**
1736     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1737     * level whos spell did cause the overcharge.
1738     */
1739 root 1.8 static void
1740     charge_mana_effect (object *victim, int caster_level)
1741 elmex 1.1 {
1742    
1743 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1744     * will explode, too.
1745     */
1746     if (victim->stats.maxsp <= 0)
1747     return;
1748 elmex 1.1
1749 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1750 elmex 1.1
1751 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1752     {
1753     new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1754     victim->stats.sp = 2 * victim->stats.maxsp;
1755 elmex 1.99 create_exploding_ball_at (victim, caster_level);
1756 elmex 1.1 }
1757 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1758 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1759 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1760 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1761 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1762     {
1763     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1764     confuse_player (victim, victim, 99);
1765 elmex 1.1 }
1766 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1767 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1768 elmex 1.1 }
1769    
1770     /* cast_transfer
1771     * This spell transfers sp from the player to another person.
1772     * We let the target go above their normal maximum SP.
1773     */
1774    
1775 root 1.8 int
1776     cast_transfer (object *op, object *caster, object *spell, int dir)
1777     {
1778     object *plyr = NULL;
1779     sint16 x, y;
1780 root 1.13 maptile *m;
1781 root 1.8 int mflags;
1782    
1783     m = op->map;
1784     x = op->x + freearr_x[dir];
1785     y = op->y + freearr_y[dir];
1786    
1787     mflags = get_map_flags (m, &m, x, y, &x, &y);
1788    
1789     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1790     {
1791 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1792 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1793     break;
1794 elmex 1.1 }
1795    
1796    
1797 root 1.8 /* If we did not find a player in the specified direction, transfer
1798     * to anyone on top of us. This is used for the rune of transference mostly.
1799     */
1800     if (plyr == NULL)
1801 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1802 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1803     break;
1804 elmex 1.1
1805 root 1.8 if (!plyr)
1806     {
1807     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1808     return 0;
1809 elmex 1.1 }
1810 root 1.8 /* give sp */
1811     if (spell->stats.dam > 0)
1812     {
1813     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1814 root 1.89 charge_mana_effect (plyr, casting_level (caster, spell));
1815 root 1.8 return 1;
1816 elmex 1.1 }
1817 root 1.8 /* suck sp away. Can't suck sp from yourself */
1818     else if (op != plyr)
1819     {
1820     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1821    
1822     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1823    
1824     if (rate > 95)
1825     rate = 95;
1826    
1827     sucked = (plyr->stats.sp * rate) / 100;
1828     plyr->stats.sp -= sucked;
1829     if (QUERY_FLAG (op, FLAG_ALIVE))
1830     {
1831     /* Player doesn't get full credit */
1832     sucked = (sucked * rate) / 100;
1833     op->stats.sp += sucked;
1834     if (sucked > 0)
1835     {
1836 root 1.89 charge_mana_effect (op, casting_level (caster, spell));
1837 root 1.5 }
1838     }
1839 root 1.8 return 1;
1840 elmex 1.1 }
1841 root 1.8 return 0;
1842 elmex 1.1 }
1843    
1844    
1845     /* counterspell: nullifies spell effects.
1846     * op is the counterspell object, dir is the direction
1847     * it was cast in.
1848     * Basically, if the object has a magic attacktype,
1849     * this may nullify it.
1850     */
1851 root 1.8 void
1852     counterspell (object *op, int dir)
1853 elmex 1.1 {
1854 root 1.8 object *tmp, *head, *next;
1855     int mflags;
1856 root 1.13 maptile *m;
1857 root 1.8 sint16 sx, sy;
1858    
1859     sx = op->x + freearr_x[dir];
1860     sy = op->y + freearr_y[dir];
1861     m = op->map;
1862     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1863     if (mflags & P_OUT_OF_MAP)
1864     return;
1865 elmex 1.1
1866 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1867 root 1.8 {
1868     next = tmp->above;
1869 elmex 1.1
1870 root 1.8 /* Need to look at the head object - otherwise, if tmp
1871     * points to a monster, we don't have all the necessary
1872     * info for it.
1873     */
1874     if (tmp->head)
1875     head = tmp->head;
1876     else
1877     head = tmp;
1878    
1879     /* don't attack our own spells */
1880     if (tmp->owner && tmp->owner == op->owner)
1881     continue;
1882    
1883     /* Basically, if the object is magical and not counterspell,
1884     * we will more or less remove the object. Don't counterspell
1885     * monsters either.
1886     */
1887 elmex 1.1
1888 elmex 1.44 if (head->attacktype & AT_MAGIC
1889     && !(head->attacktype & AT_COUNTERSPELL)
1890     && !QUERY_FLAG (head, FLAG_MONSTER)
1891     && (op->level > head->level))
1892 root 1.91 head->destroy ();
1893 root 1.8 else
1894     switch (head->type)
1895     {
1896     case SPELL_EFFECT:
1897 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1898     // about sanctuary in spell_util.C
1899     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1900     continue;
1901    
1902 root 1.8 if (op->level > head->level)
1903 root 1.91 head->destroy ();
1904 root 1.17
1905 root 1.5 break;
1906    
1907 root 1.8 /* I really don't get this rune code that much - that
1908     * random chance seems really low.
1909     */
1910     case RUNE:
1911     if (rndm (0, 149) == 0)
1912     {
1913     head->stats.hp--; /* weaken the rune */
1914     if (!head->stats.hp)
1915 root 1.91 head->destroy ();
1916 root 1.8 }
1917 root 1.5 break;
1918 root 1.8 }
1919 elmex 1.1 }
1920     }
1921    
1922     /* cast_consecrate() - a spell to make an altar your god's */
1923 root 1.8 int
1924     cast_consecrate (object *op, object *caster, object *spell)
1925     {
1926     char buf[MAX_BUF];
1927 elmex 1.1
1928 root 1.8 object *tmp, *god = find_god (determine_god (op));
1929 elmex 1.1
1930 root 1.8 if (!god)
1931     {
1932     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1933     return 0;
1934 elmex 1.1 }
1935 root 1.8
1936     for (tmp = op->below; tmp; tmp = tmp->below)
1937     {
1938     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939     break;
1940     if (tmp->type == HOLY_ALTAR)
1941     {
1942    
1943 root 1.89 if (tmp->level > casting_level (caster, spell))
1944 root 1.8 {
1945     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1946     return 0;
1947     }
1948     else
1949     {
1950     /* If we got here, we are consecrating an altar */
1951     sprintf (buf, "Altar of %s", &god->name);
1952     tmp->name = buf;
1953 root 1.89 tmp->level = casting_level (caster, spell);
1954 root 1.8 tmp->other_arch = god->arch;
1955 root 1.80
1956 root 1.8 if (op->type == PLAYER)
1957     esrv_update_item (UPD_NAME, op, tmp);
1958 root 1.80
1959 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1960     return 1;
1961 root 1.5 }
1962     }
1963 elmex 1.1 }
1964 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1965     return 0;
1966 elmex 1.1 }
1967    
1968     /* animate_weapon -
1969     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1970     * The golem is based on the archetype specified, modified by the caster's level
1971     * and the attributes of the weapon. The weapon is inserted in the golem's
1972     * inventory so that it falls to the ground when the golem dies.
1973     * This code was very odd - code early on would only let players use the spell,
1974     * yet the code wass full of player checks. I've presumed that the code
1975     * that only let players use it was correct, and removed all the other
1976     * player checks. MSW 2003-01-06
1977     */
1978 root 1.8 int
1979     animate_weapon (object *op, object *caster, object *spell, int dir)
1980     {
1981     object *weapon, *tmp;
1982     char buf[MAX_BUF];
1983     int a, i;
1984     sint16 x, y;
1985 root 1.13 maptile *m;
1986 root 1.8
1987     if (!spell->other_arch)
1988     {
1989     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1990     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1991     return 0;
1992 elmex 1.1 }
1993 root 1.8 /* exit if it's not a player using this spell. */
1994     if (op->type != PLAYER)
1995     return 0;
1996 elmex 1.1
1997 root 1.8 /* if player already has a golem, abort */
1998 root 1.49 if (object *golem = op->contr->golem)
1999 root 1.8 {
2000 root 1.46 control_golem (golem, dir);
2001 root 1.8 return 0;
2002 elmex 1.1 }
2003    
2004 root 1.8 /* if no direction specified, pick one */
2005     if (!dir)
2006 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2007 root 1.8
2008     m = op->map;
2009     x = op->x + freearr_x[dir];
2010     y = op->y + freearr_y[dir];
2011    
2012     /* if there's no place to put the golem, abort */
2013 root 1.84 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2014     || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2015 root 1.8 {
2016     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2017     return 0;
2018 elmex 1.1 }
2019    
2020 root 1.8 /* Use the weapon marked by the player. */
2021     weapon = find_marked_object (op);
2022 elmex 1.1
2023 root 1.8 if (!weapon)
2024     {
2025     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2026     return 0;
2027     }
2028 root 1.93
2029     if (spell->race && weapon->arch->archname != spell->race)
2030 root 1.8 {
2031     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2032     return 0;
2033     }
2034 root 1.93
2035 root 1.8 if (weapon->type != WEAPON)
2036     {
2037     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2038     return 0;
2039 elmex 1.1 }
2040 root 1.93
2041 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2042     {
2043     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2044     return 0;
2045 elmex 1.1 }
2046 root 1.8
2047 root 1.80 weapon = weapon->split ();
2048 root 1.8
2049     /* create the golem object */
2050 root 1.116 tmp = spell->other_arch->instance ();
2051 root 1.8
2052     /* if animated by a player, give the player control of the golem */
2053     CLEAR_FLAG (tmp, FLAG_MONSTER);
2054     tmp->stats.exp = 0;
2055     add_friendly_object (tmp);
2056     tmp->type = GOLEM;
2057 root 1.19 tmp->set_owner (op);
2058 root 1.49 op->contr->golem = tmp;
2059 root 1.46 set_spell_skill (op, caster, spell, tmp);
2060 root 1.8
2061     /* Give the weapon to the golem now. A bit of a hack to check the
2062 root 1.79 * removed flag - it should only be set if weapon->split was
2063 root 1.8 * used above.
2064     */
2065     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2066 root 1.16 weapon->remove ();
2067 root 1.46
2068 root 1.80 tmp->insert (weapon);
2069    
2070 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2071     * so instead, just set it as equipped (otherwise, we need to update
2072     * body_info, skills, etc)
2073     */
2074     SET_FLAG (tmp, FLAG_USE_WEAPON);
2075     SET_FLAG (weapon, FLAG_APPLIED);
2076 root 1.24 tmp->update_stats ();
2077 root 1.8
2078     /* There used to be 'odd' code that basically seemed to take the absolute
2079     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2080     * if you're using a crappy weapon, it shouldn't be as good.
2081     */
2082    
2083     /* modify weapon's animated wc */
2084     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2085     if (tmp->stats.wc < -127)
2086     tmp->stats.wc = -127;
2087    
2088     /* Modify hit points for weapon */
2089     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2090     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2091     if (tmp->stats.maxhp < 0)
2092     tmp->stats.maxhp = 10;
2093     tmp->stats.hp = tmp->stats.maxhp;
2094    
2095     /* Modify weapon's damage */
2096     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2097     if (tmp->stats.dam < 0)
2098     tmp->stats.dam = 127;
2099    
2100    
2101     /* attacktype */
2102     if (!tmp->attacktype)
2103     tmp->attacktype = AT_PHYSICAL;
2104    
2105 root 1.114 for (i = 0; i < NROFATTACKS; i++)
2106     tmp->resist[i] = 50 - (op->material->save[i] * 5);
2107    
2108     a = op->material->save[0];
2109 root 1.63
2110 root 1.8 /* Set weapon's immunity */
2111     tmp->resist[ATNR_CONFUSION] = 100;
2112     tmp->resist[ATNR_POISON] = 100;
2113     tmp->resist[ATNR_SLOW] = 100;
2114     tmp->resist[ATNR_PARALYZE] = 100;
2115     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2116     tmp->resist[ATNR_FEAR] = 100;
2117     tmp->resist[ATNR_DEPLETE] = 100;
2118     tmp->resist[ATNR_DEATH] = 100;
2119     tmp->resist[ATNR_BLIND] = 100;
2120    
2121     /* Improve weapon's armour value according to best save vs. physical of its material */
2122    
2123     if (a > 14)
2124     a = 14;
2125 root 1.63
2126 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2127    
2128     /* Determine golem's speed */
2129 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2130 root 1.8
2131     if (!spell->race)
2132     {
2133     sprintf (buf, "animated %s", &weapon->name);
2134     tmp->name = buf;
2135    
2136     tmp->face = weapon->face;
2137     tmp->animation_id = weapon->animation_id;
2138     tmp->anim_speed = weapon->anim_speed;
2139     tmp->last_anim = weapon->last_anim;
2140     tmp->state = weapon->state;
2141 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2142 elmex 1.1 }
2143    
2144 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2145 root 1.113 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2146 root 1.8
2147     tmp->speed_left = -1;
2148     tmp->direction = dir;
2149 root 1.27
2150     m->insert (tmp, x, y, op);
2151 root 1.8 return 1;
2152 elmex 1.1 }
2153    
2154     /* cast_daylight() - changes the map darkness level *lower* */
2155    
2156     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2157     * This changes the light level for the entire map.
2158     */
2159 root 1.8 int
2160     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2161     {
2162     int success;
2163 elmex 1.1
2164 root 1.8 if (!op->map)
2165     return 0; /* shouldnt happen */
2166 elmex 1.1
2167 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2168    
2169 root 1.8 if (!success)
2170     {
2171     if (spell->stats.dam < 0)
2172     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2173     else
2174     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2175 elmex 1.1 }
2176 root 1.92
2177 root 1.8 return success;
2178 elmex 1.1 }
2179    
2180     /* create an aura spell object and put it in the player's inventory.
2181     * as usual, op is player, caster is the object casting the spell,
2182     * spell is the spell object itself.
2183     */
2184 root 1.8 int
2185     create_aura (object *op, object *caster, object *spell)
2186 elmex 1.1 {
2187 root 1.8 int refresh = 0;
2188     object *new_aura;
2189 elmex 1.1
2190 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2191     if (new_aura)
2192     refresh = 1;
2193     else
2194 root 1.116 new_aura = spell->other_arch->instance ();
2195 root 1.8
2196     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2197    
2198     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2199    
2200     set_spell_skill (op, caster, spell, new_aura);
2201     new_aura->attacktype = spell->attacktype;
2202    
2203 root 1.89 new_aura->level = casting_level (caster, spell);
2204 root 1.71
2205 root 1.8 if (refresh)
2206     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2207     else
2208     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2209 root 1.71
2210 root 1.8 insert_ob_in_ob (new_aura, op);
2211 root 1.71 new_aura->set_owner (op);
2212    
2213 root 1.8 return 1;
2214 elmex 1.1 }
2215    
2216     /* move aura function. An aura is a part of someone's inventory,
2217     * which he carries with him, but which acts on the map immediately
2218     * around him.
2219     * Aura parameters:
2220     * duration: duration counter.
2221     * attacktype: aura's attacktype
2222     * other_arch: archetype to drop where we attack
2223     */
2224 root 1.8 void
2225     move_aura (object *aura)
2226     {
2227     /* auras belong in inventories */
2228 root 1.72 object *env = aura->env;
2229     object *owner = aura->owner;
2230 root 1.8
2231     /* no matter what we've gotta remove the aura...
2232     * we'll put it back if its time isn't up.
2233     */
2234 root 1.16 aura->remove ();
2235 root 1.8
2236     /* exit if we're out of gas */
2237     if (aura->duration-- < 0)
2238     {
2239 root 1.91 aura->destroy ();
2240 root 1.8 return;
2241     }
2242    
2243     /* auras only exist in inventories */
2244 root 1.72 if (!env || !env->map)
2245 root 1.8 {
2246 root 1.91 aura->destroy ();
2247 root 1.8 return;
2248     }
2249 root 1.17
2250 root 1.8 /* we need to jump out of the inventory for a bit
2251     * in order to hit the map conveniently.
2252     */
2253 root 1.27 aura->insert_at (env, aura);
2254 root 1.8
2255 root 1.72 for (int i = 1; i < 9; i++)
2256 root 1.8 {
2257 root 1.72 mapxy pos (env);
2258     pos.move (i);
2259 root 1.8
2260 root 1.72 /* Consider the movement type of the person with the aura as
2261     * movement type of the aura. Eg, if the player is flying, the aura
2262 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2263     */
2264 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2265 elmex 1.6 {
2266 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2267 root 1.5
2268 root 1.8 if (aura->other_arch)
2269 root 1.116 pos.insert (aura->other_arch->instance (), aura);
2270 root 1.5 }
2271 elmex 1.1 }
2272 root 1.27
2273 root 1.8 /* put the aura back in the player's inventory */
2274 root 1.72 env->insert (aura);
2275     aura->set_owner (owner);
2276 elmex 1.1 }
2277    
2278     /* moves the peacemaker spell.
2279     * op is the piece object.
2280 root 1.8 */
2281     void
2282     move_peacemaker (object *op)
2283     {
2284 root 1.93 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2285 root 1.8 {
2286     int atk_lev, def_lev;
2287 root 1.81 object *victim = tmp->head_ ();
2288 elmex 1.1
2289 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2290     continue;
2291 root 1.81
2292 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2293     continue;
2294 root 1.81
2295 root 1.8 if (victim->stats.exp == 0)
2296     continue;
2297 elmex 1.1
2298 root 1.113 def_lev = max (1, victim->level);
2299     atk_lev = max (1, op->level);
2300 elmex 1.1
2301 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2302     {
2303     /* make this sucker peaceful. */
2304 elmex 1.1
2305 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2306 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2307 root 1.8 victim->stats.exp = 0;
2308 elmex 1.1 #if 0
2309 root 1.8 /* No idea why these were all set to zero - if something
2310     * makes this creature agressive, he should still do damage.
2311     */
2312     victim->stats.dam = 0;
2313     victim->stats.sp = 0;
2314     victim->stats.grace = 0;
2315     victim->stats.Pow = 0;
2316 elmex 1.1 #endif
2317 root 1.8 victim->attack_movement = RANDO2;
2318     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2319     SET_FLAG (victim, FLAG_RUN_AWAY);
2320     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2321     CLEAR_FLAG (victim, FLAG_MONSTER);
2322 root 1.81
2323 root 1.8 if (victim->name)
2324 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2325 root 1.5 }
2326 elmex 1.1 }
2327 root 1.8 }
2328    
2329 elmex 1.1 /* This writes a rune that contains the appropriate message.
2330     * There really isn't any adjustments we make.
2331     */
2332 root 1.8 int
2333     write_mark (object *op, object *spell, const char *msg)
2334     {
2335     if (!msg || msg[0] == 0)
2336     {
2337     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2338     return 0;
2339 elmex 1.1 }
2340    
2341 sf-marcmagus 1.109 if (!msg_is_safe (msg))
2342 root 1.8 {
2343     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2344 sf-marcmagus 1.109 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2345 root 1.8 return 0;
2346 elmex 1.1 }
2347 root 1.97
2348 root 1.8 if (!spell->other_arch)
2349     return 0;
2350 root 1.9
2351 root 1.116 object *tmp = spell->other_arch->instance ();
2352 root 1.9
2353 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2354 root 1.97 tmp->msg = msg;
2355 root 1.27
2356     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2357 root 1.97
2358 root 1.8 return 1;
2359 elmex 1.1 }
2360 root 1.97