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Revision: 1.27
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +47 -79 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <living.h>
27 #ifndef __CEXTRACT__
28 # include <sproto.h>
29 #endif
30 #include <spells.h>
31 #include <sounds.h>
32
33 /* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate.
35 * op is what is casting this.
36 */
37 void
38 cast_magic_storm (object *op, object *tmp, int lvl)
39 {
40 if (!tmp)
41 return; /* error */
42
43 tmp->level = op->level;
44 tmp->range += lvl / 5; /* increase the area of destruction */
45 tmp->duration += lvl / 5;
46
47 /* Put a cap on duration for this - if the player fails in their
48 * apartment, don't want it to go on so long that it kills them
49 * multiple times. Also, damge already increases with level,
50 * so don't really need to increase the duration as much either.
51 */
52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57
58 tmp->insert_at (op, op);
59 }
60
61 int
62 recharge (object *op, object *caster, object *spell_ob)
63 {
64 object *wand, *tmp;
65 int ncharges;
66
67 wand = find_marked_object (op);
68 if (wand == NULL || wand->type != WAND)
69 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
71 return 0;
72 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy ();
79 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2;
86
87 if (tmp->stats.hp < 2)
88 tmp->stats.hp = 2;
89
90 tmp->insert_at (op);
91 return 1;
92 }
93
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
96 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level;
98 else
99 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
101 return 0;
102 }
103
104 if (!ncharges)
105 ncharges = 1;
106
107 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
111 {
112 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed);
114 }
115
116 return 1;
117 }
118
119 /* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * arrows.
122 * Sets the plus based on the casters level. It is also settable with the
123 * invoke command. If the caster attempts to create missiles with too
124 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc...
128 */
129
130 int
131 cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132 {
133 int missile_plus = 0, bonus_plus = 0;
134 const char *missile_name;
135 object *tmp, *missile;
136
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
141 missile_name = tmp->race;
142
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144
145 if (archetype::find (missile_name) == NULL)
146 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0;
149 }
150
151 missile = get_archetype (missile_name);
152
153 if (stringarg)
154 {
155 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg))
157 {
158 artifact *al = find_artifactlist (missile->type)->items;
159
160 for (; al != NULL; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg))
162 break;
163
164 if (!al)
165 {
166 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
168 return 0;
169 }
170
171 if (al->item->slaying)
172 {
173 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
175 return 0;
176 }
177
178 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type.
182 */
183 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0;
185 }
186 else if (atoi (stringarg) < missile_plus)
187 missile_plus = atoi (stringarg);
188 }
189
190 if (missile_plus > 4)
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus);
197
198 if (missile->nrof < 1)
199 missile->nrof = 1;
200
201 missile->magic = missile_plus;
202 /* Can't get any money for these objects */
203 missile->value = 0;
204
205 SET_FLAG (missile, FLAG_IDENTIFIED);
206
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile);
209
210 return 1;
211 }
212
213
214 /* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/
216 int
217 cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
218 {
219 int food_value;
220 archetype *at = NULL;
221 object *new_op;
222
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
224
225 if (stringarg)
226 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value)
231 stringarg = NULL;
232 }
233
234 if (!stringarg)
235 {
236 archetype *at_tmp;
237
238 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this
240 * function, and addition of new food types is automatically added.
241 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor.
243 */
244
245 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
247 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
249 {
250 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead.
253 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
255 at = at_tmp;
256 }
257 }
258 }
259 /* Pretty unlikely (there are some very low food items), but you never
260 * know
261 */
262 if (!at)
263 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0;
266 }
267
268 food_value /= at->clone.stats.food;
269 new_op = arch_to_object (at);
270 new_op->nrof = food_value;
271
272 new_op->value = 0;
273 if (new_op->nrof < 1)
274 new_op->nrof = 1;
275
276 cast_create_obj (op, caster, new_op, dir);
277 return 1;
278 }
279
280 int
281 probe (object *op, object *caster, object *spell_ob, int dir)
282 {
283 int r, mflags, maxrange;
284 object *tmp;
285 maptile *m;
286
287
288 if (!dir)
289 {
290 examine_monster (op, op);
291 return 1;
292 }
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++)
295 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297
298 m = op->map;
299 mflags = get_map_flags (m, &m, x, y, &x, &y);
300
301 if (mflags & P_OUT_OF_MAP)
302 break;
303
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0;
308 }
309 if (mflags & P_IS_ALIVE)
310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL)
316 tmp = tmp->head;
317 examine_monster (op, tmp);
318 return 1;
319 }
320 }
321 }
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1;
324 }
325
326
327 /* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It
331 * only checks the racial adjustments, and in fact that
332 * pl is invisible.
333 */
334 int
335 makes_invisible_to (object *pl, object *mon)
336 {
337
338 if (!pl->invisible)
339 return 0;
340 if (pl->type == PLAYER)
341 {
342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race)
344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0;
347 return 1;
348 }
349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1;
352 /* No race, can't be invisible to it */
353 if (!mon->race)
354 return 0;
355 if (strstr (mon->race, pl->contr->invis_race))
356 return 1;
357 /* Nothing matched above, return 0 */
358 return 0;
359 }
360 else
361 {
362 /* monsters are invisible to everything */
363 return 1;
364 }
365 }
366
367 /* Makes the player or character invisible.
368 * Note the spells to 'stack', but perhaps in odd ways.
369 * the duration for all is cumulative.
370 * In terms of invis undead/normal invis, it is the last one cast that
371 * will determine if you are invisible to undead or normal monsters.
372 * For improved invis, if you cast it with a one of the others, you
373 * lose the improved part of it, and the above statement about undead/
374 * normal applies.
375 */
376 int
377 cast_invisible (object *op, object *caster, object *spell_ob)
378 {
379 object *tmp;
380
381 if (op->invisible > 1000)
382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0;
385 }
386
387 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two.
389 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
391 /* max duration */
392 if (op->invisible > 1000)
393 op->invisible = 1000;
394
395 if (op->type == PLAYER)
396 {
397 op->contr->invis_race = spell_ob->race;
398
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
400 op->contr->tmp_invis = 0;
401 else
402 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 }
406 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410
411 update_object (op, UP_OBJ_FACE);
412
413 /* Only search the active objects - only these should actually do
414 * harm to the player.
415 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
417 if (tmp->enemy == op)
418 tmp->enemy = NULL;
419 return 1;
420 }
421
422 /* earth to dust spell. Basically destroys earthwalls in the area.
423 */
424 int
425 cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426 {
427 object *tmp, *next;
428 int range, i, j, mflags;
429 sint16 sx, sy;
430 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436
437 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
445 if (mflags & P_OUT_OF_MAP)
446 continue;
447
448 // earth to dust tears down everything that can be teared down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
450 {
451 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 }
455 }
456 return 1;
457 }
458
459
460 void
461 execute_word_of_recall (object *op)
462 {
463 object *wor = op;
464
465 while (op != NULL && op->type != PLAYER)
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
471 else
472 enter_exit (op, wor);
473
474 wor->destroy ();
475 }
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 int
482 cast_word_of_recall (object *op, object *caster, object *spell_ob)
483 {
484 object *dummy;
485 int time;
486
487 if (op->type != PLAYER)
488 return 0;
489
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1;
494 }
495
496 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 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 dummy->set_speed (0.002);
512 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 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522
523 (void) insert_ob_in_ob (dummy, op);
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
525 return 1;
526 }
527
528 /* cast_wonder
529 * wonder is really just a spell that will likely cast another
530 * spell.
531 */
532 int
533 cast_wonder (object *op, object *caster, int dir, object *spell_ob)
534 {
535 object *newspell;
536
537 if (!rndm (0, 3))
538 return cast_cone (op, caster, dir, spell_ob);
539
540 if (spell_ob->randomitems)
541 {
542 newspell = generate_treasure (spell_ob->randomitems, caster->level);
543 if (!newspell)
544 {
545 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
546 return 0;
547 }
548 if (newspell->type != SPELL)
549 {
550 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
551 return 0;
552 }
553 /* Prevent inifinit recursion */
554 if (newspell->subtype == SP_WONDER)
555 {
556 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
557 return 0;
558 }
559 return cast_spell (op, caster, dir, newspell, NULL);
560 }
561 return 1;
562 }
563
564 int
565 perceive_self (object *op)
566 {
567 char *cp = describe_item (op, op), buf[MAX_BUF];
568 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571
572 tmp = find_god (determine_god (op));
573 if (tmp)
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
577
578 tmp = present_arch_in_ob (at, op);
579
580 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
582 else
583 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
585 new_draw_info (NDI_UNIQUE, 0, op, cp);
586 if (tmp != NULL)
587 {
588 for (i = 0; i < NUM_STATS; i++)
589 {
590 if (get_attr_value (&tmp->stats, i) < 0)
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 }
597
598 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 {
605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 }
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break;
615 }
616 }
617 }
618 return 1;
619 }
620
621 /* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638 int
639 cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640 {
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
725 exity = EXIT_Y (old_force);
726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
727
728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
731 exitmap = ready_map_name (old_force->race, 0);
732
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 snprintf (portal_message, 1024,
781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
805
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876
877 return 1;
878 }
879
880 /* This creates magic walls. Really, it can create most any object,
881 * within some reason.
882 */
883 int
884 magic_wall (object *op, object *caster, int dir, object *spell_ob)
885 {
886 object *tmp;
887 int i, posblocked, negblocked, maxrange;
888 sint16 x, y;
889 maptile *m;
890 const char *name;
891 archetype *at;
892
893 if (!dir)
894 {
895 dir = op->facing;
896 x = op->x;
897 y = op->y;
898 }
899 else
900 {
901 x = op->x + freearr_x[dir];
902 y = op->y + freearr_y[dir];
903 }
904
905 m = op->map;
906
907 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0;
913 }
914
915 if (spell_ob->other_arch)
916 tmp = arch_to_object (spell_ob->other_arch);
917 else if (spell_ob->race)
918 {
919 char buf1[MAX_BUF];
920
921 sprintf (buf1, spell_ob->race, dir);
922 at = archetype::find (buf1);
923 if (!at)
924 {
925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
927 return 0;
928 }
929
930 tmp = arch_to_object (at);
931 }
932 else
933 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
935 return 0;
936 }
937
938 if (tmp->type == SPELL_EFFECT)
939 {
940 tmp->attacktype = spell_ob->attacktype;
941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
943 tmp->range = 0;
944 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp;
949 }
950
951 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
952 {
953 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
954 SET_FLAG (tmp, FLAG_IS_USED_UP);
955 }
956
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE);
963 }
964
965 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. Do not set the owner for
967 * earthwalls, though, so they survive restarts.
968 */
969 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op);
971
972 set_spell_skill (op, caster, spell_ob, tmp);
973 tmp->level = caster_level (caster, spell_ob) / 2;
974
975 name = tmp->name;
976 if (!(tmp = m->insert (tmp, x, y, op)))
977 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0;
980 }
981
982 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985
986 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the
989 * created wall can extend, it won't go extend through
990 * blocked spaces.
991 */
992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
993 posblocked = 0;
994 negblocked = 0;
995
996 for (i = 1; i <= maxrange; i++)
997 {
998 int dir2;
999
1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1001
1002 x = tmp->x + i * freearr_x[dir2];
1003 y = tmp->y + i * freearr_y[dir2];
1004 m = tmp->map;
1005
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 {
1009 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op);
1011
1012 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 tmp2->insert (arch_to_object (tmp2->other_arch));
1015
1016 }
1017 else
1018 posblocked = 1;
1019
1020 x = tmp->x - i * freearr_x[dir2];
1021 y = tmp->y - i * freearr_y[dir2];
1022 m = tmp->map;
1023
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 {
1027 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op);
1029
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch));
1032 }
1033 else
1034 negblocked = 1;
1035 }
1036
1037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1038 update_all_los (op->map, op->x, op->y);
1039
1040 return 1;
1041 }
1042
1043 int
1044 dimension_door (object *op, object *caster, object *spob, int dir)
1045 {
1046 uint32 dist, maxdist;
1047 int mflags;
1048 maptile *m;
1049 sint16 sx, sy;
1050
1051 if (op->type != PLAYER)
1052 return 0;
1053
1054 if (!dir)
1055 {
1056 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1057 return 0;
1058 }
1059
1060 /* Given the new outdoor maps, can't let players dimension door for
1061 * ever, so put limits in.
1062 */
1063 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1064
1065 if (op->contr->count)
1066 {
1067 if (op->contr->count > maxdist)
1068 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1070 return 0;
1071 }
1072
1073 for (dist = 0; dist < op->contr->count; dist++)
1074 {
1075 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1076
1077 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1078 break;
1079
1080 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1081 break;
1082 }
1083
1084 if (dist < op->contr->count)
1085 {
1086 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1087 op->contr->count = 0;
1088 return 0;
1089 }
1090
1091 op->contr->count = 0;
1092
1093 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and
1097 * lots of other maps that protect areas with no magic, but the
1098 * areas themselves don't contain no magic spaces.
1099 */
1100 /* This call here is really just to normalize the coordinates */
1101 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1102 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1103 {
1104 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1105 return 1; /* Maybe the penalty should be more severe... */
1106 }
1107 }
1108 else
1109 {
1110 /* Player didn't specify a distance, so lets see how far
1111 * we can move the player. Don't know why this stopped on
1112 * spaces that blocked the players view.
1113 */
1114
1115 for (dist = 0; dist < maxdist; dist++)
1116 {
1117 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1118
1119 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1120 break;
1121
1122 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1123 break;
1124
1125 }
1126
1127 /* If the destination is blocked, keep backing up until we
1128 * find a place for the player.
1129 */
1130 for (; dist > 0; dist--)
1131 {
1132 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1133 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1134 continue;
1135
1136
1137 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1138 break;
1139
1140 }
1141 if (!dist)
1142 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1144 return 0;
1145 }
1146 }
1147
1148 /* Actually move the player now */
1149 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 return 1;
1151
1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1153 return 1;
1154 }
1155
1156
1157 /* cast_heal: Heals something.
1158 * op is the caster.
1159 * dir is the direction he is casting it in.
1160 * spell is the spell object.
1161 */
1162 int
1163 cast_heal (object *op, object *caster, object *spell, int dir)
1164 {
1165 object *tmp;
1166 archetype *at;
1167 object *poison;
1168 int heal = 0, success = 0;
1169
1170 tmp = find_target_for_friendly_spell (op, dir);
1171
1172 if (tmp == NULL)
1173 return 0;
1174
1175 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage.
1177 */
1178 heal = spell->stats.dam;
1179 if (spell->stats.hp)
1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1181
1182 if (heal)
1183 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else
1189 {
1190 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based
1192 * on amount of damage healed.
1193 */
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal;
1197
1198 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 }
1218 success = 1;
1219 }
1220 }
1221 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op))
1223 success = 1;
1224
1225 if (spell->attacktype & AT_POISON)
1226 {
1227 at = archetype::find ("poisoning");
1228 poison = present_arch_in_ob (at, tmp);
1229 if (poison)
1230 {
1231 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1;
1234 }
1235 }
1236 if (spell->attacktype & AT_CONFUSION)
1237 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison)
1240 {
1241 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1;
1244 }
1245 }
1246 if (spell->attacktype & AT_BLIND)
1247 {
1248 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp);
1250 if (poison)
1251 {
1252 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1254 poison->stats.food = 1;
1255 }
1256 }
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 {
1259 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1;
1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1264 }
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 {
1267 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1;
1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1272 }
1273 if (spell->stats.food && tmp->stats.food < 999)
1274 {
1275 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999;
1278 success = 1;
1279 /* We could do something a bit better like the messages for healing above */
1280 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1281 }
1282 return success;
1283 }
1284
1285
1286 /* This is used for the spells that gain stats. There are no spells
1287 * right now that icnrease wis/int/pow on a temp basis, so no
1288 * good comments for those.
1289 */
1290 static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.",
1292 "You grow no more agile.",
1293 "You don't feel any healthier.",
1294 "no wis",
1295 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298 };
1299
1300 int
1301 cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302 {
1303 object *force = NULL;
1304 int i;
1305
1306 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1307 object *tmp = dir
1308 ? find_target_for_friendly_spell (op, dir)
1309 : op;
1310
1311 if (!tmp)
1312 return 0;
1313
1314 /* If we've already got a force of this type, don't add a new one. */
1315 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1316 {
1317 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1318 {
1319 if (tmp2->name == spell_ob->name)
1320 {
1321 force = tmp2; /* the old effect will be "refreshed" */
1322 break;
1323 }
1324 else if (spell_ob->race && spell_ob->race == tmp2->name)
1325 {
1326 if (!silent)
1327 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1328 return 0;
1329 }
1330 }
1331 }
1332 if (force == NULL)
1333 {
1334 force = get_archetype (FORCE_NAME);
1335 force->subtype = FORCE_CHANGE_ABILITY;
1336 if (spell_ob->race)
1337 force->name = spell_ob->race;
1338 else
1339 force->name = spell_ob->name;
1340 force->name_pl = spell_ob->name;
1341 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1342
1343 }
1344 else
1345 {
1346 int duration;
1347
1348 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 if (duration > force->duration)
1350 {
1351 force->duration = duration;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1353 }
1354 else
1355 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1357 }
1358 return 1;
1359 }
1360 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1361 force->speed = 1.0;
1362 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED);
1364
1365 /* Now start processing the effects. First, protections */
1366 for (i = 0; i < NROFATTACKS; i++)
1367 {
1368 if (spell_ob->resist[i])
1369 {
1370 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1371 if (force->resist[i] > 100)
1372 force->resist[i] = 100;
1373 }
1374 }
1375 if (spell_ob->stats.hp)
1376 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1377
1378 if (tmp->type == PLAYER)
1379 {
1380 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++)
1382 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1384
1385 if (stat)
1386 {
1387 sm = 0;
1388 for (k = 0; k < stat; k++)
1389 sm += rndm (1, 3);
1390
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1392 {
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1394 if (sm < 0)
1395 sm = 0;
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 }
1401 }
1402 }
1403
1404 force->move_type = spell_ob->move_type;
1405
1406 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1407 SET_FLAG (force, FLAG_SEE_IN_DARK);
1408
1409 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1410 SET_FLAG (force, FLAG_XRAYS);
1411
1412 /* Haste/bonus speed */
1413 if (spell_ob->stats.exp)
1414 {
1415 if (op->speed > 0.5f)
1416 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1417 else
1418 force->stats.exp = spell_ob->stats.exp;
1419 }
1420
1421 force->stats.wc = spell_ob->stats.wc;
1422 force->stats.ac = spell_ob->stats.ac;
1423 force->attacktype = spell_ob->attacktype;
1424
1425 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats ();
1428 return 1;
1429 }
1430
1431 /* This used to be part of cast_change_ability, but it really didn't make
1432 * a lot of sense, since most of the values it derives are from the god
1433 * of the caster.
1434 */
1435
1436 int
1437 cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438 {
1439 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1441
1442 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1443 if (dir != 0)
1444 {
1445 tmp = find_target_for_friendly_spell (op, dir);
1446 }
1447 else
1448 {
1449 tmp = op;
1450 }
1451
1452 /* If we've already got a force of this type, don't add a new one. */
1453 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1454 {
1455 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1456 {
1457 if (tmp2->name == spell_ob->name)
1458 {
1459 force = tmp2; /* the old effect will be "refreshed" */
1460 break;
1461 }
1462 else if (spell_ob->race && spell_ob->race == tmp2->name)
1463 {
1464 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1465 return 0;
1466 }
1467 }
1468 }
1469 if (force == NULL)
1470 {
1471 force = get_archetype (FORCE_NAME);
1472 force->subtype = FORCE_CHANGE_ABILITY;
1473 if (spell_ob->race)
1474 force->name = spell_ob->race;
1475 else
1476 force->name = spell_ob->name;
1477 force->name_pl = spell_ob->name;
1478 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1479 }
1480 else
1481 {
1482 int duration;
1483
1484 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1485 if (duration > force->duration)
1486 {
1487 force->duration = duration;
1488 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1489 }
1490 else
1491 {
1492 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1493 }
1494 return 0;
1495 }
1496 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1497 force->speed = 1.0;
1498 force->speed_left = -1.0;
1499 SET_FLAG (force, FLAG_APPLIED);
1500
1501 if (!god)
1502 {
1503 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1504 }
1505 else
1506 {
1507 /* Only give out good benefits, and put a max on it */
1508 for (i = 0; i < NROFATTACKS; i++)
1509 {
1510 if (god->resist[i] > 0)
1511 {
1512 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1513 }
1514 }
1515 force->path_attuned |= god->path_attuned;
1516
1517 if (spell_ob->attacktype)
1518 force->slaying = god->slaying;
1519
1520 if (tmp != op)
1521 {
1522 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1523 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1524 }
1525 else
1526 {
1527 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1528 }
1529
1530 }
1531 force->stats.wc = spell_ob->stats.wc;
1532 force->stats.ac = spell_ob->stats.ac;
1533
1534 change_abil (tmp, force); /* Mostly to display any messages */
1535 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats ();
1537 return 1;
1538 }
1539
1540
1541
1542 /* Alchemy code by Mark Wedel
1543 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 *
1550 * Large nuggets are worth 25 gp each (base). You will always get
1551 * the maximum number of large nuggets you could get.
1552 * Small nuggets are worth 1 gp each (base). You will get from 0
1553 * to the max amount of small nuggets as you could get.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 *
1558 * There is also a chance (1:30) that you will get nothing at all
1559 * for the object. There is also a maximum weight that will be
1560 * alchemied.
1561 */
1562
1563 /* I didn't feel like passing these as arguements to the
1564 * two functions that need them. Real values are put in them
1565 * when the spell is cast, and these are freed when the spell
1566 * is finished.
1567 */
1568 static object *small, *large;
1569
1570 static void
1571 alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1572 {
1573 uint64 value = query_cost (obj, NULL, F_TRUE);
1574
1575 /* Give third price when we alchemy money (This should hopefully
1576 * make it so that it isn't worth it to alchemy money, sell
1577 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul
1580 * the stuff back to town.
1581 */
1582
1583 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3;
1587 else
1588 value = (value * 9) / 10;
1589
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29))
1593 {
1594 int count;
1595
1596 count = value / large->value;
1597 *large_nuggets += count;
1598 value -= (uint64) count *(uint64) large->value;
1599
1600 count = value / small->value;
1601 *small_nuggets += count;
1602 }
1603
1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1605 * of large nuggets is not evenly divisable by the small nugget
1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1607 */
1608 if (*small_nuggets * small->value >= large->value)
1609 {
1610 (*large_nuggets)++;
1611 *small_nuggets -= large->value / small->value;
1612 if (*small_nuggets && large->value % small->value)
1613 (*small_nuggets)--;
1614 }
1615 weight += obj->weight;
1616 obj->destroy ();
1617 }
1618
1619 static void
1620 update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621 {
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644 }
1645
1646 int
1647 alchemy (object *op, object *caster, object *spell_ob)
1648 {
1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1650 sint16 nx, ny;
1651 object *next, *tmp;
1652 maptile *mp;
1653
1654 if (op->type != PLAYER)
1655 return 0;
1656
1657 /* Put a maximum weight of items that can be alchemied. Limits the power
1658 * some, and also prevents people from alcheming every table/chair/clock
1659 * in sight
1660 */
1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1662 weight_max *= 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1664
1665 for (y = op->y - 1; y <= op->y + 1; y++)
1666 {
1667 for (x = op->x - 1; x <= op->x + 1; x++)
1668 {
1669 nx = x;
1670 ny = y;
1671
1672 mp = op->map;
1673
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue;
1678
1679 /* Treat alchemy a little differently - most spell effects
1680 * use fly as the movement type - for alchemy, consider it
1681 * ground level effect.
1682 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue;
1685
1686 small_nuggets = 0;
1687 large_nuggets = 0;
1688
1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 {
1691 next = tmp->above;
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1694 {
1695
1696 if (tmp->inv)
1697 {
1698 object *next1, *tmp1;
1699
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1701 {
1702 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1706 }
1707 }
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1709
1710 if (weight > weight_max)
1711 {
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */
1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1725 }
1726 }
1727
1728 large->destroy ();
1729 small->destroy ();
1730 /* reset this so that if player standing on a big pile of stuff,
1731 * it is redrawn properly.
1732 */
1733 op->contr->ns->look_position = 0;
1734 return 1;
1735 }
1736
1737
1738 /* This function removes the cursed/damned status on equipped
1739 * items.
1740 */
1741 int
1742 remove_curse (object *op, object *caster, object *spell)
1743 {
1744 object *tmp;
1745 int success = 0, was_one = 0;
1746
1747 for (tmp = op->inv; tmp; tmp = tmp->below)
1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1751 {
1752 was_one++;
1753 if (tmp->level <= caster_level (caster, spell))
1754 {
1755 success++;
1756 if (QUERY_FLAG (spell, FLAG_DAMNED))
1757 CLEAR_FLAG (tmp, FLAG_DAMNED);
1758
1759 CLEAR_FLAG (tmp, FLAG_CURSED);
1760 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1761 tmp->value = 0; /* Still can't sell it */
1762 if (op->type == PLAYER)
1763 esrv_send_item (op, tmp);
1764 }
1765 }
1766
1767 if (op->type == PLAYER)
1768 {
1769 if (success)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else
1774 {
1775 if (was_one)
1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1777 else
1778 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1779 }
1780 }
1781
1782 return success;
1783 }
1784
1785 /* Identifies objects in the players inventory/on the ground */
1786
1787 int
1788 cast_identify (object *op, object *caster, object *spell)
1789 {
1790 object *tmp;
1791 int success = 0, num_ident;
1792
1793 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1794
1795 if (num_ident < 1)
1796 num_ident = 1;
1797
1798 for (tmp = op->inv; tmp; tmp = tmp->below)
1799 {
1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1801 {
1802 identify (tmp);
1803
1804 if (op->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1807
1808 if (tmp->msg)
1809 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1812 }
1813 }
1814
1815 num_ident--;
1816 success = 1;
1817 if (!num_ident)
1818 break;
1819 }
1820 }
1821
1822 /* If all the power of the spell has been used up, don't go and identify
1823 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used.
1825 */
1826 if (num_ident)
1827 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1830 {
1831 identify (tmp);
1832
1833 if (op->type == PLAYER)
1834 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1836
1837 if (tmp->msg)
1838 {
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1841 }
1842
1843 esrv_send_item (op, tmp);
1844 }
1845
1846 num_ident--;
1847 success = 1;
1848 if (!num_ident)
1849 break;
1850 }
1851 }
1852
1853 if (!success)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1855 else
1856 spell_effect (spell, op->x, op->y, op->map, op);
1857
1858 return success;
1859 }
1860
1861 int
1862 cast_detection (object *op, object *caster, object *spell, object *skill)
1863 {
1864 object *tmp, *last, *god, *detect;
1865 int done_one, range, mflags, floor, level;
1866 sint16 x, y, nx, ny;
1867 maptile *m;
1868
1869 /* We precompute some values here so that we don't have to keep
1870 * doing it over and over again.
1871 */
1872 god = find_god (determine_god (op));
1873 level = caster_level (caster, spell);
1874 range = spell->range + SP_level_range_adjust (caster, spell);
1875
1876 if (!skill)
1877 skill = caster;
1878
1879 for (x = op->x - range; x <= op->x + range; x++)
1880 for (y = op->y - range; y <= op->y + range; y++)
1881 {
1882 m = op->map;
1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1884 if (mflags & P_OUT_OF_MAP)
1885 continue;
1886
1887 /* For most of the detections, we only detect objects above the
1888 * floor. But this is not true for show invisible.
1889 * Basically, we just go and find the top object and work
1890 * down - that is easier than working up.
1891 */
1892
1893 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1894 last = tmp;
1895
1896 /* Shouldn't happen, but if there are no objects on a space, this
1897 * would happen.
1898 */
1899 if (!last)
1900 continue;
1901
1902 done_one = 0;
1903 floor = 0;
1904 detect = NULL;
1905 for (tmp = last; tmp; tmp = tmp->below)
1906 {
1907 /* show invisible */
1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1909 /* Might there be other objects that we can make visible? */
1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1912 tmp->type == CF_HANDLE ||
1913 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1914 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1915 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1916 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1917 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1918 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1919 {
1920 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1921 {
1922 tmp->invisible = 0;
1923 done_one = 1;
1924 }
1925 }
1926
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 floor = 1;
1929
1930 /* All detections below this point don't descend beneath the floor,
1931 * so just continue on. We could be clever and look at the type of
1932 * detection to completely break out if we don't care about objects beneath
1933 * the floor, but once we get to the floor, not likely a very big issue anyways.
1934 */
1935 if (floor)
1936 continue;
1937
1938 /* I had thought about making detect magic and detect curse
1939 * show the flash the magic item like it does for detect monster.
1940 * however, if the object is within sight, this would then make it
1941 * difficult to see what object is magical/cursed, so the
1942 * effect wouldn't be as apparant.
1943 */
1944
1945 /* detect magic */
1946 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1947 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1948 {
1949 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1950 /* make runes more visibile */
1951 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1952 tmp->stats.Cha /= 4;
1953 done_one = 1;
1954 }
1955 /* detect monster */
1956 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1957 {
1958 done_one = 2;
1959 if (!detect)
1960 detect = tmp;
1961 }
1962 /* Basically, if race is set in the spell, then the creatures race must
1963 * match that. if the spell race is set to GOD, then the gods opposing
1964 * race must match.
1965 */
1966 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1967 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1968 (strstr (spell->race, tmp->race))))
1969 {
1970 done_one = 2;
1971 if (!detect)
1972 detect = tmp;
1973 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 done_one = 1;
1979 }
1980 } /* for stack of objects on this space */
1981
1982 /* Code here puts an effect of the spell on the space, so you can see
1983 * where the magic is.
1984 */
1985 if (done_one)
1986 {
1987 object *detect_ob = arch_to_object (spell->other_arch);
1988
1989 /* if this is set, we want to copy the face */
1990 if (done_one == 2 && detect)
1991 {
1992 detect_ob->face = detect->face;
1993 detect_ob->animation_id = detect->animation_id;
1994 detect_ob->anim_speed = detect->anim_speed;
1995 detect_ob->last_anim = 0;
1996 /* by default, the detect_ob is already animated */
1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1999 }
2000
2001 m->insert (detect_ob, nx, ny, op);
2002 }
2003 } /* for processing the surrounding spaces */
2004
2005
2006 /* Now process objects in the players inventory if detect curse or magic */
2007 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2008 {
2009 done_one = 0;
2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 {
2012 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2013 {
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2015 {
2016 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2017 if (op->type == PLAYER)
2018 esrv_send_item (op, tmp);
2019 }
2020 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2021 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2022 {
2023 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2024 if (op->type == PLAYER)
2025 esrv_send_item (op, tmp);
2026 }
2027 } /* if item is not identified */
2028 } /* for the players inventory */
2029 } /* if detect magic/curse and object is a player */
2030 return 1;
2031 }
2032
2033
2034 /**
2035 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2036 * level whos spell did cause the overcharge.
2037 */
2038 static void
2039 charge_mana_effect (object *victim, int caster_level)
2040 {
2041
2042 /* Prevent explosions for objects without mana. Without this check, doors
2043 * will explode, too.
2044 */
2045 if (victim->stats.maxsp <= 0)
2046 return;
2047
2048 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2049
2050 if (victim->stats.sp >= victim->stats.maxsp * 2)
2051 {
2052 object *tmp;
2053
2054 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2055
2056 /* Explodes a fireball centered at player */
2057 tmp = get_archetype (EXPLODING_FIREBALL);
2058 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2060
2061 tmp->insert_at (victim);
2062 victim->stats.sp = 2 * victim->stats.maxsp;
2063 }
2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2065 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2067 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2069 {
2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2071 confuse_player (victim, victim, 99);
2072 }
2073 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2074 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2075 }
2076
2077 /* cast_transfer
2078 * This spell transfers sp from the player to another person.
2079 * We let the target go above their normal maximum SP.
2080 */
2081
2082 int
2083 cast_transfer (object *op, object *caster, object *spell, int dir)
2084 {
2085 object *plyr = NULL;
2086 sint16 x, y;
2087 maptile *m;
2088 int mflags;
2089
2090 m = op->map;
2091 x = op->x + freearr_x[dir];
2092 y = op->y + freearr_y[dir];
2093
2094 mflags = get_map_flags (m, &m, x, y, &x, &y);
2095
2096 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2097 {
2098 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2100 break;
2101 }
2102
2103
2104 /* If we did not find a player in the specified direction, transfer
2105 * to anyone on top of us. This is used for the rune of transference mostly.
2106 */
2107 if (plyr == NULL)
2108 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2109 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2110 break;
2111
2112 if (!plyr)
2113 {
2114 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2115 return 0;
2116 }
2117 /* give sp */
2118 if (spell->stats.dam > 0)
2119 {
2120 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2121 charge_mana_effect (plyr, caster_level (caster, spell));
2122 return 1;
2123 }
2124 /* suck sp away. Can't suck sp from yourself */
2125 else if (op != plyr)
2126 {
2127 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2128
2129 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2130
2131 if (rate > 95)
2132 rate = 95;
2133
2134 sucked = (plyr->stats.sp * rate) / 100;
2135 plyr->stats.sp -= sucked;
2136 if (QUERY_FLAG (op, FLAG_ALIVE))
2137 {
2138 /* Player doesn't get full credit */
2139 sucked = (sucked * rate) / 100;
2140 op->stats.sp += sucked;
2141 if (sucked > 0)
2142 {
2143 charge_mana_effect (op, caster_level (caster, spell));
2144 }
2145 }
2146 return 1;
2147 }
2148 return 0;
2149 }
2150
2151
2152 /* counterspell: nullifies spell effects.
2153 * op is the counterspell object, dir is the direction
2154 * it was cast in.
2155 * Basically, if the object has a magic attacktype,
2156 * this may nullify it.
2157 */
2158 void
2159 counterspell (object *op, int dir)
2160 {
2161 object *tmp, *head, *next;
2162 int mflags;
2163 maptile *m;
2164 sint16 sx, sy;
2165
2166 sx = op->x + freearr_x[dir];
2167 sy = op->y + freearr_y[dir];
2168 m = op->map;
2169 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2170 if (mflags & P_OUT_OF_MAP)
2171 return;
2172
2173 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2174 {
2175 next = tmp->above;
2176
2177 /* Need to look at the head object - otherwise, if tmp
2178 * points to a monster, we don't have all the necessary
2179 * info for it.
2180 */
2181 if (tmp->head)
2182 head = tmp->head;
2183 else
2184 head = tmp;
2185
2186 /* don't attack our own spells */
2187 if (tmp->owner && tmp->owner == op->owner)
2188 continue;
2189
2190 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell
2192 * monsters either.
2193 */
2194
2195 if (head->attacktype & AT_MAGIC &&
2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2197 head->destroy ();
2198 else
2199 switch (head->type)
2200 {
2201 case SPELL_EFFECT:
2202 if (op->level > head->level)
2203 head->destroy ();
2204
2205 break;
2206
2207 /* I really don't get this rune code that much - that
2208 * random chance seems really low.
2209 */
2210 case RUNE:
2211 if (rndm (0, 149) == 0)
2212 {
2213 head->stats.hp--; /* weaken the rune */
2214 if (!head->stats.hp)
2215 head->destroy ();
2216 }
2217 break;
2218 }
2219 }
2220 }
2221
2222
2223
2224 /* cast_consecrate() - a spell to make an altar your god's */
2225 int
2226 cast_consecrate (object *op, object *caster, object *spell)
2227 {
2228 char buf[MAX_BUF];
2229
2230 object *tmp, *god = find_god (determine_god (op));
2231
2232 if (!god)
2233 {
2234 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2235 return 0;
2236 }
2237
2238 for (tmp = op->below; tmp; tmp = tmp->below)
2239 {
2240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2241 break;
2242 if (tmp->type == HOLY_ALTAR)
2243 {
2244
2245 if (tmp->level > caster_level (caster, spell))
2246 {
2247 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2248 return 0;
2249 }
2250 else
2251 {
2252 /* If we got here, we are consecrating an altar */
2253 sprintf (buf, "Altar of %s", &god->name);
2254 tmp->name = buf;
2255 tmp->level = caster_level (caster, spell);
2256 tmp->other_arch = god->arch;
2257 if (op->type == PLAYER)
2258 esrv_update_item (UPD_NAME, op, tmp);
2259 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2260 return 1;
2261 }
2262 }
2263 }
2264 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2265 return 0;
2266 }
2267
2268 /* animate_weapon -
2269 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2270 * The golem is based on the archetype specified, modified by the caster's level
2271 * and the attributes of the weapon. The weapon is inserted in the golem's
2272 * inventory so that it falls to the ground when the golem dies.
2273 * This code was very odd - code early on would only let players use the spell,
2274 * yet the code wass full of player checks. I've presumed that the code
2275 * that only let players use it was correct, and removed all the other
2276 * player checks. MSW 2003-01-06
2277 */
2278
2279 int
2280 animate_weapon (object *op, object *caster, object *spell, int dir)
2281 {
2282 object *weapon, *tmp;
2283 char buf[MAX_BUF];
2284 int a, i;
2285 sint16 x, y;
2286 maptile *m;
2287 materialtype_t *mt;
2288
2289 if (!spell->other_arch)
2290 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2293 return 0;
2294 }
2295 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER)
2297 return 0;
2298
2299 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem])
2301 {
2302 control_golem (op->contr->ranges[range_golem], dir);
2303 return 0;
2304 }
2305
2306 /* if no direction specified, pick one */
2307 if (!dir)
2308 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2309
2310 m = op->map;
2311 x = op->x + freearr_x[dir];
2312 y = op->y + freearr_y[dir];
2313
2314 /* if there's no place to put the golem, abort */
2315 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2317 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2319 return 0;
2320 }
2321
2322 /* Use the weapon marked by the player. */
2323 weapon = find_marked_object (op);
2324
2325 if (!weapon)
2326 {
2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2328 return 0;
2329 }
2330 if (spell->race && strcmp (weapon->arch->name, spell->race))
2331 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2333 return 0;
2334 }
2335 if (weapon->type != WEAPON)
2336 {
2337 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2338 return 0;
2339 }
2340 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2341 {
2342 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2343 return 0;
2344 }
2345
2346 if (weapon->nrof > 1)
2347 {
2348 tmp = get_split_ob (weapon, 1);
2349 esrv_send_item (op, weapon);
2350 weapon = tmp;
2351 }
2352
2353 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch);
2355
2356 /* if animated by a player, give the player control of the golem */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0;
2360 add_friendly_object (tmp);
2361 tmp->type = GOLEM;
2362 tmp->set_owner (op);
2363 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366
2367 /* Give the weapon to the golem now. A bit of a hack to check the
2368 * removed flag - it should only be set if get_split_object was
2369 * used above.
2370 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2372 weapon->remove ();
2373 insert_ob_in_ob (weapon, tmp);
2374 esrv_send_item (op, weapon);
2375 /* To do everything necessary to let a golem use the weapon is a pain,
2376 * so instead, just set it as equipped (otherwise, we need to update
2377 * body_info, skills, etc)
2378 */
2379 SET_FLAG (tmp, FLAG_USE_WEAPON);
2380 SET_FLAG (weapon, FLAG_APPLIED);
2381 tmp->update_stats ();
2382
2383 /* There used to be 'odd' code that basically seemed to take the absolute
2384 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2385 * if you're using a crappy weapon, it shouldn't be as good.
2386 */
2387
2388 /* modify weapon's animated wc */
2389 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2390 if (tmp->stats.wc < -127)
2391 tmp->stats.wc = -127;
2392
2393 /* Modify hit points for weapon */
2394 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2395 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2396 if (tmp->stats.maxhp < 0)
2397 tmp->stats.maxhp = 10;
2398 tmp->stats.hp = tmp->stats.maxhp;
2399
2400 /* Modify weapon's damage */
2401 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2402 if (tmp->stats.dam < 0)
2403 tmp->stats.dam = 127;
2404
2405
2406 /* attacktype */
2407 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL;
2409
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname);
2413 if (mt != NULL)
2414 {
2415 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5);
2417 a = mt->save[0];
2418 }
2419 else
2420 {
2421 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5;
2423 a = 10;
2424 }
2425 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100;
2430 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2431 tmp->resist[ATNR_FEAR] = 100;
2432 tmp->resist[ATNR_DEPLETE] = 100;
2433 tmp->resist[ATNR_DEATH] = 100;
2434 tmp->resist[ATNR_BLIND] = 100;
2435
2436 /* Improve weapon's armour value according to best save vs. physical of its material */
2437
2438 if (a > 14)
2439 a = 14;
2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2441
2442 /* Determine golem's speed */
2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2444
2445 if (!spell->race)
2446 {
2447 sprintf (buf, "animated %s", &weapon->name);
2448 tmp->name = buf;
2449
2450 tmp->face = weapon->face;
2451 tmp->animation_id = weapon->animation_id;
2452 tmp->anim_speed = weapon->anim_speed;
2453 tmp->last_anim = weapon->last_anim;
2454 tmp->state = weapon->state;
2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2456 }
2457
2458 /* make experience increase in proportion to the strength of the summoned creature. */
2459 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2460
2461 tmp->speed_left = -1;
2462 tmp->direction = dir;
2463
2464 m->insert (tmp, x, y, op);
2465 return 1;
2466 }
2467
2468 /* cast_daylight() - changes the map darkness level *lower* */
2469
2470 /* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2471 * This changes the light level for the entire map.
2472 */
2473
2474 int
2475 cast_change_map_lightlevel (object *op, object *caster, object *spell)
2476 {
2477 int success;
2478
2479 if (!op->map)
2480 return 0; /* shouldnt happen */
2481
2482 success = change_map_light (op->map, spell->stats.dam);
2483 if (!success)
2484 {
2485 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2487 else
2488 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2489 }
2490 return success;
2491 }
2492
2493
2494
2495
2496
2497 /* create an aura spell object and put it in the player's inventory.
2498 * as usual, op is player, caster is the object casting the spell,
2499 * spell is the spell object itself.
2500 */
2501 int
2502 create_aura (object *op, object *caster, object *spell)
2503 {
2504 int refresh = 0;
2505 object *new_aura;
2506
2507 new_aura = present_arch_in_ob (spell->other_arch, op);
2508 if (new_aura)
2509 refresh = 1;
2510 else
2511 new_aura = arch_to_object (spell->other_arch);
2512
2513 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2514
2515 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2516
2517 new_aura->set_owner (op);
2518 set_spell_skill (op, caster, spell, new_aura);
2519 new_aura->attacktype = spell->attacktype;
2520
2521 new_aura->level = caster_level (caster, spell);
2522 if (refresh)
2523 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2524 else
2525 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2526 insert_ob_in_ob (new_aura, op);
2527 return 1;
2528 }
2529
2530
2531 /* move aura function. An aura is a part of someone's inventory,
2532 * which he carries with him, but which acts on the map immediately
2533 * around him.
2534 * Aura parameters:
2535 * duration: duration counter.
2536 * attacktype: aura's attacktype
2537 * other_arch: archetype to drop where we attack
2538 */
2539
2540 void
2541 move_aura (object *aura)
2542 {
2543 int i, mflags;
2544 object *env;
2545 maptile *m;
2546
2547 /* auras belong in inventories */
2548 env = aura->env;
2549
2550 /* no matter what we've gotta remove the aura...
2551 * we'll put it back if its time isn't up.
2552 */
2553 aura->remove ();
2554
2555 /* exit if we're out of gas */
2556 if (aura->duration-- < 0)
2557 {
2558 aura->destroy ();
2559 return;
2560 }
2561
2562 /* auras only exist in inventories */
2563 if (env == NULL || env->map == NULL)
2564 {
2565 aura->destroy ();
2566 return;
2567 }
2568
2569 /* we need to jump out of the inventory for a bit
2570 * in order to hit the map conveniently.
2571 */
2572 aura->insert_at (env, aura);
2573
2574 for (i = 1; i < 9; i++)
2575 {
2576 sint16 nx, ny;
2577
2578 nx = aura->x + freearr_x[i];
2579 ny = aura->y + freearr_y[i];
2580 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2581
2582 /* Consider the movement tyep of the person with the aura as
2583 * movement type of the aura. Eg, if the player is flying, the aura
2584 * is flying also, if player is walking, it is on the ground, etc.
2585 */
2586 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2587 {
2588 hit_map (aura, i, aura->attacktype, 0);
2589
2590 if (aura->other_arch)
2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2592 }
2593 }
2594
2595 /* put the aura back in the player's inventory */
2596 aura->remove ();
2597 insert_ob_in_ob (aura, env);
2598 }
2599
2600 /* moves the peacemaker spell.
2601 * op is the piece object.
2602 */
2603
2604 void
2605 move_peacemaker (object *op)
2606 {
2607 object *tmp;
2608
2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2610 {
2611 int atk_lev, def_lev;
2612 object *victim = tmp;
2613
2614 if (tmp->head)
2615 victim = tmp->head;
2616 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2617 continue;
2618 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2619 continue;
2620 if (victim->stats.exp == 0)
2621 continue;
2622
2623 def_lev = MAX (1, victim->level);
2624 atk_lev = MAX (1, op->level);
2625
2626 if (rndm (0, atk_lev - 1) > def_lev)
2627 {
2628 /* make this sucker peaceful. */
2629
2630 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2631 victim->stats.exp = 0;
2632 #if 0
2633 /* No idea why these were all set to zero - if something
2634 * makes this creature agressive, he should still do damage.
2635 */
2636 victim->stats.dam = 0;
2637 victim->stats.sp = 0;
2638 victim->stats.grace = 0;
2639 victim->stats.Pow = 0;
2640 #endif
2641 victim->attack_movement = RANDO2;
2642 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2643 SET_FLAG (victim, FLAG_RUN_AWAY);
2644 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2645 CLEAR_FLAG (victim, FLAG_MONSTER);
2646 if (victim->name)
2647 {
2648 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2649 }
2650 }
2651 }
2652 }
2653
2654
2655 /* This writes a rune that contains the appropriate message.
2656 * There really isn't any adjustments we make.
2657 */
2658
2659 int
2660 write_mark (object *op, object *spell, const char *msg)
2661 {
2662 char rune[HUGE_BUF];
2663 object *tmp;
2664
2665 if (!msg || msg[0] == 0)
2666 {
2667 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2668 return 0;
2669 }
2670
2671 if (strcasestr_local (msg, "endmsg"))
2672 {
2673 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2674 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2675 return 0;
2676 }
2677 if (!spell->other_arch)
2678 return 0;
2679 tmp = arch_to_object (spell->other_arch);
2680
2681 snprintf (rune, sizeof (rune), "%s\n", msg);
2682
2683 tmp->race = op->name; /*Save the owner of the rune */
2684 tmp->msg = rune;
2685
2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2687 return 1;
2688 }