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Revision: 1.87
Committed: Sun Sep 7 21:31:23 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.86: +13 -13 lines
Log Message:
reformatted some messages, introduced an experimental \r without any fucntion yet

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 1.77 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.62 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.35 *
13 root 1.62 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 pippijn 1.35 *
18 root 1.62 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.54 *
21 root 1.77 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.35 */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26     #include <living.h>
27 root 1.36 #include <sproto.h>
28 elmex 1.1 #include <spells.h>
29     #include <sounds.h>
30    
31     /* cast_magic_storm: This is really used mostly for spell
32     * fumbles at the like. tmp is the object to propogate.
33     * op is what is casting this.
34     */
35 root 1.8 void
36     cast_magic_storm (object *op, object *tmp, int lvl)
37 elmex 1.1 {
38 root 1.8 if (!tmp)
39     return; /* error */
40 root 1.27
41 root 1.8 tmp->level = op->level;
42     tmp->range += lvl / 5; /* increase the area of destruction */
43     tmp->duration += lvl / 5;
44    
45     /* Put a cap on duration for this - if the player fails in their
46     * apartment, don't want it to go on so long that it kills them
47     * multiple times. Also, damge already increases with level,
48     * so don't really need to increase the duration as much either.
49     */
50     if (tmp->duration >= 40)
51     tmp->duration = 40;
52 root 1.27
53 root 1.8 tmp->stats.dam = lvl; /* nasty recoils! */
54     tmp->stats.maxhp = tmp->count; /* tract single parent */
55 elmex 1.1
56 root 1.27 tmp->insert_at (op, op);
57 elmex 1.1 }
58    
59 root 1.8 int
60     recharge (object *op, object *caster, object *spell_ob)
61     {
62     object *wand, *tmp;
63     int ncharges;
64    
65     wand = find_marked_object (op);
66 root 1.84 if (!wand || wand->type != WAND)
67 root 1.8 {
68     new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69     return 0;
70 elmex 1.1 }
71 root 1.8 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72     {
73     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 root 1.64 op->play_sound (sound_find ("ob_explode"));
75 root 1.17 wand->destroy ();
76 root 1.8 tmp = get_archetype ("fireball");
77     tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 root 1.27
79 root 1.8 if (!tmp->stats.dam)
80     tmp->stats.dam = 1;
81 root 1.27
82 root 1.8 tmp->stats.hp = tmp->stats.dam / 2;
83 root 1.27
84 root 1.8 if (tmp->stats.hp < 2)
85     tmp->stats.hp = 2;
86 root 1.27
87     tmp->insert_at (op);
88 root 1.8 return 1;
89     }
90    
91     ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92 root 1.27
93 root 1.8 if (wand->inv && wand->inv->level)
94     ncharges /= wand->inv->level;
95     else
96     {
97     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
98     return 0;
99 elmex 1.1 }
100 root 1.27
101 root 1.8 if (!ncharges)
102     ncharges = 1;
103 elmex 1.1
104 root 1.8 wand->stats.food += ncharges;
105     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 root 1.27
107 root 1.57 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 root 1.8 {
109     SET_FLAG (wand, FLAG_ANIMATE);
110 root 1.57 wand->set_speed (wand->arch->speed);
111 elmex 1.1 }
112 root 1.26
113 root 1.8 return 1;
114 elmex 1.1 }
115    
116     /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117     * based on whether a crossbow or bow is equiped. If neither, it defaults to
118     * arrows.
119     * Sets the plus based on the casters level. It is also settable with the
120     * invoke command. If the caster attempts to create missiles with too
121     * great a plus, the default is used.
122     * The # of arrows created also goes up with level, so if a 30th level mage
123     * wants LOTS of arrows, and doesn't care what the plus is he could
124     * create nonnmagic arrows, or even -1, etc...
125     */
126 root 1.8 int
127     cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
128 elmex 1.1 {
129 root 1.74 int bonus_plus = 0;
130     const char *missile_name = "arrow";
131 root 1.8
132 root 1.74 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 root 1.8 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
134 root 1.12 missile_name = tmp->race;
135 elmex 1.1
136 root 1.74 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137    
138     archetype *missile_arch = archetype::find (missile_name);
139 elmex 1.1
140 root 1.74 if (!missile_arch)
141 root 1.8 {
142     LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
143     return 0;
144     }
145 root 1.12
146 root 1.74 object *missile = missile_arch->instance ();
147 elmex 1.1
148 root 1.8 if (stringarg)
149     {
150     /* If it starts with a letter, presume it is a description */
151     if (isalpha (*stringarg))
152     {
153     artifact *al = find_artifactlist (missile->type)->items;
154 elmex 1.1
155 root 1.45 for (; al; al = al->next)
156 root 1.8 if (!strcasecmp (al->item->name, stringarg))
157     break;
158    
159     if (!al)
160     {
161 root 1.17 missile->destroy ();
162 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
163     return 0;
164     }
165 root 1.12
166 root 1.8 if (al->item->slaying)
167     {
168 root 1.17 missile->destroy ();
169 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
170     return 0;
171     }
172 root 1.12
173 root 1.8 give_artifact_abilities (missile, al->item);
174 root 1.74 /* These special arrows cost something extra. Don't have them also be magical -
175     * otherwise, in most cases, not enough will be created. I don't want to get into
176 root 1.8 * the parsing of having to do both plus and type.
177     */
178     bonus_plus = 1 + (al->item->value / 5);
179     missile_plus = 0;
180     }
181     else if (atoi (stringarg) < missile_plus)
182     missile_plus = atoi (stringarg);
183     }
184 root 1.12
185 root 1.74 missile_plus = clamp (missile_plus, -4, 4);
186 root 1.8
187     missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
188     missile->nrof -= 3 * (missile_plus + bonus_plus);
189 root 1.12
190 root 1.8 if (missile->nrof < 1)
191     missile->nrof = 1;
192    
193     missile->magic = missile_plus;
194     /* Can't get any money for these objects */
195     missile->value = 0;
196 elmex 1.1
197 root 1.8 SET_FLAG (missile, FLAG_IDENTIFIED);
198 elmex 1.1
199 root 1.12 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
200     pick_up (op, missile);
201    
202 root 1.8 return 1;
203 elmex 1.1 }
204    
205    
206     /* allows the choice of what sort of food object to make.
207     * If stringarg is NULL, it will create food dependent on level --PeterM*/
208 root 1.8 int
209     cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
210 elmex 1.1 {
211 root 1.8 int food_value;
212     archetype *at = NULL;
213     object *new_op;
214    
215 root 1.76 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 root 1.8
217     if (stringarg)
218     {
219     at = find_archetype_by_object_type_name (FOOD, stringarg);
220     if (at == NULL)
221     at = find_archetype_by_object_type_name (DRINK, stringarg);
222 root 1.57 if (at == NULL || at->stats.food > food_value)
223 root 1.8 stringarg = NULL;
224     }
225    
226     if (!stringarg)
227     {
228     archetype *at_tmp;
229    
230     /* We try to find the archetype with the maximum food value.
231     * This removes the dependancy of hard coded food values in this
232     * function, and addition of new food types is automatically added.
233     * We don't use flesh types because the weight values of those need
234     * to be altered from the donor.
235     */
236 root 1.5
237 root 1.8 /* We assume the food items don't have multiple parts */
238 elmex 1.58 for_all_archetypes (at_tmp)
239 root 1.8 {
240 root 1.57 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 root 1.8 {
242     /* Basically, if the food value is something that is creatable
243     * under the limits of the spell and it is higher than
244     * the item we have now, take it instead.
245     */
246 elmex 1.59 if (at_tmp->stats.food <= food_value
247     && (!at
248     || at_tmp->stats.food > at->stats.food
249     || (at_tmp->stats.food == at->stats.food
250     && at_tmp->weight < at->weight)))
251 root 1.8 at = at_tmp;
252 root 1.5 }
253     }
254 elmex 1.1 }
255 root 1.65
256 root 1.8 /* Pretty unlikely (there are some very low food items), but you never
257     * know
258     */
259     if (!at)
260     {
261     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262     return 0;
263 elmex 1.1 }
264    
265 root 1.57 food_value /= at->stats.food;
266 root 1.8 new_op = arch_to_object (at);
267     new_op->nrof = food_value;
268 elmex 1.1
269 root 1.8 new_op->value = 0;
270     if (new_op->nrof < 1)
271     new_op->nrof = 1;
272 elmex 1.1
273 root 1.8 cast_create_obj (op, caster, new_op, dir);
274     return 1;
275 elmex 1.1 }
276 root 1.8
277     int
278     probe (object *op, object *caster, object *spell_ob, int dir)
279     {
280     int r, mflags, maxrange;
281     object *tmp;
282 root 1.13 maptile *m;
283 elmex 1.1
284 root 1.8 if (!dir)
285     {
286     examine_monster (op, op);
287     return 1;
288 elmex 1.1 }
289 root 1.65
290 root 1.8 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291     for (r = 1; r < maxrange; r++)
292     {
293     sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 elmex 1.1
295 root 1.8 m = op->map;
296     mflags = get_map_flags (m, &m, x, y, &x, &y);
297 elmex 1.1
298 root 1.8 if (mflags & P_OUT_OF_MAP)
299     break;
300 elmex 1.1
301 root 1.8 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302     {
303     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304     return 0;
305 root 1.5 }
306 root 1.84
307 root 1.8 if (mflags & P_IS_ALIVE)
308     {
309 root 1.84 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
310 root 1.8 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
311     {
312     new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
313     if (tmp->head != NULL)
314     tmp = tmp->head;
315     examine_monster (op, tmp);
316     return 1;
317     }
318 root 1.5 }
319 elmex 1.1 }
320 root 1.65
321 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322     return 1;
323 elmex 1.1 }
324    
325     /* This checks to see if 'pl' is invisible to 'mon'.
326     * does race check, undead check, etc
327     * Returns TRUE if mon can't see pl, false
328     * otherwise. This doesn't check range, walls, etc. It
329     * only checks the racial adjustments, and in fact that
330     * pl is invisible.
331     */
332 root 1.8 int
333     makes_invisible_to (object *pl, object *mon)
334 elmex 1.1 {
335 root 1.8 if (!pl->invisible)
336     return 0;
337 root 1.68
338 root 1.8 if (pl->type == PLAYER)
339     {
340     /* If race isn't set, then invisible unless it is undead */
341     if (!pl->contr->invis_race)
342     {
343     if (QUERY_FLAG (mon, FLAG_UNDEAD))
344     return 0;
345 root 1.68
346 root 1.8 return 1;
347     }
348 root 1.68
349 root 1.8 /* invis_race is set if we get here */
350     if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351     return 1;
352 root 1.68
353 root 1.8 /* No race, can't be invisible to it */
354     if (!mon->race)
355 root 1.5 return 0;
356 root 1.68
357 root 1.8 if (strstr (mon->race, pl->contr->invis_race))
358 root 1.5 return 1;
359 root 1.68
360 root 1.8 /* Nothing matched above, return 0 */
361     return 0;
362     }
363     else
364     {
365     /* monsters are invisible to everything */
366     return 1;
367 elmex 1.1 }
368     }
369    
370     /* Makes the player or character invisible.
371     * Note the spells to 'stack', but perhaps in odd ways.
372     * the duration for all is cumulative.
373     * In terms of invis undead/normal invis, it is the last one cast that
374     * will determine if you are invisible to undead or normal monsters.
375     * For improved invis, if you cast it with a one of the others, you
376     * lose the improved part of it, and the above statement about undead/
377     * normal applies.
378     */
379 root 1.8 int
380     cast_invisible (object *op, object *caster, object *spell_ob)
381     {
382     if (op->invisible > 1000)
383     {
384     new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385     return 0;
386 elmex 1.1 }
387    
388 root 1.8 /* Remove the switch with 90% duplicate code - just handle the differences with
389     * and if statement or two.
390     */
391     op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
392     /* max duration */
393     if (op->invisible > 1000)
394     op->invisible = 1000;
395    
396     if (op->type == PLAYER)
397     {
398     op->contr->invis_race = spell_ob->race;
399    
400     if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
401     op->contr->tmp_invis = 0;
402     else
403     op->contr->tmp_invis = 1;
404    
405     op->contr->hidden = 0;
406     }
407 root 1.42
408 root 1.8 if (makes_invisible_to (op, op))
409     new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
410     else
411     new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
412    
413 root 1.42 update_object (op, UP_OBJ_CHANGE);
414 root 1.8
415     /* Only search the active objects - only these should actually do
416     * harm to the player.
417     */
418 root 1.33 for_all_actives (tmp)
419 root 1.8 if (tmp->enemy == op)
420 root 1.33 tmp->enemy = 0;
421    
422 root 1.8 return 1;
423 elmex 1.1 }
424    
425     /* earth to dust spell. Basically destroys earthwalls in the area.
426     */
427 root 1.8 int
428     cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429     {
430     object *tmp, *next;
431     int range, i, j, mflags;
432     sint16 sx, sy;
433 root 1.13 maptile *m;
434 elmex 1.1
435 root 1.8 if (op->type != PLAYER)
436     return 0;
437 elmex 1.1
438 root 1.8 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 elmex 1.1
440 root 1.8 for (i = -range; i <= range; i++)
441     for (j = -range; j <= range; j++)
442     {
443     sx = op->x + i;
444     sy = op->y + j;
445     m = op->map;
446     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 elmex 1.1
448 root 1.8 if (mflags & P_OUT_OF_MAP)
449     continue;
450 elmex 1.1
451 root 1.8 // earth to dust tears down everything that can be teared down
452 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
453 root 1.8 {
454     next = tmp->above;
455     if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456     hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457     }
458     }
459 root 1.31
460 root 1.8 return 1;
461 elmex 1.1 }
462    
463 root 1.8 void
464     execute_word_of_recall (object *op)
465     {
466 root 1.31 if (object *pl = op->in_player ())
467     {
468     if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469     new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470     else
471 root 1.82 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 root 1.31 }
473 root 1.14
474 root 1.31 op->destroy ();
475 elmex 1.1 }
476    
477     /* Word of recall causes the player to return 'home'.
478     * we put a force into the player object, so that there is a
479     * time delay effect.
480     */
481 root 1.8 int
482     cast_word_of_recall (object *op, object *caster, object *spell_ob)
483     {
484     object *dummy;
485     int time;
486 elmex 1.1
487 root 1.8 if (op->type != PLAYER)
488     return 0;
489 elmex 1.1
490 root 1.8 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 elmex 1.1 {
492 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493     return 1;
494 elmex 1.1 }
495    
496 root 1.8 dummy = get_archetype (FORCE_NAME);
497 root 1.84
498     if (!dummy)
499 root 1.8 {
500     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501     LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502     return 0;
503     }
504 root 1.29
505 root 1.8 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
506     if (time < 1)
507     time = 1;
508    
509     /* value of speed really doesn't make much difference, as long as it is
510     * positive. Lower value may be useful so that the problem doesn't
511     * do anything really odd if it say a -1000 or something.
512     */
513 root 1.26 dummy->set_speed (0.002);
514 root 1.8 dummy->speed_left = -dummy->speed * time;
515     dummy->type = SPELL_EFFECT;
516     dummy->subtype = SP_WORD_OF_RECALL;
517    
518     /* If we could take advantage of enter_player_savebed() here, it would be
519     * nice, but until the map load fails, we can't.
520     */
521     EXIT_PATH (dummy) = op->contr->savebed_map;
522 root 1.29 EXIT_X (dummy) = op->contr->bed_x;
523     EXIT_Y (dummy) = op->contr->bed_y;
524 root 1.8
525 root 1.31 op->insert (dummy);
526    
527 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 root 1.31
529 root 1.8 return 1;
530 elmex 1.1 }
531    
532     /* cast_wonder
533     * wonder is really just a spell that will likely cast another
534     * spell.
535     */
536 root 1.8 int
537     cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538     {
539     object *newspell;
540 elmex 1.1
541 root 1.8 if (!rndm (0, 3))
542     return cast_cone (op, caster, dir, spell_ob);
543 elmex 1.1
544 root 1.8 if (spell_ob->randomitems)
545     {
546     newspell = generate_treasure (spell_ob->randomitems, caster->level);
547     if (!newspell)
548     {
549     LOG (llevError, "cast_wonder: Unable to get a spell!\n");
550     return 0;
551 root 1.5 }
552 root 1.8 if (newspell->type != SPELL)
553     {
554     LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
555     return 0;
556 root 1.5 }
557 root 1.8 /* Prevent inifinit recursion */
558     if (newspell->subtype == SP_WONDER)
559     {
560     LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
561     return 0;
562 root 1.5 }
563 root 1.8 return cast_spell (op, caster, dir, newspell, NULL);
564 elmex 1.1 }
565 root 1.8 return 1;
566 elmex 1.1 }
567    
568 root 1.8 int
569     perceive_self (object *op)
570     {
571 root 1.43 const char *cp = describe_item (op, op);
572 root 1.10 archetype *at = archetype::find (ARCH_DEPLETION);
573 root 1.8
574 root 1.60 dynbuf_text buf;
575    
576     if (player *pl = op->contr)
577     if (object *race = archetype::find (op->race))
578 root 1.87 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 1.61 buf << '\0'; // zero-terminate
615    
616 root 1.60 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 root 1.36
618 root 1.8 return 1;
619 elmex 1.1 }
620    
621     /* This creates magic walls. Really, it can create most any object,
622     * within some reason.
623     */
624 root 1.8 int
625     magic_wall (object *op, object *caster, int dir, object *spell_ob)
626     {
627 root 1.27 object *tmp;
628 root 1.8 int i, posblocked, negblocked, maxrange;
629     sint16 x, y;
630 root 1.13 maptile *m;
631 root 1.8 const char *name;
632     archetype *at;
633    
634     if (!dir)
635     {
636     dir = op->facing;
637     x = op->x;
638     y = op->y;
639     }
640     else
641     {
642     x = op->x + freearr_x[dir];
643     y = op->y + freearr_y[dir];
644     }
645 root 1.25
646 root 1.8 m = op->map;
647    
648     if ((spell_ob->move_block || x != op->x || y != op->y) &&
649     (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
650     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651     {
652     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
653     return 0;
654     }
655 root 1.25
656 root 1.8 if (spell_ob->other_arch)
657 root 1.25 tmp = arch_to_object (spell_ob->other_arch);
658 root 1.8 else if (spell_ob->race)
659     {
660     char buf1[MAX_BUF];
661    
662     sprintf (buf1, spell_ob->race, dir);
663 root 1.10 at = archetype::find (buf1);
664 root 1.8 if (!at)
665     {
666     LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
667     new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668     return 0;
669 root 1.5 }
670 root 1.27
671 root 1.8 tmp = arch_to_object (at);
672     }
673     else
674     {
675     LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
676     return 0;
677     }
678    
679     if (tmp->type == SPELL_EFFECT)
680     {
681     tmp->attacktype = spell_ob->attacktype;
682     tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
683     tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
684     tmp->range = 0;
685     }
686     else if (QUERY_FLAG (tmp, FLAG_ALIVE))
687     {
688     tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
689     tmp->stats.maxhp = tmp->stats.hp;
690     }
691 root 1.25
692 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
693     {
694     tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
695     SET_FLAG (tmp, FLAG_IS_USED_UP);
696 elmex 1.1 }
697 root 1.25
698 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
699     {
700     tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
701     tmp->stats.maxhp = tmp->stats.hp;
702     SET_FLAG (tmp, FLAG_TEAR_DOWN);
703     SET_FLAG (tmp, FLAG_ALIVE);
704     }
705    
706     /* This can't really hurt - if the object doesn't kill anything,
707 root 1.25 * these fields just won't be used. Do not set the owner for
708     * earthwalls, though, so they survive restarts.
709 root 1.8 */
710 root 1.25 if (tmp->type != EARTHWALL) //TODO
711     tmp->set_owner (op);
712    
713 root 1.8 set_spell_skill (op, caster, spell_ob, tmp);
714     tmp->level = caster_level (caster, spell_ob) / 2;
715 elmex 1.1
716 root 1.8 name = tmp->name;
717 root 1.27 if (!(tmp = m->insert (tmp, x, y, op)))
718 root 1.8 {
719     new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
720     return 0;
721 elmex 1.1 }
722 root 1.25
723 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
724 root 1.57 if (tmp->other_arch && tmp->other_arch->type == SPELL)
725 root 1.8 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
726    
727     /* This code causes the wall to extend some distance in
728     * each direction, or until an obstruction is encountered.
729     * posblocked and negblocked help determine how far the
730     * created wall can extend, it won't go extend through
731     * blocked spaces.
732     */
733     maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
734     posblocked = 0;
735     negblocked = 0;
736    
737     for (i = 1; i <= maxrange; i++)
738     {
739     int dir2;
740    
741     dir2 = (dir < 4) ? (dir + 2) : dir - 2;
742    
743     x = tmp->x + i * freearr_x[dir2];
744     y = tmp->y + i * freearr_y[dir2];
745     m = tmp->map;
746    
747     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
748     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
749     {
750 root 1.27 object *tmp2 = tmp->clone ();
751     m->insert (tmp2, x, y, op);
752    
753 root 1.8 /* If this is a spellcasting wall, need to insert the spell object */
754 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
755 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
756 root 1.8
757     }
758     else
759     posblocked = 1;
760    
761     x = tmp->x - i * freearr_x[dir2];
762     y = tmp->y - i * freearr_y[dir2];
763     m = tmp->map;
764    
765     if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
766     ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
767     {
768 root 1.27 object *tmp2 = tmp->clone ();
769     m->insert (tmp2, x, y, op);
770    
771 root 1.57 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
772 root 1.27 tmp2->insert (arch_to_object (tmp2->other_arch));
773 root 1.8 }
774     else
775     negblocked = 1;
776 elmex 1.1 }
777    
778 root 1.8 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
779     update_all_los (op->map, op->x, op->y);
780 elmex 1.1
781 root 1.8 return 1;
782 elmex 1.1 }
783    
784 root 1.8 int
785     dimension_door (object *op, object *caster, object *spob, int dir)
786     {
787     uint32 dist, maxdist;
788     int mflags;
789 root 1.13 maptile *m;
790 root 1.8 sint16 sx, sy;
791 elmex 1.1
792 root 1.8 if (op->type != PLAYER)
793     return 0;
794 elmex 1.1
795 root 1.8 if (!dir)
796     {
797     new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
798     return 0;
799 elmex 1.1 }
800    
801 root 1.8 /* Given the new outdoor maps, can't let players dimension door for
802     * ever, so put limits in.
803     */
804     maxdist = spob->range + SP_level_range_adjust (caster, spob);
805    
806     if (op->contr->count)
807     {
808     if (op->contr->count > maxdist)
809     {
810     new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811     return 0;
812 root 1.5 }
813    
814 root 1.8 for (dist = 0; dist < op->contr->count; dist++)
815     {
816     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 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 1.8 if (dist < op->contr->count)
826     {
827     new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828     op->contr->count = 0;
829     return 0;
830     }
831 root 1.27
832 root 1.8 op->contr->count = 0;
833    
834     /* Remove code that puts player on random space on maps. IMO,
835     * a lot of maps probably have areas the player should not get to,
836     * but may not be marked as NO_MAGIC (as they may be bounded
837     * by such squares). Also, there are probably treasure rooms and
838     * lots of other maps that protect areas with no magic, but the
839     * areas themselves don't contain no magic spaces.
840     */
841     /* This call here is really just to normalize the coordinates */
842     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
843     if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
844     {
845     new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
846     return 1; /* Maybe the penalty should be more severe... */
847 root 1.5 }
848 root 1.8 }
849     else
850     {
851     /* Player didn't specify a distance, so lets see how far
852     * we can move the player. Don't know why this stopped on
853     * spaces that blocked the players view.
854     */
855 root 1.5
856 root 1.8 for (dist = 0; dist < maxdist; dist++)
857     {
858     mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
859 root 1.5
860 root 1.8 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
861     break;
862 root 1.5
863 root 1.8 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
864     break;
865 root 1.5
866     }
867    
868 root 1.8 /* If the destination is blocked, keep backing up until we
869     * find a place for the player.
870     */
871     for (; dist > 0; dist--)
872     {
873     if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
874     &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
875     continue;
876 root 1.5
877    
878 root 1.8 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
879     break;
880 root 1.5
881     }
882 root 1.8 if (!dist)
883     {
884     new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
885     return 0;
886 root 1.5 }
887 elmex 1.1 }
888    
889 root 1.8 /* Actually move the player now */
890 root 1.27 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
891 root 1.8 return 1;
892 elmex 1.1
893 root 1.8 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
894     return 1;
895 elmex 1.1 }
896    
897     /* cast_heal: Heals something.
898     * op is the caster.
899     * dir is the direction he is casting it in.
900     * spell is the spell object.
901     */
902 root 1.8 int
903     cast_heal (object *op, object *caster, object *spell, int dir)
904     {
905     object *tmp;
906     archetype *at;
907     object *poison;
908     int heal = 0, success = 0;
909    
910     tmp = find_target_for_friendly_spell (op, dir);
911    
912 root 1.40 if (!tmp)
913 root 1.8 return 0;
914    
915     /* Figure out how many hp this spell might cure.
916     * could be zero if this spell heals effects, not damage.
917     */
918     heal = spell->stats.dam;
919     if (spell->stats.hp)
920     heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
921    
922     if (heal)
923     {
924     if (tmp->stats.hp >= tmp->stats.maxhp)
925 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
926 root 1.8 else
927     {
928     /* See how many points we actually heal. Instead of messages
929     * based on type of spell, we instead do messages based
930     * on amount of damage healed.
931     */
932 root 1.70 if (heal > tmp->stats.maxhp - tmp->stats.hp)
933 root 1.8 heal = tmp->stats.maxhp - tmp->stats.hp;
934 root 1.70
935 root 1.8 tmp->stats.hp += heal;
936    
937     if (tmp->stats.hp >= tmp->stats.maxhp)
938 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
939 root 1.8 else if (heal > 50)
940 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
941 root 1.8 else if (heal > 25)
942 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
943 root 1.8 else if (heal > 10)
944 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
945 root 1.8 else
946 root 1.40 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
947    
948 root 1.8 success = 1;
949     }
950     }
951 root 1.40
952 root 1.8 if (spell->attacktype & AT_DISEASE)
953 root 1.70 if (cure_disease (tmp, op, spell))
954 root 1.8 success = 1;
955    
956     if (spell->attacktype & AT_POISON)
957     {
958 root 1.10 at = archetype::find ("poisoning");
959 root 1.8 poison = present_arch_in_ob (at, tmp);
960     if (poison)
961     {
962     success = 1;
963     new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
964     poison->stats.food = 1;
965 root 1.5 }
966 elmex 1.1 }
967 root 1.40
968 root 1.8 if (spell->attacktype & AT_CONFUSION)
969     {
970     poison = present_in_ob_by_name (FORCE, "confusion", tmp);
971     if (poison)
972     {
973     success = 1;
974     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
975     poison->duration = 1;
976 root 1.5 }
977 elmex 1.1 }
978 root 1.40
979 root 1.8 if (spell->attacktype & AT_BLIND)
980     {
981 root 1.10 at = archetype::find ("blindness");
982 root 1.8 poison = present_arch_in_ob (at, tmp);
983     if (poison)
984     {
985     success = 1;
986     new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
987     poison->stats.food = 1;
988 root 1.5 }
989 elmex 1.1 }
990 root 1.40
991 root 1.8 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
992     {
993     tmp->stats.sp += spell->last_sp;
994     if (tmp->stats.sp > tmp->stats.maxsp)
995     tmp->stats.sp = tmp->stats.maxsp;
996     success = 1;
997     new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
998     }
999 root 1.40
1000 root 1.8 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1001     {
1002     tmp->stats.grace += spell->last_grace;
1003     if (tmp->stats.grace > tmp->stats.maxgrace)
1004     tmp->stats.grace = tmp->stats.maxgrace;
1005     success = 1;
1006     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1007 elmex 1.1 }
1008 root 1.40
1009 root 1.8 if (spell->stats.food && tmp->stats.food < 999)
1010     {
1011     tmp->stats.food += spell->stats.food;
1012 root 1.70
1013 root 1.8 if (tmp->stats.food > 999)
1014     tmp->stats.food = 999;
1015 root 1.70
1016 root 1.8 success = 1;
1017     /* We could do something a bit better like the messages for healing above */
1018     new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1019     }
1020 root 1.40
1021 root 1.8 return success;
1022 elmex 1.1 }
1023    
1024     /* This is used for the spells that gain stats. There are no spells
1025     * right now that icnrease wis/int/pow on a temp basis, so no
1026     * good comments for those.
1027     */
1028 root 1.8 static const char *const no_gain_msgs[NUM_STATS] = {
1029     "You grow no stronger.",
1030     "You grow no more agile.",
1031     "You don't feel any healthier.",
1032 root 1.55 "You didn't grow any more intelligent.",
1033     "You do not feel any wiser.",
1034     "You don't feel any more powerful."
1035 root 1.8 "You are no easier to look at.",
1036 elmex 1.1 };
1037    
1038 root 1.8 int
1039     cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040     {
1041     object *force = NULL;
1042     int i;
1043    
1044     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1045 root 1.27 object *tmp = dir
1046     ? find_target_for_friendly_spell (op, dir)
1047     : op;
1048 root 1.8
1049 root 1.27 if (!tmp)
1050 root 1.8 return 0;
1051    
1052     /* If we've already got a force of this type, don't add a new one. */
1053 root 1.27 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1054 root 1.8 {
1055     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1056     {
1057     if (tmp2->name == spell_ob->name)
1058     {
1059     force = tmp2; /* the old effect will be "refreshed" */
1060     break;
1061 root 1.5 }
1062 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063     {
1064     if (!silent)
1065     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066     return 0;
1067 root 1.5 }
1068     }
1069 elmex 1.1 }
1070 root 1.8 if (force == NULL)
1071     {
1072     force = get_archetype (FORCE_NAME);
1073     force->subtype = FORCE_CHANGE_ABILITY;
1074     if (spell_ob->race)
1075     force->name = spell_ob->race;
1076     else
1077     force->name = spell_ob->name;
1078     force->name_pl = spell_ob->name;
1079     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080    
1081     }
1082     else
1083     {
1084     int duration;
1085    
1086     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087     if (duration > force->duration)
1088     {
1089     force->duration = duration;
1090     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091     }
1092     else
1093     {
1094     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095     }
1096 root 1.55
1097 root 1.8 return 1;
1098     }
1099 root 1.55
1100 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1101     force->speed = 1.0;
1102     force->speed_left = -1.0;
1103     SET_FLAG (force, FLAG_APPLIED);
1104    
1105     /* Now start processing the effects. First, protections */
1106     for (i = 0; i < NROFATTACKS; i++)
1107     {
1108     if (spell_ob->resist[i])
1109     {
1110     force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1111     if (force->resist[i] > 100)
1112     force->resist[i] = 100;
1113 root 1.5 }
1114 elmex 1.1 }
1115 root 1.55
1116 root 1.8 if (spell_ob->stats.hp)
1117     force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1118    
1119     if (tmp->type == PLAYER)
1120     {
1121     /* Stat adjustment spells */
1122     for (i = 0; i < NUM_STATS; i++)
1123     {
1124 root 1.51 if (sint8 stat = spell_ob->stats.stat (i))
1125 root 1.8 {
1126 root 1.51 sint8 sm = 0;
1127     for (sint8 k = 0; k < stat; k++)
1128 root 1.8 sm += rndm (1, 3);
1129    
1130 root 1.51 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1131     sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1132    
1133     force->stats.stat (i) = sm;
1134    
1135 root 1.8 if (!sm)
1136     new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1137 root 1.5 }
1138     }
1139 elmex 1.1 }
1140    
1141 root 1.8 force->move_type = spell_ob->move_type;
1142 elmex 1.1
1143 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1144     SET_FLAG (force, FLAG_SEE_IN_DARK);
1145 elmex 1.1
1146 root 1.8 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1147     SET_FLAG (force, FLAG_XRAYS);
1148 elmex 1.1
1149 root 1.8 /* Haste/bonus speed */
1150     if (spell_ob->stats.exp)
1151     {
1152     if (op->speed > 0.5f)
1153     force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1154     else
1155     force->stats.exp = spell_ob->stats.exp;
1156 elmex 1.1 }
1157    
1158 root 1.8 force->stats.wc = spell_ob->stats.wc;
1159     force->stats.ac = spell_ob->stats.ac;
1160     force->attacktype = spell_ob->attacktype;
1161    
1162     insert_ob_in_ob (force, tmp);
1163     change_abil (tmp, force); /* Mostly to display any messages */
1164 root 1.24 tmp->update_stats ();
1165 root 1.55
1166 root 1.8 return 1;
1167 elmex 1.1 }
1168    
1169     /* This used to be part of cast_change_ability, but it really didn't make
1170     * a lot of sense, since most of the values it derives are from the god
1171     * of the caster.
1172     */
1173 root 1.8 int
1174     cast_bless (object *op, object *caster, object *spell_ob, int dir)
1175     {
1176     int i;
1177 root 1.85 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1178 root 1.8
1179     /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180     if (dir != 0)
1181     {
1182     tmp = find_target_for_friendly_spell (op, dir);
1183 root 1.85
1184     if (!tmp)
1185     return 0;
1186 root 1.8 }
1187     else
1188 root 1.85 tmp = op;
1189 root 1.8
1190     /* If we've already got a force of this type, don't add a new one. */
1191 root 1.85 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 root 1.8 {
1193     if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194     {
1195     if (tmp2->name == spell_ob->name)
1196     {
1197     force = tmp2; /* the old effect will be "refreshed" */
1198     break;
1199 root 1.5 }
1200 root 1.8 else if (spell_ob->race && spell_ob->race == tmp2->name)
1201     {
1202     new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203     return 0;
1204 root 1.5 }
1205     }
1206 elmex 1.1 }
1207 root 1.85
1208 root 1.8 if (force == NULL)
1209     {
1210     force = get_archetype (FORCE_NAME);
1211     force->subtype = FORCE_CHANGE_ABILITY;
1212     if (spell_ob->race)
1213     force->name = spell_ob->race;
1214     else
1215     force->name = spell_ob->name;
1216     force->name_pl = spell_ob->name;
1217     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1218     }
1219     else
1220     {
1221     int duration;
1222    
1223     duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1224     if (duration > force->duration)
1225     {
1226     force->duration = duration;
1227     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1228 root 1.5 }
1229 root 1.8 else
1230     {
1231     new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1232     }
1233     return 0;
1234 elmex 1.1 }
1235 root 1.8 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1236     force->speed = 1.0;
1237     force->speed_left = -1.0;
1238     SET_FLAG (force, FLAG_APPLIED);
1239 elmex 1.1
1240 root 1.8 if (!god)
1241     {
1242     new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1243     }
1244     else
1245     {
1246     /* Only give out good benefits, and put a max on it */
1247     for (i = 0; i < NROFATTACKS; i++)
1248     {
1249     if (god->resist[i] > 0)
1250     {
1251     force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1252 root 1.5 }
1253     }
1254 root 1.8 force->path_attuned |= god->path_attuned;
1255 root 1.7
1256 root 1.8 if (spell_ob->attacktype)
1257     force->slaying = god->slaying;
1258 root 1.7
1259 root 1.8 if (tmp != op)
1260     {
1261     new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1262     new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1263     }
1264     else
1265     {
1266     new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1267 root 1.5 }
1268 elmex 1.1
1269     }
1270 root 1.8 force->stats.wc = spell_ob->stats.wc;
1271     force->stats.ac = spell_ob->stats.ac;
1272 elmex 1.1
1273 root 1.8 change_abil (tmp, force); /* Mostly to display any messages */
1274     insert_ob_in_ob (force, tmp);
1275 root 1.24 tmp->update_stats ();
1276 root 1.8 return 1;
1277 elmex 1.1 }
1278    
1279     /* Alchemy code by Mark Wedel
1280     *
1281     * This code adds a new spell, called alchemy. Alchemy will turn
1282 root 1.66 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1283     *
1284     * The value of the gold nuggets being about 90% of that of the item
1285     * itself. It uses the value of the object before charisma adjustments,
1286     * because the nuggets themselves will be will be adjusted by charisma
1287     * when sold.
1288 elmex 1.1 *
1289     * There is also a chance (1:30) that you will get nothing at all
1290     * for the object. There is also a maximum weight that will be
1291 root 1.37 * alchemised.
1292 elmex 1.1 */
1293 root 1.8 static void
1294 root 1.38 alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1295 root 1.8 {
1296     uint64 value = query_cost (obj, NULL, F_TRUE);
1297    
1298 root 1.75 /* Give third price when we alchemy money (this should hopefully
1299 root 1.8 * make it so that it isn't worth it to alchemy money, sell
1300     * the nuggets, alchemy the gold from that, etc.
1301     * Otherwise, give 9 silver on the gold for other objects,
1302     * so that it would still be more affordable to haul
1303     * the stuff back to town.
1304     */
1305     if (QUERY_FLAG (obj, FLAG_UNPAID))
1306     value = 0;
1307     else if (obj->type == MONEY || obj->type == GEM)
1308     value /= 3;
1309     else
1310 root 1.39 value = value * 9 / 10;
1311 root 1.8
1312 root 1.37 if (obj->value > 0 && rndm (0, 29))
1313 root 1.38 total_value += value;
1314 root 1.8
1315 root 1.38 total_weight += obj->total_weight ();
1316 root 1.8
1317 root 1.17 obj->destroy ();
1318 root 1.8 }
1319    
1320     int
1321     alchemy (object *op, object *caster, object *spell_ob)
1322 elmex 1.1 {
1323 root 1.8 if (op->type != PLAYER)
1324     return 0;
1325    
1326 root 1.66 archetype *nugget[3];
1327    
1328     nugget[0] = archetype::find ("pyrite3");
1329     nugget[1] = archetype::find ("pyrite2");
1330     nugget[2] = archetype::find ("pyrite");
1331 root 1.39
1332 root 1.38 /* Put a maximum weight of items that can be alchemised. Limits the power
1333     * some, and also prevents people from alchemising every table/chair/clock
1334 root 1.8 * in sight
1335     */
1336 root 1.38 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1337     int weight_max = duration * 1000;
1338     uint64 value_max = duration * 1000;
1339 elmex 1.1
1340 root 1.39 int weight = 0;
1341 root 1.38
1342     for (int y = op->y - 1; y <= op->y + 1; y++)
1343 root 1.8 {
1344 root 1.38 for (int x = op->x - 1; x <= op->x + 1; x++)
1345 root 1.8 {
1346 root 1.38 uint64 value = 0;
1347    
1348     sint16 nx = x;
1349     sint16 ny = y;
1350 elmex 1.1
1351 root 1.39 maptile *mp = op->map;
1352 root 1.5
1353 root 1.39 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1354 root 1.5
1355 root 1.8 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1356     continue;
1357    
1358     /* Treat alchemy a little differently - most spell effects
1359     * use fly as the movement type - for alchemy, consider it
1360     * ground level effect.
1361     */
1362     if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1363     continue;
1364    
1365 root 1.38 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1366 root 1.8 {
1367     next = tmp->above;
1368 root 1.37
1369 root 1.8 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1370     !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1371     {
1372     if (tmp->inv)
1373     {
1374     object *next1, *tmp1;
1375    
1376 root 1.37 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1377 root 1.8 {
1378     next1 = tmp1->below;
1379     if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1380     !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1381 root 1.38 alchemy_object (tmp1, value, weight);
1382 root 1.5 }
1383     }
1384 root 1.37
1385 root 1.38 alchemy_object (tmp, value, weight);
1386 root 1.8
1387     if (weight > weight_max)
1388 root 1.38 break;
1389     }
1390     }
1391    
1392 root 1.66 value -= rndm (value >> 4);
1393 root 1.38 value = min (value, value_max);
1394    
1395 root 1.66 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1396     if (int nrof = value / nugget [i]->value)
1397     {
1398     value -= nrof * nugget[i]->value;
1399    
1400     object *tmp = arch_to_object (nugget[i]);
1401     tmp->nrof = nrof;
1402     tmp->flag [FLAG_IDENTIFIED] = true;
1403 root 1.67 op->map->insert (tmp, x, y, op, 0);
1404 root 1.66 }
1405 root 1.38
1406     if (weight > weight_max)
1407     goto bailout;
1408 root 1.8 }
1409     }
1410 root 1.17
1411 root 1.38 bailout:
1412 root 1.8 return 1;
1413 elmex 1.1 }
1414    
1415     /* This function removes the cursed/damned status on equipped
1416     * items.
1417     */
1418 root 1.8 int
1419     remove_curse (object *op, object *caster, object *spell)
1420     {
1421     object *tmp;
1422     int success = 0, was_one = 0;
1423    
1424     for (tmp = op->inv; tmp; tmp = tmp->below)
1425     if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426     ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427     (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428     {
1429     was_one++;
1430 root 1.80
1431 root 1.8 if (tmp->level <= caster_level (caster, spell))
1432     {
1433     success++;
1434     if (QUERY_FLAG (spell, FLAG_DAMNED))
1435     CLEAR_FLAG (tmp, FLAG_DAMNED);
1436    
1437     CLEAR_FLAG (tmp, FLAG_CURSED);
1438     CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1439     tmp->value = 0; /* Still can't sell it */
1440 root 1.80
1441     if (object *pl = tmp->visible_to ())
1442     esrv_update_item (UPD_FLAGS, pl, tmp);
1443 root 1.8 }
1444     }
1445    
1446     if (op->type == PLAYER)
1447     {
1448     if (success)
1449 root 1.38 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1450 root 1.8 else
1451     {
1452     if (was_one)
1453     new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1454     else
1455     new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1456 root 1.5 }
1457 elmex 1.1 }
1458 root 1.21
1459 root 1.8 return success;
1460 elmex 1.1 }
1461    
1462     /* Identifies objects in the players inventory/on the ground */
1463 root 1.8 int
1464     cast_identify (object *op, object *caster, object *spell)
1465     {
1466 root 1.73 dynbuf_text buf;
1467 root 1.8 object *tmp;
1468    
1469 root 1.73 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1470 root 1.8
1471     if (num_ident < 1)
1472     num_ident = 1;
1473    
1474     for (tmp = op->inv; tmp; tmp = tmp->below)
1475     {
1476     if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477     {
1478     identify (tmp);
1479 root 1.21
1480 root 1.8 if (op->type == PLAYER)
1481     {
1482 root 1.87 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 root 1.21
1484 root 1.8 if (tmp->msg)
1485 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 root 1.5 }
1487 root 1.21
1488 root 1.8 num_ident--;
1489     if (!num_ident)
1490     break;
1491 root 1.5 }
1492 elmex 1.1 }
1493 root 1.21
1494 root 1.8 /* If all the power of the spell has been used up, don't go and identify
1495     * stuff on the floor. Only identify stuff on the floor if the spell
1496     * was not fully used.
1497     */
1498     if (num_ident)
1499     {
1500 root 1.48 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1501 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1502     {
1503 root 1.21 identify (tmp);
1504 root 1.8
1505 root 1.80 if (object *pl = tmp->visible_to ())
1506 root 1.8 {
1507 root 1.87 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 root 1.21
1509 root 1.8 if (tmp->msg)
1510 root 1.87 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 root 1.8 }
1512 root 1.21
1513 root 1.5 num_ident--;
1514 root 1.8 if (!num_ident)
1515     break;
1516     }
1517     }
1518 root 1.21
1519 root 1.73 if (buf.empty ())
1520     {
1521     op->failmsg ("You can't reach anything unidentified.");
1522     return 0;
1523     }
1524 root 1.8 else
1525 root 1.73 {
1526     if (op->contr)
1527     op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1528 root 1.21
1529 root 1.73 spell_effect (spell, op->x, op->y, op->map, op);
1530     return 1;
1531     }
1532 elmex 1.1 }
1533    
1534 root 1.8 int
1535     cast_detection (object *op, object *caster, object *spell, object *skill)
1536     {
1537     object *tmp, *last, *god, *detect;
1538     int done_one, range, mflags, floor, level;
1539     sint16 x, y, nx, ny;
1540 root 1.13 maptile *m;
1541 root 1.8
1542     /* We precompute some values here so that we don't have to keep
1543     * doing it over and over again.
1544     */
1545     god = find_god (determine_god (op));
1546     level = caster_level (caster, spell);
1547     range = spell->range + SP_level_range_adjust (caster, spell);
1548    
1549     if (!skill)
1550     skill = caster;
1551    
1552     for (x = op->x - range; x <= op->x + range; x++)
1553     for (y = op->y - range; y <= op->y + range; y++)
1554     {
1555     m = op->map;
1556     mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1557     if (mflags & P_OUT_OF_MAP)
1558     continue;
1559    
1560     /* For most of the detections, we only detect objects above the
1561     * floor. But this is not true for show invisible.
1562     * Basically, we just go and find the top object and work
1563     * down - that is easier than working up.
1564     */
1565 elmex 1.1
1566 root 1.22 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1567 root 1.8 last = tmp;
1568 root 1.21
1569 root 1.8 /* Shouldn't happen, but if there are no objects on a space, this
1570     * would happen.
1571     */
1572     if (!last)
1573     continue;
1574 elmex 1.1
1575 root 1.8 done_one = 0;
1576     floor = 0;
1577     detect = NULL;
1578     for (tmp = last; tmp; tmp = tmp->below)
1579     {
1580     /* show invisible */
1581     if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 root 1.21 /* Might there be other objects that we can make visible? */
1583 root 1.8 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1584     (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1585     tmp->type == CF_HANDLE ||
1586     tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1587     tmp->type == BUTTON || tmp->type == TELEPORTER ||
1588     tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1589     tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1590     tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1591     tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1592     {
1593     if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594     {
1595     tmp->invisible = 0;
1596     done_one = 1;
1597     }
1598     }
1599 root 1.21
1600 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601     floor = 1;
1602 elmex 1.1
1603 root 1.8 /* All detections below this point don't descend beneath the floor,
1604     * so just continue on. We could be clever and look at the type of
1605     * detection to completely break out if we don't care about objects beneath
1606     * the floor, but once we get to the floor, not likely a very big issue anyways.
1607     */
1608     if (floor)
1609     continue;
1610 root 1.5
1611 root 1.8 /* I had thought about making detect magic and detect curse
1612     * show the flash the magic item like it does for detect monster.
1613     * however, if the object is within sight, this would then make it
1614     * difficult to see what object is magical/cursed, so the
1615     * effect wouldn't be as apparant.
1616 root 1.5 */
1617    
1618 root 1.8 /* detect magic */
1619     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620     !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621     {
1622     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623     /* make runes more visibile */
1624     if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625     tmp->stats.Cha /= 4;
1626     done_one = 1;
1627     }
1628     /* detect monster */
1629     if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630     {
1631     done_one = 2;
1632     if (!detect)
1633     detect = tmp;
1634     }
1635     /* Basically, if race is set in the spell, then the creatures race must
1636     * match that. if the spell race is set to GOD, then the gods opposing
1637     * race must match.
1638 root 1.5 */
1639 root 1.8 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640     ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1641     (strstr (spell->race, tmp->race))))
1642     {
1643     done_one = 2;
1644     if (!detect)
1645     detect = tmp;
1646     }
1647     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649     {
1650     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651     done_one = 1;
1652     }
1653     } /* for stack of objects on this space */
1654 root 1.5
1655 root 1.8 /* Code here puts an effect of the spell on the space, so you can see
1656     * where the magic is.
1657     */
1658     if (done_one)
1659     {
1660     object *detect_ob = arch_to_object (spell->other_arch);
1661    
1662     /* if this is set, we want to copy the face */
1663     if (done_one == 2 && detect)
1664     {
1665     detect_ob->face = detect->face;
1666     detect_ob->animation_id = detect->animation_id;
1667     detect_ob->anim_speed = detect->anim_speed;
1668     detect_ob->last_anim = 0;
1669     /* by default, the detect_ob is already animated */
1670     if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671     CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672     }
1673 root 1.27
1674     m->insert (detect_ob, nx, ny, op);
1675 root 1.8 }
1676     } /* for processing the surrounding spaces */
1677 root 1.5
1678    
1679 root 1.8 /* Now process objects in the players inventory if detect curse or magic */
1680     if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681     {
1682     done_one = 0;
1683 root 1.80
1684 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1685     {
1686     if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1687     {
1688     if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1689     {
1690     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1691 root 1.80
1692     if (object *pl = tmp->visible_to ())
1693     esrv_update_item (UPD_FLAGS, pl, tmp);
1694 root 1.5 }
1695 root 1.80
1696 root 1.8 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697     (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698     {
1699     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700 root 1.80
1701     if (object *pl = tmp->visible_to ())
1702     esrv_update_item (UPD_FLAGS, pl, tmp);
1703 root 1.5 }
1704 root 1.8 } /* if item is not identified */
1705     } /* for the players inventory */
1706     } /* if detect magic/curse and object is a player */
1707 root 1.80
1708 root 1.8 return 1;
1709 elmex 1.1 }
1710    
1711    
1712     /**
1713     * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1714     * level whos spell did cause the overcharge.
1715     */
1716 root 1.8 static void
1717     charge_mana_effect (object *victim, int caster_level)
1718 elmex 1.1 {
1719    
1720 root 1.8 /* Prevent explosions for objects without mana. Without this check, doors
1721     * will explode, too.
1722     */
1723     if (victim->stats.maxsp <= 0)
1724     return;
1725 elmex 1.1
1726 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727 elmex 1.1
1728 root 1.8 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729     {
1730     object *tmp;
1731 elmex 1.1
1732 root 1.8 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733 elmex 1.1
1734 root 1.8 /* Explodes a fireball centered at player */
1735     tmp = get_archetype (EXPLODING_FIREBALL);
1736     tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1737     tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1738 root 1.27
1739     tmp->insert_at (victim);
1740 root 1.8 victim->stats.sp = 2 * victim->stats.maxsp;
1741 elmex 1.1 }
1742 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 root 1.86 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1746 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1747     {
1748     new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1749     confuse_player (victim, victim, 99);
1750 elmex 1.1 }
1751 root 1.8 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1752 root 1.27 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1753 elmex 1.1 }
1754    
1755     /* cast_transfer
1756     * This spell transfers sp from the player to another person.
1757     * We let the target go above their normal maximum SP.
1758     */
1759    
1760 root 1.8 int
1761     cast_transfer (object *op, object *caster, object *spell, int dir)
1762     {
1763     object *plyr = NULL;
1764     sint16 x, y;
1765 root 1.13 maptile *m;
1766 root 1.8 int mflags;
1767    
1768     m = op->map;
1769     x = op->x + freearr_x[dir];
1770     y = op->y + freearr_y[dir];
1771    
1772     mflags = get_map_flags (m, &m, x, y, &x, &y);
1773    
1774     if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775     {
1776 root 1.22 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1778     break;
1779 elmex 1.1 }
1780    
1781    
1782 root 1.8 /* If we did not find a player in the specified direction, transfer
1783     * to anyone on top of us. This is used for the rune of transference mostly.
1784     */
1785     if (plyr == NULL)
1786 root 1.22 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 root 1.8 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1788     break;
1789 elmex 1.1
1790 root 1.8 if (!plyr)
1791     {
1792     new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1793     return 0;
1794 elmex 1.1 }
1795 root 1.8 /* give sp */
1796     if (spell->stats.dam > 0)
1797     {
1798     plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799     charge_mana_effect (plyr, caster_level (caster, spell));
1800     return 1;
1801 elmex 1.1 }
1802 root 1.8 /* suck sp away. Can't suck sp from yourself */
1803     else if (op != plyr)
1804     {
1805     /* old dragin magic used floats. easier to just use ints and divide by 100 */
1806    
1807     int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1808    
1809     if (rate > 95)
1810     rate = 95;
1811    
1812     sucked = (plyr->stats.sp * rate) / 100;
1813     plyr->stats.sp -= sucked;
1814     if (QUERY_FLAG (op, FLAG_ALIVE))
1815     {
1816     /* Player doesn't get full credit */
1817     sucked = (sucked * rate) / 100;
1818     op->stats.sp += sucked;
1819     if (sucked > 0)
1820     {
1821     charge_mana_effect (op, caster_level (caster, spell));
1822 root 1.5 }
1823     }
1824 root 1.8 return 1;
1825 elmex 1.1 }
1826 root 1.8 return 0;
1827 elmex 1.1 }
1828    
1829    
1830     /* counterspell: nullifies spell effects.
1831     * op is the counterspell object, dir is the direction
1832     * it was cast in.
1833     * Basically, if the object has a magic attacktype,
1834     * this may nullify it.
1835     */
1836 root 1.8 void
1837     counterspell (object *op, int dir)
1838 elmex 1.1 {
1839 root 1.8 object *tmp, *head, *next;
1840     int mflags;
1841 root 1.13 maptile *m;
1842 root 1.8 sint16 sx, sy;
1843    
1844     sx = op->x + freearr_x[dir];
1845     sy = op->y + freearr_y[dir];
1846     m = op->map;
1847     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1848     if (mflags & P_OUT_OF_MAP)
1849     return;
1850 elmex 1.1
1851 root 1.22 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1852 root 1.8 {
1853     next = tmp->above;
1854 elmex 1.1
1855 root 1.8 /* Need to look at the head object - otherwise, if tmp
1856     * points to a monster, we don't have all the necessary
1857     * info for it.
1858     */
1859     if (tmp->head)
1860     head = tmp->head;
1861     else
1862     head = tmp;
1863    
1864     /* don't attack our own spells */
1865     if (tmp->owner && tmp->owner == op->owner)
1866     continue;
1867    
1868     /* Basically, if the object is magical and not counterspell,
1869     * we will more or less remove the object. Don't counterspell
1870     * monsters either.
1871     */
1872 elmex 1.1
1873 elmex 1.44 if (head->attacktype & AT_MAGIC
1874     && !(head->attacktype & AT_COUNTERSPELL)
1875     && !QUERY_FLAG (head, FLAG_MONSTER)
1876     && (op->level > head->level))
1877 root 1.17 head->destroy ();
1878 root 1.8 else
1879     switch (head->type)
1880     {
1881     case SPELL_EFFECT:
1882 elmex 1.44 // XXX: Don't affect floor spelleffects. See also XXX comment
1883     // about sanctuary in spell_util.C
1884     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1885     continue;
1886    
1887 root 1.8 if (op->level > head->level)
1888 root 1.17 head->destroy ();
1889    
1890 root 1.5 break;
1891    
1892 root 1.8 /* I really don't get this rune code that much - that
1893     * random chance seems really low.
1894     */
1895     case RUNE:
1896     if (rndm (0, 149) == 0)
1897     {
1898     head->stats.hp--; /* weaken the rune */
1899     if (!head->stats.hp)
1900 root 1.17 head->destroy ();
1901 root 1.8 }
1902 root 1.5 break;
1903 root 1.8 }
1904 elmex 1.1 }
1905     }
1906    
1907     /* cast_consecrate() - a spell to make an altar your god's */
1908 root 1.8 int
1909     cast_consecrate (object *op, object *caster, object *spell)
1910     {
1911     char buf[MAX_BUF];
1912 elmex 1.1
1913 root 1.8 object *tmp, *god = find_god (determine_god (op));
1914 elmex 1.1
1915 root 1.8 if (!god)
1916     {
1917     new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
1918     return 0;
1919 elmex 1.1 }
1920 root 1.8
1921     for (tmp = op->below; tmp; tmp = tmp->below)
1922     {
1923     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924     break;
1925     if (tmp->type == HOLY_ALTAR)
1926     {
1927    
1928     if (tmp->level > caster_level (caster, spell))
1929     {
1930     new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931     return 0;
1932     }
1933     else
1934     {
1935     /* If we got here, we are consecrating an altar */
1936     sprintf (buf, "Altar of %s", &god->name);
1937     tmp->name = buf;
1938     tmp->level = caster_level (caster, spell);
1939     tmp->other_arch = god->arch;
1940 root 1.80
1941 root 1.8 if (op->type == PLAYER)
1942     esrv_update_item (UPD_NAME, op, tmp);
1943 root 1.80
1944 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945     return 1;
1946 root 1.5 }
1947     }
1948 elmex 1.1 }
1949 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
1950     return 0;
1951 elmex 1.1 }
1952    
1953     /* animate_weapon -
1954     * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1955     * The golem is based on the archetype specified, modified by the caster's level
1956     * and the attributes of the weapon. The weapon is inserted in the golem's
1957     * inventory so that it falls to the ground when the golem dies.
1958     * This code was very odd - code early on would only let players use the spell,
1959     * yet the code wass full of player checks. I've presumed that the code
1960     * that only let players use it was correct, and removed all the other
1961     * player checks. MSW 2003-01-06
1962     */
1963 root 1.8 int
1964     animate_weapon (object *op, object *caster, object *spell, int dir)
1965     {
1966     object *weapon, *tmp;
1967     char buf[MAX_BUF];
1968     int a, i;
1969     sint16 x, y;
1970 root 1.13 maptile *m;
1971 root 1.8
1972     if (!spell->other_arch)
1973     {
1974     new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
1975     LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
1976     return 0;
1977 elmex 1.1 }
1978 root 1.8 /* exit if it's not a player using this spell. */
1979     if (op->type != PLAYER)
1980     return 0;
1981 elmex 1.1
1982 root 1.8 /* if player already has a golem, abort */
1983 root 1.49 if (object *golem = op->contr->golem)
1984 root 1.8 {
1985 root 1.46 control_golem (golem, dir);
1986 root 1.8 return 0;
1987 elmex 1.1 }
1988    
1989 root 1.8 /* if no direction specified, pick one */
1990     if (!dir)
1991 root 1.84 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1992 root 1.8
1993     m = op->map;
1994     x = op->x + freearr_x[dir];
1995     y = op->y + freearr_y[dir];
1996    
1997     /* if there's no place to put the golem, abort */
1998 root 1.84 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999     || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 root 1.8 {
2001     new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2002     return 0;
2003 elmex 1.1 }
2004    
2005 root 1.8 /* Use the weapon marked by the player. */
2006     weapon = find_marked_object (op);
2007 elmex 1.1
2008 root 1.8 if (!weapon)
2009     {
2010     new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011     return 0;
2012     }
2013 root 1.56 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2014 root 1.8 {
2015     new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016     return 0;
2017     }
2018     if (weapon->type != WEAPON)
2019     {
2020     new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2021     return 0;
2022 elmex 1.1 }
2023 root 1.8 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024     {
2025     new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2026     return 0;
2027 elmex 1.1 }
2028 root 1.8
2029 root 1.80 weapon = weapon->split ();
2030 root 1.8
2031     /* create the golem object */
2032     tmp = arch_to_object (spell->other_arch);
2033    
2034     /* if animated by a player, give the player control of the golem */
2035     CLEAR_FLAG (tmp, FLAG_MONSTER);
2036     tmp->stats.exp = 0;
2037     add_friendly_object (tmp);
2038     tmp->type = GOLEM;
2039 root 1.19 tmp->set_owner (op);
2040 root 1.49 op->contr->golem = tmp;
2041 root 1.46 set_spell_skill (op, caster, spell, tmp);
2042 root 1.8
2043     /* Give the weapon to the golem now. A bit of a hack to check the
2044 root 1.79 * removed flag - it should only be set if weapon->split was
2045 root 1.8 * used above.
2046     */
2047     if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2048 root 1.16 weapon->remove ();
2049 root 1.46
2050 root 1.80 tmp->insert (weapon);
2051    
2052 root 1.8 /* To do everything necessary to let a golem use the weapon is a pain,
2053     * so instead, just set it as equipped (otherwise, we need to update
2054     * body_info, skills, etc)
2055     */
2056     SET_FLAG (tmp, FLAG_USE_WEAPON);
2057     SET_FLAG (weapon, FLAG_APPLIED);
2058 root 1.24 tmp->update_stats ();
2059 root 1.8
2060     /* There used to be 'odd' code that basically seemed to take the absolute
2061     * value of the weapon->magic an use that. IMO, that doesn't make sense -
2062     * if you're using a crappy weapon, it shouldn't be as good.
2063     */
2064    
2065     /* modify weapon's animated wc */
2066     tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2067     if (tmp->stats.wc < -127)
2068     tmp->stats.wc = -127;
2069    
2070     /* Modify hit points for weapon */
2071     tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2072     SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2073     if (tmp->stats.maxhp < 0)
2074     tmp->stats.maxhp = 10;
2075     tmp->stats.hp = tmp->stats.maxhp;
2076    
2077     /* Modify weapon's damage */
2078     tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2079     if (tmp->stats.dam < 0)
2080     tmp->stats.dam = 127;
2081    
2082    
2083     /* attacktype */
2084     if (!tmp->attacktype)
2085     tmp->attacktype = AT_PHYSICAL;
2086    
2087 root 1.63 if (materialtype_t *mt = name_to_material (op->materialname))
2088 root 1.8 {
2089     for (i = 0; i < NROFATTACKS; i++)
2090     tmp->resist[i] = 50 - (mt->save[i] * 5);
2091     a = mt->save[0];
2092 elmex 1.1 }
2093 root 1.8 else
2094     {
2095     for (i = 0; i < NROFATTACKS; i++)
2096     tmp->resist[i] = 5;
2097     a = 10;
2098     }
2099 root 1.63
2100 root 1.8 /* Set weapon's immunity */
2101     tmp->resist[ATNR_CONFUSION] = 100;
2102     tmp->resist[ATNR_POISON] = 100;
2103     tmp->resist[ATNR_SLOW] = 100;
2104     tmp->resist[ATNR_PARALYZE] = 100;
2105     tmp->resist[ATNR_TURN_UNDEAD] = 100;
2106     tmp->resist[ATNR_FEAR] = 100;
2107     tmp->resist[ATNR_DEPLETE] = 100;
2108     tmp->resist[ATNR_DEATH] = 100;
2109     tmp->resist[ATNR_BLIND] = 100;
2110    
2111     /* Improve weapon's armour value according to best save vs. physical of its material */
2112    
2113     if (a > 14)
2114     a = 14;
2115 root 1.63
2116 root 1.8 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2117    
2118     /* Determine golem's speed */
2119 root 1.26 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2120 root 1.8
2121     if (!spell->race)
2122     {
2123     sprintf (buf, "animated %s", &weapon->name);
2124     tmp->name = buf;
2125    
2126     tmp->face = weapon->face;
2127     tmp->animation_id = weapon->animation_id;
2128     tmp->anim_speed = weapon->anim_speed;
2129     tmp->last_anim = weapon->last_anim;
2130     tmp->state = weapon->state;
2131 root 1.26 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 elmex 1.1 }
2133    
2134 root 1.8 /* make experience increase in proportion to the strength of the summoned creature. */
2135     tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2136    
2137     tmp->speed_left = -1;
2138     tmp->direction = dir;
2139 root 1.27
2140     m->insert (tmp, x, y, op);
2141 root 1.8 return 1;
2142 elmex 1.1 }
2143    
2144     /* cast_daylight() - changes the map darkness level *lower* */
2145    
2146     /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147     * This changes the light level for the entire map.
2148     */
2149    
2150 root 1.8 int
2151     cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152     {
2153     int success;
2154 elmex 1.1
2155 root 1.8 if (!op->map)
2156     return 0; /* shouldnt happen */
2157 elmex 1.1
2158 root 1.28 success = op->map->change_map_light (spell->stats.dam);
2159    
2160 root 1.8 if (!success)
2161     {
2162     if (spell->stats.dam < 0)
2163     new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2164     else
2165     new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2166 elmex 1.1 }
2167 root 1.8 return success;
2168 elmex 1.1 }
2169    
2170     /* create an aura spell object and put it in the player's inventory.
2171     * as usual, op is player, caster is the object casting the spell,
2172     * spell is the spell object itself.
2173     */
2174 root 1.8 int
2175     create_aura (object *op, object *caster, object *spell)
2176 elmex 1.1 {
2177 root 1.8 int refresh = 0;
2178     object *new_aura;
2179 elmex 1.1
2180 root 1.8 new_aura = present_arch_in_ob (spell->other_arch, op);
2181     if (new_aura)
2182     refresh = 1;
2183     else
2184     new_aura = arch_to_object (spell->other_arch);
2185    
2186     new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2187    
2188     new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189    
2190     set_spell_skill (op, caster, spell, new_aura);
2191     new_aura->attacktype = spell->attacktype;
2192    
2193     new_aura->level = caster_level (caster, spell);
2194 root 1.71
2195 root 1.8 if (refresh)
2196     new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197     else
2198     new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199 root 1.71
2200 root 1.8 insert_ob_in_ob (new_aura, op);
2201 root 1.71 new_aura->set_owner (op);
2202    
2203 root 1.8 return 1;
2204 elmex 1.1 }
2205    
2206     /* move aura function. An aura is a part of someone's inventory,
2207     * which he carries with him, but which acts on the map immediately
2208     * around him.
2209     * Aura parameters:
2210     * duration: duration counter.
2211     * attacktype: aura's attacktype
2212     * other_arch: archetype to drop where we attack
2213     */
2214 root 1.8 void
2215     move_aura (object *aura)
2216     {
2217     /* auras belong in inventories */
2218 root 1.72 object *env = aura->env;
2219     object *owner = aura->owner;
2220 root 1.8
2221     /* no matter what we've gotta remove the aura...
2222     * we'll put it back if its time isn't up.
2223     */
2224 root 1.16 aura->remove ();
2225 root 1.8
2226     /* exit if we're out of gas */
2227     if (aura->duration-- < 0)
2228     {
2229 root 1.17 aura->destroy ();
2230 root 1.8 return;
2231     }
2232    
2233     /* auras only exist in inventories */
2234 root 1.72 if (!env || !env->map)
2235 root 1.8 {
2236 root 1.17 aura->destroy ();
2237 root 1.8 return;
2238     }
2239 root 1.17
2240 root 1.8 /* we need to jump out of the inventory for a bit
2241     * in order to hit the map conveniently.
2242     */
2243 root 1.27 aura->insert_at (env, aura);
2244 root 1.8
2245 root 1.72 for (int i = 1; i < 9; i++)
2246 root 1.8 {
2247 root 1.72 mapxy pos (env);
2248     pos.move (i);
2249 root 1.8
2250 root 1.72 /* Consider the movement type of the person with the aura as
2251     * movement type of the aura. Eg, if the player is flying, the aura
2252 root 1.8 * is flying also, if player is walking, it is on the ground, etc.
2253     */
2254 root 1.72 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2255 elmex 1.6 {
2256 root 1.8 hit_map (aura, i, aura->attacktype, 0);
2257 root 1.5
2258 root 1.8 if (aura->other_arch)
2259 root 1.72 pos.insert (arch_to_object (aura->other_arch), aura);
2260 root 1.5 }
2261 elmex 1.1 }
2262 root 1.27
2263 root 1.8 /* put the aura back in the player's inventory */
2264 root 1.72 env->insert (aura);
2265     aura->set_owner (owner);
2266 elmex 1.1 }
2267    
2268     /* moves the peacemaker spell.
2269     * op is the piece object.
2270 root 1.8 */
2271     void
2272     move_peacemaker (object *op)
2273     {
2274     object *tmp;
2275 elmex 1.1
2276 root 1.22 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 root 1.8 {
2278     int atk_lev, def_lev;
2279 root 1.81 object *victim = tmp->head_ ();
2280 elmex 1.1
2281 root 1.8 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2282     continue;
2283 root 1.81
2284 root 1.8 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2285     continue;
2286 root 1.81
2287 root 1.8 if (victim->stats.exp == 0)
2288     continue;
2289 elmex 1.1
2290 root 1.8 def_lev = MAX (1, victim->level);
2291     atk_lev = MAX (1, op->level);
2292 elmex 1.1
2293 root 1.8 if (rndm (0, atk_lev - 1) > def_lev)
2294     {
2295     /* make this sucker peaceful. */
2296 elmex 1.1
2297 root 1.81 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2298 root 1.19 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2299 root 1.8 victim->stats.exp = 0;
2300 elmex 1.1 #if 0
2301 root 1.8 /* No idea why these were all set to zero - if something
2302     * makes this creature agressive, he should still do damage.
2303     */
2304     victim->stats.dam = 0;
2305     victim->stats.sp = 0;
2306     victim->stats.grace = 0;
2307     victim->stats.Pow = 0;
2308 elmex 1.1 #endif
2309 root 1.8 victim->attack_movement = RANDO2;
2310     SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2311     SET_FLAG (victim, FLAG_RUN_AWAY);
2312     SET_FLAG (victim, FLAG_RANDOM_MOVE);
2313     CLEAR_FLAG (victim, FLAG_MONSTER);
2314 root 1.81
2315 root 1.8 if (victim->name)
2316 root 1.81 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 root 1.5 }
2318 elmex 1.1 }
2319 root 1.8 }
2320    
2321 elmex 1.1
2322     /* This writes a rune that contains the appropriate message.
2323     * There really isn't any adjustments we make.
2324     */
2325    
2326 root 1.8 int
2327     write_mark (object *op, object *spell, const char *msg)
2328     {
2329     char rune[HUGE_BUF];
2330     object *tmp;
2331 elmex 1.1
2332 root 1.8 if (!msg || msg[0] == 0)
2333     {
2334     new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335     return 0;
2336 elmex 1.1 }
2337    
2338 root 1.8 if (strcasestr_local (msg, "endmsg"))
2339     {
2340     new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2341     LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2342     return 0;
2343 elmex 1.1 }
2344 root 1.8 if (!spell->other_arch)
2345     return 0;
2346     tmp = arch_to_object (spell->other_arch);
2347 root 1.9
2348     snprintf (rune, sizeof (rune), "%s\n", msg);
2349    
2350 root 1.8 tmp->race = op->name; /*Save the owner of the rune */
2351     tmp->msg = rune;
2352 root 1.27
2353     tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2354 root 1.8 return 1;
2355 elmex 1.1 }