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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.86 by root, Fri Aug 29 06:47:16 2008 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

122 * The # of arrows created also goes up with level, so if a 30th level mage 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126int 126int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 128{
129 int bonus_plus = 0; 129 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 130 const char *missile_name = "arrow";
131 131
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 143 return 0;
144 } 144 }
145 145
146 object *missile = missile_arch->instance (); 146 object *missile = missile_arch->instance ();
147 147
148 if (stringarg) 148 if (spellparam)
149 { 149 {
150 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
152 { 152 {
153 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
154 154
155 for (; al; al = al->next) 155 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
157 break; 157 break;
158 158
159 if (!al) 159 if (!al)
160 { 160 {
161 missile->destroy (); 161 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 return 0; 163 return 0;
164 } 164 }
165 165
166 if (al->item->slaying) 166 if (al->item->slaying)
167 { 167 {
168 missile->destroy (); 168 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 170 return 0;
171 } 171 }
172 172
173 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
177 */ 177 */
178 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 179 missile_plus = 0;
180 } 180 }
181 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
183 } 183 }
184 184
185 missile_plus = clamp (missile_plus, -4, 4); 185 missile_plus = clamp (missile_plus, -4, 4);
186 186
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 202 return 1;
203} 203}
204 204
205 205
206/* allows the choice of what sort of food object to make. 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*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 208int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 210{
211 int food_value; 211 int food_value;
212 archetype *at = NULL; 212 archetype *at = NULL;
213 object *new_op; 213 object *new_op;
214 214
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 216
217 if (stringarg) 217 if (spellparam)
218 { 218 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 220 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 223 spellparam = NULL;
224 } 224 }
225 225
226 if (!stringarg) 226 if (!spellparam)
227 { 227 {
228 archetype *at_tmp; 228 archetype *at_tmp;
229 229
230 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
345 345
346 return 1; 346 return 1;
347 } 347 }
348 348
349 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 351 return 1;
352 352
353 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
354 if (!mon->race) 354 if (!mon->race)
355 return 0; 355 return 0;
356 356
357 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
358 return 1; 358 return 1;
359 359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
425/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 426 */
427int 427int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 429{
430 object *tmp, *next;
431 int range, i, j, mflags; 430 int range, i, j, mflags;
432 sint16 sx, sy; 431 sint16 sx, sy;
433 maptile *m; 432 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 433
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 435
440 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 443
448 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
449 continue; 445 continue;
450 446
451 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 449 {
454 next = tmp->above; 450 next = tmp->above;
451
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 454 }
458 } 455 }
459 456
569perceive_self (object *op) 566perceive_self (object *op)
570{ 567{
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 570
574 dynbuf_text buf; 571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 572
576 if (player *pl = op->contr) 573 if (!op->is_player ())
574 return 0;
575
577 if (object *race = archetype::find (op->race)) 576 if (object *race = archetype::find (op->race))
578 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 577 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 578
580 if (object *god = find_god (determine_god (op))) 579 if (object *god = find_god (determine_god (op)))
581 buf << "You worship " << &god->name << ".\n"; 580 buf << " - You worship " << &god->name << ".\n";
582 else 581 else
583 buf << "You worship no god.\n"; 582 buf << " - You worship no god.\n";
584 583
585 object *tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
586 585
587 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
588 buf << "You feel very mundane. "; 587 buf << " - You feel very mundane. ";
589 else 588 else
590 { 589 {
591 buf << "You have: " << cp << ".\n"; 590 buf << " - You have: " << cp << ".\n";
592 591
593 if (tmp) 592 if (tmp)
594 for (int i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
596 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 } 596 }
598 597
599 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 buf << "Your metabolism isn't focused on anything.\n"; 605 buf << " - Your metabolism isn't focused on anything.\n";
607 else 606 else
608 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
609 608
610 break; 609 break;
611 } 610 }
612 } 611 }
613 612
614 buf << '\0'; // zero-terminate 613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 614
618 return 1; 615 return 1;
619} 616}
620 617
621/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
709 */ 706 */
710 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op); 708 tmp->set_owner (op);
712 709
713 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
714 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
715 712
716 name = tmp->name; 713 name = tmp->name;
717 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
718 { 715 {
719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
780 777
781 return 1; 778 return 1;
782} 779}
783 780
784int 781int
785dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 783{
787 uint32 dist, maxdist; 784 uint32 dist, maxdist;
788 int mflags; 785 int mflags;
789 maptile *m; 786 maptile *m;
790 sint16 sx, sy; 787 sint16 sx, sy;
801 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in. 799 * ever, so put limits in.
803 */ 800 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 802
806 if (op->contr->count) 803 if (spellparam)
807 { 804 {
805 int count = atoi (spellparam);
806
808 if (op->contr->count > maxdist) 807 if (count > maxdist)
809 { 808 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0; 810 return 0;
812 } 811 }
813 812
814 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
815 { 814 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 816
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 818 break;
820 819
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break; 821 break;
823 } 822 }
824 823
825 if (dist < op->contr->count) 824 if (dist < count)
826 { 825 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0; 827 return 0;
830 } 828 }
831
832 op->contr->count = 0;
833 829
834 /* Remove code that puts player on random space on maps. IMO, 830 /* 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, 831 * 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 832 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
1034 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1031 "You are no easier to look at.",
1036}; 1032};
1037 1033
1038int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1042{
1041 object *force = NULL; 1043 object *force = 0;
1042 int i; 1044 int i;
1043 1045
1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1045 object *tmp = dir 1047 object *tmp = dir
1046 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1047 : op; 1049 : op;
1048 1050
1049 if (!tmp) 1051 if (!tmp)
1050 return 0; 1052 return 0;
1051 1053
1052 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1061 } 1063 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1065 {
1064 if (!silent) 1066 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); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1066 return 0; 1069 return 0;
1067 } 1070 }
1068 } 1071 }
1069 } 1072 }
1070 if (force == NULL) 1073
1074 if (!force)
1071 { 1075 {
1072 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1073 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1074 if (spell_ob->race) 1079 if (spell_ob->race)
1075 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1076 else 1081 else
1077 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1078 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1079 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1080 1086
1081 } 1087 }
1082 else 1088 else
1083 { 1089 {
1084 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1085 1091
1086 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1087 if (duration > force->duration) 1092 if (duration > force->duration)
1088 { 1093 {
1089 force->duration = duration; 1094 force->duration = duration;
1090 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1091 } 1096 }
1092 else 1097 else
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1095 }
1096 1099
1097 return 1; 1100 return 1;
1098 } 1101 }
1099 1102
1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1416 * items. 1419 * items.
1417 */ 1420 */
1418int 1421int
1419remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1420{ 1423{
1421 object *tmp;
1422 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1423 1425
1424 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1428 { 1430 {
1429 was_one++; 1431 was_one++;
1430 1432
1431 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1432 { 1434 {
1433 success++; 1435 success++;
1434 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1435 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1436 1438
1461 1463
1462/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1463int 1465int
1464cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1465{ 1467{
1466 dynbuf_text buf;
1467 object *tmp; 1468 object *tmp;
1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1468 1470
1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1470
1471 if (num_ident < 1)
1472 num_ident = 1;
1473 1472
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1474 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1477 { 1476 {
1478 identify (tmp); 1477 identify (tmp);
1479 1478
1480 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1481 { 1480 {
1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1483 1482
1484 if (tmp->msg) 1483 if (tmp->msg)
1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1486 } 1485 }
1487 1486
1488 num_ident--;
1489 if (!num_ident) 1487 if (!--num_ident)
1490 break; 1488 break;
1491 } 1489 }
1492 } 1490 }
1493 1491
1494 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1502 { 1500 {
1503 identify (tmp); 1501 identify (tmp);
1504 1502
1505 if (object *pl = tmp->visible_to ()) 1503 if (object *pl = tmp->visible_to ())
1506 { 1504 {
1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1508 1506
1509 if (tmp->msg) 1507 if (tmp->msg)
1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1511 } 1509 }
1512 1510
1513 num_ident--;
1514 if (!num_ident) 1511 if (!--num_ident)
1515 break; 1512 break;
1516 } 1513 }
1517 } 1514 }
1518 1515
1519 if (buf.empty ()) 1516 if (buf.empty ())
1541 1538
1542 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1543 * doing it over and over again. 1540 * doing it over and over again.
1544 */ 1541 */
1545 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1546 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1547 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1548 1545
1549 if (!skill) 1546 if (!skill)
1550 skill = caster; 1547 skill = caster;
1551 1548
1552 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1553 for (y = op->y - range; y <= op->y + range; y++)
1554 { 1550 {
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 1551 /* For most of the detections, we only detect objects above the
1561 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1562 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1563 * down - that is easier than working up. 1554 * down - that is easier than working up.
1564 */ 1555 */
1565 1556
1566 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1567 last = tmp; 1558 last = tmp;
1568 1559
1569 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1570 * would happen. 1561 * would happen.
1571 */ 1562 */
1572 if (!last) 1563 if (!last)
1573 continue; 1564 continue;
1574 1565
1575 done_one = 0; 1566 done_one = 0;
1576 floor = 0; 1567 floor = 0;
1577 detect = NULL; 1568 detect = NULL;
1578 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1579 { 1570 {
1580 /* show invisible */ 1571 /* show invisible */
1581 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1582 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1583 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1584 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1585 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1586 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1587 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1588 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1589 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1590 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1591 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1592 { 1593 {
1593 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1594 { 1595 {
1595 tmp->invisible = 0; 1596 tmp->invisible = 0;
1596 done_one = 1; 1597 done_one = 1;
1597 } 1598 }
1598 } 1599 }
1599 1600
1600 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1601 floor = 1; 1602 floor = 1;
1602 1603
1603 /* All detections below this point don't descend beneath the floor, 1604 /* 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 * 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 * 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 * the floor, but once we get to the floor, not likely a very big issue anyways.
1607 */ 1608 */
1608 if (floor) 1609 if (floor)
1609 continue; 1610 continue;
1610 1611
1611 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1612 * show the flash the magic item like it does for detect monster. 1613 * 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 * however, if the object is within sight, this would then make it
1614 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1615 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1616 */ 1617 */
1617 1618
1618 /* detect magic */ 1619 /* detect magic */
1619 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1620 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1621 { 1622 {
1622 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1623 /* make runes more visibile */ 1624 /* make runes more visibile */
1624 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1625 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1626 done_one = 1; 1628 done_one = 1;
1627 } 1629 }
1630
1628 /* detect monster */ 1631 /* detect monster */
1629 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1630 { 1633 {
1631 done_one = 2; 1634 done_one = 2;
1635
1632 if (!detect) 1636 if (!detect)
1633 detect = tmp; 1637 detect = tmp;
1634 } 1638 }
1639
1635 /* Basically, if race is set in the spell, then the creatures race must 1640 /* 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 1641 * match that. if the spell race is set to GOD, then the gods opposing
1637 * race must match. 1642 * race must match.
1638 */ 1643 */
1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1640 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1641 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1642 { 1647 {
1643 done_one = 2; 1648 done_one = 2;
1649
1644 if (!detect) 1650 if (!detect)
1645 detect = tmp; 1651 detect = tmp;
1646 } 1652 }
1653
1647 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1648 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1649 { 1656 {
1650 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1651 done_one = 1; 1658 done_one = 1;
1652 } 1659 }
1653 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1654 1661
1655 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1656 * where the magic is. 1663 * where the magic is.
1657 */ 1664 */
1658 if (done_one) 1665 if (done_one)
1659 { 1666 {
1660 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1661 1668
1662 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1663 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1664 { 1671 {
1665 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1666 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1667 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1668 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1669 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1670 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1671 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1672 } 1679 }
1673 1680
1674 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1675 } 1682 }
1676 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1677 1684
1678 1685
1679 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* 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)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1681 { 1688 {
1725 1732
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1727 1734
1728 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1729 { 1736 {
1730 object *tmp;
1731
1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1733
1734 /* 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
1739 tmp->insert_at (victim);
1740 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1741 } 1740 }
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1743 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1745 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1794 } 1793 }
1795 /* give sp */ 1794 /* give sp */
1796 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1797 { 1796 {
1798 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1799 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1800 return 1; 1799 return 1;
1801 } 1800 }
1802 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1803 else if (op != plyr) 1802 else if (op != plyr)
1804 { 1803 {
1816 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1819 if (sucked > 0) 1818 if (sucked > 0)
1820 { 1819 {
1821 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1822 } 1821 }
1823 } 1822 }
1824 return 1; 1823 return 1;
1825 } 1824 }
1826 return 0; 1825 return 0;
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1924 break; 1923 break;
1925 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1926 { 1925 {
1927 1926
1928 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1929 { 1928 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0; 1930 return 0;
1932 } 1931 }
1933 else 1932 else
1934 { 1933 {
1935 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1936 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1939 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1940 1939
1941 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1942 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1943 1942
2008 if (!weapon) 2007 if (!weapon)
2009 { 2008 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2011 return 0; 2010 return 0;
2012 } 2011 }
2012
2013 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2014 { 2014 {
2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2016 return 0; 2016 return 0;
2017 } 2017 }
2018
2018 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2019 { 2020 {
2020 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2021 return 0; 2022 return 0;
2022 } 2023 }
2024
2023 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2024 { 2026 {
2025 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 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; 2028 return 0;
2027 } 2029 }
2130 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2132 } 2134 }
2133 2135
2134 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* 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)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2136 2138
2137 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2138 tmp->direction = dir; 2140 tmp->direction = dir;
2139 2141
2140 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2144/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2145 2147
2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2147 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2148 */ 2150 */
2149
2150int 2151int
2151cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2152{ 2153{
2153 int success; 2154 int success;
2154 2155
2162 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2163 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2164 else 2165 else
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2166 } 2167 }
2168
2167 return success; 2169 return success;
2168} 2170}
2169 2171
2170/* create an aura spell object and put it in the player's inventory. 2172/* 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, 2173 * as usual, op is player, caster is the object casting the spell,
2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2189 2191
2190 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2191 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2192 2194
2193 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2194 2196
2195 if (refresh) 2197 if (refresh)
2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2197 else 2199 else
2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2269 * op is the piece object. 2271 * op is the piece object.
2270 */ 2272 */
2271void 2273void
2272move_peacemaker (object *op) 2274move_peacemaker (object *op)
2273{ 2275{
2274 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2275
2276 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2277 { 2277 {
2278 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2279 object *victim = tmp->head_ (); 2279 object *victim = tmp->head_ ();
2280 2280
2281 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2317 } 2317 }
2318 } 2318 }
2319} 2319}
2320 2320
2321
2322/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2323 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2324 */ 2323 */
2325
2326int 2324int
2327write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2328{ 2326{
2329 char rune[HUGE_BUF];
2330 object *tmp;
2331
2332 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2333 { 2328 {
2334 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2335 return 0; 2330 return 0;
2336 } 2331 }
2339 { 2334 {
2340 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 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); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2342 return 0; 2337 return 0;
2343 } 2338 }
2339
2344 if (!spell->other_arch) 2340 if (!spell->other_arch)
2345 return 0; 2341 return 0;
2342
2346 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2347
2348 snprintf (rune, sizeof (rune), "%s\n", msg);
2349 2344
2350 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2351 tmp->msg = rune; 2346 tmp->msg = msg;
2352 2347
2353 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2354 return 1; 2350 return 1;
2355} 2351}
2352

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