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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.101 by root, Mon Apr 27 01:44:49 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
61{ 61{
62 object *wand, *tmp; 62 object *wand, *tmp;
63 int ncharges; 63 int ncharges;
64 64
65 wand = find_marked_object (op); 65 wand = find_marked_object (op);
66 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
67 { 67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
69 return 0; 69 return 0;
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
125 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
126 */ 125 */
127int 126int
128cast_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 *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
171 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, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 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);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
284{ 279{
285 int r, mflags, maxrange; 280 int r, mflags, maxrange;
286 object *tmp; 281 object *tmp;
287 maptile *m; 282 maptile *m;
288 283
289
290 if (!dir) 284 if (!dir)
291 { 285 {
292 examine_monster (op, op); 286 examine_monster (op, op);
293 return 1; 287 return 1;
294 } 288 }
307 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
308 { 302 {
309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
310 return 0; 304 return 0;
311 } 305 }
306
312 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
313 { 308 {
314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
316 { 311 {
317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
318 if (tmp->head != NULL) 313 if (tmp->head != NULL)
319 tmp = tmp->head; 314 tmp = tmp->head;
335 * pl is invisible. 330 * pl is invisible.
336 */ 331 */
337int 332int
338makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
339{ 334{
340
341 if (!pl->invisible) 335 if (!pl->invisible)
342 return 0; 336 return 0;
337
343 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
344 { 339 {
345 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
347 { 342 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 344 return 0;
345
350 return 1; 346 return 1;
351 } 347 }
348
352 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
354 return 1; 351 return 1;
352
355 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
356 if (!mon->race) 354 if (!mon->race)
357 return 0; 355 return 0;
356
358 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
359 return 1; 358 return 1;
359
360 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
361 return 0; 361 return 0;
362 } 362 }
363 else 363 else
364 { 364 {
466 if (object *pl = op->in_player ()) 466 if (object *pl = op->in_player ())
467 { 467 {
468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
470 else 470 else
471 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 // remove first so we do not call update_stats
473 op->remove ();
474 pl->enter_exit (op);
475 }
476 } 472 }
477 473
478 op->destroy (); 474 op->destroy ();
479} 475}
480 476
496 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
497 return 1; 493 return 1;
498 } 494 }
499 495
500 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
501 if (dummy == NULL) 497
498 if (!dummy)
502 { 499 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
505 return 0; 502 return 0;
506 } 503 }
572perceive_self (object *op) 569perceive_self (object *op)
573{ 570{
574 const char *cp = describe_item (op, op); 571 const char *cp = describe_item (op, op);
575 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
576 573
577 dynbuf_text buf; 574 dynbuf_text &buf = msg_dynbuf; buf.clear ();
578 575
579 if (player *pl = op->contr) 576 if (!op->is_player ())
577 return 0;
578
580 if (object *race = archetype::find (op->race)) 579 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 580 buf << " - You are a G<male|female> " << &race->name << ".\n";
582 581
583 if (object *god = find_god (determine_god (op))) 582 if (object *god = find_god (determine_god (op)))
584 buf << "You worship " << &god->name << ".\n"; 583 buf << " - You worship " << &god->name << ".\n";
585 else 584 else
586 buf << "You worship no god.\n"; 585 buf << " - You worship no god.\n";
587 586
588 object *tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
589 588
590 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && !tmp)
591 buf << "You feel very mundane. "; 590 buf << " - You feel very mundane. ";
592 else 591 else
593 { 592 {
594 buf << "You have: " << cp << ".\n"; 593 buf << " - You have: " << cp << ".\n";
595 594
596 if (tmp) 595 if (tmp)
597 for (int i = 0; i < NUM_STATS; i++) 596 for (int i = 0; i < NUM_STATS; i++)
598 if (tmp->stats.stat (i) < 0) 597 if (tmp->stats.stat (i) < 0)
599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 598 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
600 } 599 }
601 600
602 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 604 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 605 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 606 {
608 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 608 buf << " - Your metabolism isn't focused on anything.\n";
610 else 609 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 610 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 611
613 break; 612 break;
614 } 613 }
615 } 614 }
616 615
617 buf << '\0'; // zero-terminate 616 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620 617
621 return 1; 618 return 1;
622} 619}
623 620
624/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
712 */ 709 */
713 if (tmp->type != EARTHWALL) //TODO 710 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op); 711 tmp->set_owner (op);
715 712
716 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
717 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
718 715
719 name = tmp->name; 716 name = tmp->name;
720 if (!(tmp = m->insert (tmp, x, y, op))) 717 if (!(tmp = m->insert (tmp, x, y, op)))
721 { 718 {
722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
895 892
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 894 return 1;
898} 895}
899 896
900
901/* cast_heal: Heals something. 897/* cast_heal: Heals something.
902 * op is the caster. 898 * op is the caster.
903 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
904 * spell is the spell object. 900 * spell is the spell object.
905 */ 901 */
931 { 927 {
932 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 930 * on amount of damage healed.
935 */ 931 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
938 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
939 936
940 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 939 else if (heal > 50)
951 success = 1; 948 success = 1;
952 } 949 }
953 } 950 }
954 951
955 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
957 success = 1; 954 success = 1;
958 955
959 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
960 { 957 {
961 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1010 } 1007 }
1011 1008
1012 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1010 {
1014 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1015 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1017 success = 1; 1016 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1019 }
1021 1020
1037}; 1036};
1038 1037
1039int 1038int
1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1041{ 1040{
1042 object *force = NULL; 1041 object *force = 0;
1043 int i; 1042 int i;
1044 1043
1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1046 object *tmp = dir 1045 object *tmp = dir
1047 ? find_target_for_friendly_spell (op, dir) 1046 ? find_target_for_friendly_spell (op, dir)
1048 : op; 1047 : op;
1049 1048
1050 if (!tmp) 1049 if (!tmp)
1051 return 0; 1050 return 0;
1052 1051
1053 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1062 } 1061 }
1063 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1064 { 1063 {
1065 if (!silent) 1064 if (!silent)
1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1067 return 0; 1067 return 0;
1068 } 1068 }
1069 } 1069 }
1070 } 1070 }
1071 if (force == NULL) 1071
1072 if (!force)
1072 { 1073 {
1073 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1074 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1075 if (spell_ob->race) 1077 if (spell_ob->race)
1076 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1077 else 1079 else
1078 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1079 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1080 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1081 1084
1082 } 1085 }
1083 else 1086 else
1089 { 1092 {
1090 force->duration = duration; 1093 force->duration = duration;
1091 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1092 } 1095 }
1093 else 1096 else
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1096 }
1097 1098
1098 return 1; 1099 return 1;
1099 } 1100 }
1100 1101
1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1173 */ 1174 */
1174int 1175int
1175cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1176{ 1177{
1177 int i; 1178 int i;
1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1179 1180
1180 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1181 if (dir != 0) 1182 if (dir != 0)
1182 { 1183 {
1183 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1184 } 1188 }
1185 else 1189 else
1186 {
1187 tmp = op; 1190 tmp = op;
1188 }
1189 1191
1190 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1191 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1192 { 1194 {
1193 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1194 { 1196 {
1195 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1196 { 1198 {
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1203 return 0; 1205 return 0;
1204 } 1206 }
1205 } 1207 }
1206 } 1208 }
1209
1207 if (force == NULL) 1210 if (force == NULL)
1208 { 1211 {
1209 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1210 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1211 if (spell_ob->race) 1214 if (spell_ob->race)
1292static void 1295static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1297{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1299
1297 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1305 * the stuff back to town.
1397 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1398 1401
1399 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1403 } 1406 }
1404 1407
1405 if (weight > weight_max) 1408 if (weight > weight_max)
1406 goto bailout; 1409 goto bailout;
1407 } 1410 }
1408 } 1411 }
1409 1412
1410bailout: 1413bailout:
1411 return 1; 1414 return 1;
1412} 1415}
1413
1414 1416
1415/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1416 * items. 1418 * items.
1417 */ 1419 */
1418int 1420int
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++;
1432
1430 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1431 { 1434 {
1432 success++; 1435 success++;
1433 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1434 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1435 1438
1436 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1437 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1438 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1439 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1440 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1441 } 1445 }
1442 } 1446 }
1443 1447
1444 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1445 { 1449 {
1456 1460
1457 return success; 1461 return success;
1458} 1462}
1459 1463
1460/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1461
1462int 1465int
1463cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1464{ 1467{
1465 object *tmp; 1468 object *tmp;
1466 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1467 1470
1468 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));
1469
1470 if (num_ident < 1)
1471 num_ident = 1;
1472 1472
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1474 { 1474 {
1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1476 { 1476 {
1477 identify (tmp); 1477 identify (tmp);
1478 1478
1479 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1480 { 1480 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1482 1482
1483 if (tmp->msg) 1483 if (tmp->msg)
1484 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1485 }
1489 1486
1490 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1487 if (!--num_ident)
1493 break; 1488 break;
1494 } 1489 }
1495 } 1490 }
1496 1491
1497 /* 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
1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1505 { 1500 {
1506 identify (tmp); 1501 identify (tmp);
1507 1502
1508 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1509 { 1504 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1511 1506
1512 if (tmp->msg) 1507 if (tmp->msg)
1513 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517
1518 esrv_send_item (op, tmp);
1519 } 1509 }
1520 1510
1521 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1511 if (!--num_ident)
1524 break; 1512 break;
1525 } 1513 }
1526 } 1514 }
1527 1515
1528 if (!success) 1516 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1530 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1531 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1532 1527 return 1;
1533 return success; 1528 }
1534} 1529}
1535 1530
1536int 1531int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1533{
1543 1538
1544 /* 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
1545 * doing it over and over again. 1540 * doing it over and over again.
1546 */ 1541 */
1547 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1548 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1549 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1550 1545
1551 if (!skill) 1546 if (!skill)
1552 skill = caster; 1547 skill = caster;
1553 1548
1554 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1555 for (y = op->y - range; y <= op->y + range; y++)
1556 { 1550 {
1557 m = op->map;
1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1559 if (mflags & P_OUT_OF_MAP)
1560 continue;
1561
1562 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1563 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1564 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1565 * down - that is easier than working up. 1554 * down - that is easier than working up.
1566 */ 1555 */
1567 1556
1568 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)
1569 last = tmp; 1558 last = tmp;
1570 1559
1571 /* 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
1572 * would happen. 1561 * would happen.
1573 */ 1562 */
1574 if (!last) 1563 if (!last)
1575 continue; 1564 continue;
1576 1565
1577 done_one = 0; 1566 done_one = 0;
1578 floor = 0; 1567 floor = 0;
1579 detect = NULL; 1568 detect = NULL;
1580 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1581 { 1570 {
1582 /* show invisible */ 1571 /* show invisible */
1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1584 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1587 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1589 tmp->type == BUTTON || tmp->type == TELEPORTER || 1578 || tmp->type == BUTTON || tmp->type == TELEPORTER
1590 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1579 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1591 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1580 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1592 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1581 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1593 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1582 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1594 { 1583 {
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1584 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1585 {
1597 tmp->invisible = 0; 1586 tmp->invisible = 0;
1598 done_one = 1; 1587 done_one = 1;
1599 } 1588 }
1600 } 1589 }
1601 1590
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1591 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1603 floor = 1; 1592 floor = 1;
1604 1593
1605 /* All detections below this point don't descend beneath the floor, 1594 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1595 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1596 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways. 1597 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */ 1598 */
1610 if (floor) 1599 if (floor)
1611 continue; 1600 continue;
1612 1601
1613 /* I had thought about making detect magic and detect curse 1602 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster. 1603 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it 1604 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the 1605 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparant. 1606 * effect wouldn't be as apparent.
1618 */ 1607 */
1619 1608
1620 /* detect magic */ 1609 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1610 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1611 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1623 { 1612 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1613 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1614 /* make runes more visibile */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1615 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1616 tmp->stats.Cha /= 4;
1617
1628 done_one = 1; 1618 done_one = 1;
1629 } 1619 }
1620
1630 /* detect monster */ 1621 /* detect monster */
1631 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1622 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1632 { 1623 {
1633 done_one = 2; 1624 done_one = 2;
1625
1634 if (!detect) 1626 if (!detect)
1635 detect = tmp; 1627 detect = tmp;
1636 } 1628 }
1629
1637 /* Basically, if race is set in the spell, then the creatures race must 1630 /* Basically, if race is set in the spell, then the creatures race must
1638 * match that. if the spell race is set to GOD, then the gods opposing 1631 * match that. if the spell race is set to GOD, then the gods opposing
1639 * race must match. 1632 * race must match.
1640 */ 1633 */
1641 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1634 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1642 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1635 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1643 (strstr (spell->race, tmp->race)))) 1636 spell->race.contains (tmp->race)))
1644 { 1637 {
1645 done_one = 2; 1638 done_one = 2;
1639
1646 if (!detect) 1640 if (!detect)
1647 detect = tmp; 1641 detect = tmp;
1648 } 1642 }
1643
1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1644 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1645 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 { 1646 {
1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1647 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1653 done_one = 1; 1648 done_one = 1;
1654 } 1649 }
1655 } /* for stack of objects on this space */ 1650 } /* for stack of objects on this space */
1656 1651
1657 /* Code here puts an effect of the spell on the space, so you can see 1652 /* Code here puts an effect of the spell on the space, so you can see
1658 * where the magic is. 1653 * where the magic is.
1659 */ 1654 */
1660 if (done_one) 1655 if (done_one)
1661 { 1656 {
1662 object *detect_ob = arch_to_object (spell->other_arch); 1657 object *detect_ob = arch_to_object (spell->other_arch);
1663 1658
1664 /* if this is set, we want to copy the face */ 1659 /* if this is set, we want to copy the face */
1665 if (done_one == 2 && detect) 1660 if (done_one == 2 && detect)
1666 { 1661 {
1667 detect_ob->face = detect->face; 1662 detect_ob->face = detect->face;
1668 detect_ob->animation_id = detect->animation_id; 1663 detect_ob->animation_id = detect->animation_id;
1669 detect_ob->anim_speed = detect->anim_speed; 1664 detect_ob->anim_speed = detect->anim_speed;
1670 detect_ob->last_anim = 0; 1665 detect_ob->last_anim = 0;
1671 /* by default, the detect_ob is already animated */ 1666 /* by default, the detect_ob is already animated */
1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1667 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1668 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1674 } 1669 }
1675 1670
1676 m->insert (detect_ob, nx, ny, op); 1671 m->insert (detect_ob, nx, ny, op);
1677 } 1672 }
1678 } /* for processing the surrounding spaces */ 1673 } /* for processing the surrounding spaces */
1679 1674
1680 1675
1681 /* Now process objects in the players inventory if detect curse or magic */ 1676 /* Now process objects in the players inventory if detect curse or magic */
1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1677 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 { 1678 {
1684 done_one = 0; 1679 done_one = 0;
1680
1685 for (tmp = op->inv; tmp; tmp = tmp->below) 1681 for (tmp = op->inv; tmp; tmp = tmp->below)
1686 { 1682 {
1687 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1683 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1688 { 1684 {
1689 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1685 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1690 { 1686 {
1691 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1687 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1692 if (op->type == PLAYER) 1688
1689 if (object *pl = tmp->visible_to ())
1693 esrv_send_item (op, tmp); 1690 esrv_update_item (UPD_FLAGS, pl, tmp);
1694 } 1691 }
1692
1695 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1693 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1696 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1694 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1697 { 1695 {
1698 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1696 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1699 if (op->type == PLAYER) 1697
1698 if (object *pl = tmp->visible_to ())
1700 esrv_send_item (op, tmp); 1699 esrv_update_item (UPD_FLAGS, pl, tmp);
1701 } 1700 }
1702 } /* if item is not identified */ 1701 } /* if item is not identified */
1703 } /* for the players inventory */ 1702 } /* for the players inventory */
1704 } /* if detect magic/curse and object is a player */ 1703 } /* if detect magic/curse and object is a player */
1704
1705 return 1; 1705 return 1;
1706} 1706}
1707 1707
1708 1708
1709/** 1709/**
1722 1722
1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1723 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1724 1724
1725 if (victim->stats.sp >= victim->stats.maxsp * 2) 1725 if (victim->stats.sp >= victim->stats.maxsp * 2)
1726 { 1726 {
1727 object *tmp;
1728
1729 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1727 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1730
1731 /* Explodes a fireball centered at player */
1732 tmp = get_archetype (EXPLODING_FIREBALL);
1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1735
1736 tmp->insert_at (victim);
1737 victim->stats.sp = 2 * victim->stats.maxsp; 1728 victim->stats.sp = 2 * victim->stats.maxsp;
1729 create_exploding_ball_at (victim, caster_level);
1738 } 1730 }
1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1731 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1732 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1733 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1734 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1735 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1744 { 1736 {
1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1791 } 1783 }
1792 /* give sp */ 1784 /* give sp */
1793 if (spell->stats.dam > 0) 1785 if (spell->stats.dam > 0)
1794 { 1786 {
1795 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1787 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1796 charge_mana_effect (plyr, caster_level (caster, spell)); 1788 charge_mana_effect (plyr, casting_level (caster, spell));
1797 return 1; 1789 return 1;
1798 } 1790 }
1799 /* suck sp away. Can't suck sp from yourself */ 1791 /* suck sp away. Can't suck sp from yourself */
1800 else if (op != plyr) 1792 else if (op != plyr)
1801 { 1793 {
1813 /* Player doesn't get full credit */ 1805 /* Player doesn't get full credit */
1814 sucked = (sucked * rate) / 100; 1806 sucked = (sucked * rate) / 100;
1815 op->stats.sp += sucked; 1807 op->stats.sp += sucked;
1816 if (sucked > 0) 1808 if (sucked > 0)
1817 { 1809 {
1818 charge_mana_effect (op, caster_level (caster, spell)); 1810 charge_mana_effect (op, casting_level (caster, spell));
1819 } 1811 }
1820 } 1812 }
1821 return 1; 1813 return 1;
1822 } 1814 }
1823 return 0; 1815 return 0;
1899 break; 1891 break;
1900 } 1892 }
1901 } 1893 }
1902} 1894}
1903 1895
1904
1905
1906/* cast_consecrate() - a spell to make an altar your god's */ 1896/* cast_consecrate() - a spell to make an altar your god's */
1907int 1897int
1908cast_consecrate (object *op, object *caster, object *spell) 1898cast_consecrate (object *op, object *caster, object *spell)
1909{ 1899{
1910 char buf[MAX_BUF]; 1900 char buf[MAX_BUF];
1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1912 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1923 break; 1913 break;
1924 if (tmp->type == HOLY_ALTAR) 1914 if (tmp->type == HOLY_ALTAR)
1925 { 1915 {
1926 1916
1927 if (tmp->level > caster_level (caster, spell)) 1917 if (tmp->level > casting_level (caster, spell))
1928 { 1918 {
1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1919 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1930 return 0; 1920 return 0;
1931 } 1921 }
1932 else 1922 else
1933 { 1923 {
1934 /* If we got here, we are consecrating an altar */ 1924 /* If we got here, we are consecrating an altar */
1935 sprintf (buf, "Altar of %s", &god->name); 1925 sprintf (buf, "Altar of %s", &god->name);
1936 tmp->name = buf; 1926 tmp->name = buf;
1937 tmp->level = caster_level (caster, spell); 1927 tmp->level = casting_level (caster, spell);
1938 tmp->other_arch = god->arch; 1928 tmp->other_arch = god->arch;
1929
1939 if (op->type == PLAYER) 1930 if (op->type == PLAYER)
1940 esrv_update_item (UPD_NAME, op, tmp); 1931 esrv_update_item (UPD_NAME, op, tmp);
1932
1941 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1933 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1942 return 1; 1934 return 1;
1943 } 1935 }
1944 } 1936 }
1945 } 1937 }
1983 return 0; 1975 return 0;
1984 } 1976 }
1985 1977
1986 /* if no direction specified, pick one */ 1978 /* if no direction specified, pick one */
1987 if (!dir) 1979 if (!dir)
1988 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1980 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1989 1981
1990 m = op->map; 1982 m = op->map;
1991 x = op->x + freearr_x[dir]; 1983 x = op->x + freearr_x[dir];
1992 y = op->y + freearr_y[dir]; 1984 y = op->y + freearr_y[dir];
1993 1985
1994 /* if there's no place to put the golem, abort */ 1986 /* if there's no place to put the golem, abort */
1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1987 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 1988 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1997 { 1989 {
1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1990 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1999 return 0; 1991 return 0;
2000 } 1992 }
2001 1993
2005 if (!weapon) 1997 if (!weapon)
2006 { 1998 {
2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 1999 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2008 return 0; 2000 return 0;
2009 } 2001 }
2002
2010 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2003 if (spell->race && weapon->arch->archname != spell->race)
2011 { 2004 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2005 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2013 return 0; 2006 return 0;
2014 } 2007 }
2008
2015 if (weapon->type != WEAPON) 2009 if (weapon->type != WEAPON)
2016 { 2010 {
2017 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2018 return 0; 2012 return 0;
2019 } 2013 }
2014
2020 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2015 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 { 2016 {
2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2017 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2023 return 0; 2018 return 0;
2024 } 2019 }
2025 2020
2026 if (weapon->nrof > 1) 2021 weapon = weapon->split ();
2027 {
2028 tmp = get_split_ob (weapon, 1);
2029 esrv_send_item (op, weapon);
2030 weapon = tmp;
2031 }
2032 2022
2033 /* create the golem object */ 2023 /* create the golem object */
2034 tmp = arch_to_object (spell->other_arch); 2024 tmp = arch_to_object (spell->other_arch);
2035 2025
2036 /* if animated by a player, give the player control of the golem */ 2026 /* if animated by a player, give the player control of the golem */
2041 tmp->set_owner (op); 2031 tmp->set_owner (op);
2042 op->contr->golem = tmp; 2032 op->contr->golem = tmp;
2043 set_spell_skill (op, caster, spell, tmp); 2033 set_spell_skill (op, caster, spell, tmp);
2044 2034
2045 /* Give the weapon to the golem now. A bit of a hack to check the 2035 /* Give the weapon to the golem now. A bit of a hack to check the
2046 * removed flag - it should only be set if get_split_object was 2036 * removed flag - it should only be set if weapon->split was
2047 * used above. 2037 * used above.
2048 */ 2038 */
2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2039 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2050 weapon->remove (); 2040 weapon->remove ();
2051 2041
2052 insert_ob_in_ob (weapon, tmp); 2042 tmp->insert (weapon);
2053 esrv_send_item (op, weapon); 2043
2054 /* To do everything necessary to let a golem use the weapon is a pain, 2044 /* To do everything necessary to let a golem use the weapon is a pain,
2055 * so instead, just set it as equipped (otherwise, we need to update 2045 * so instead, just set it as equipped (otherwise, we need to update
2056 * body_info, skills, etc) 2046 * body_info, skills, etc)
2057 */ 2047 */
2058 SET_FLAG (tmp, FLAG_USE_WEAPON); 2048 SET_FLAG (tmp, FLAG_USE_WEAPON);
2132 tmp->state = weapon->state; 2122 tmp->state = weapon->state;
2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2123 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2134 } 2124 }
2135 2125
2136 /* make experience increase in proportion to the strength of the summoned creature. */ 2126 /* make experience increase in proportion to the strength of the summoned creature. */
2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2127 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2138 2128
2139 tmp->speed_left = -1; 2129 tmp->speed_left = -1;
2140 tmp->direction = dir; 2130 tmp->direction = dir;
2141 2131
2142 m->insert (tmp, x, y, op); 2132 m->insert (tmp, x, y, op);
2146/* cast_daylight() - changes the map darkness level *lower* */ 2136/* cast_daylight() - changes the map darkness level *lower* */
2147 2137
2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2138/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2149 * This changes the light level for the entire map. 2139 * This changes the light level for the entire map.
2150 */ 2140 */
2151
2152int 2141int
2153cast_change_map_lightlevel (object *op, object *caster, object *spell) 2142cast_change_map_lightlevel (object *op, object *caster, object *spell)
2154{ 2143{
2155 int success; 2144 int success;
2156 2145
2164 if (spell->stats.dam < 0) 2153 if (spell->stats.dam < 0)
2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2154 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2166 else 2155 else
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2156 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2157 }
2158
2169 return success; 2159 return success;
2170} 2160}
2171
2172
2173
2174
2175 2161
2176/* create an aura spell object and put it in the player's inventory. 2162/* create an aura spell object and put it in the player's inventory.
2177 * as usual, op is player, caster is the object casting the spell, 2163 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2164 * spell is the spell object itself.
2179 */ 2165 */
2191 2177
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2178 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2179
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2180 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2181
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2182 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2183 new_aura->attacktype = spell->attacktype;
2199 2184
2200 new_aura->level = caster_level (caster, spell); 2185 new_aura->level = casting_level (caster, spell);
2186
2201 if (refresh) 2187 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2188 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2189 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2190 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2191
2205 insert_ob_in_ob (new_aura, op); 2192 insert_ob_in_ob (new_aura, op);
2193 new_aura->set_owner (op);
2194
2206 return 1; 2195 return 1;
2207} 2196}
2208
2209 2197
2210/* move aura function. An aura is a part of someone's inventory, 2198/* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately 2199 * which he carries with him, but which acts on the map immediately
2212 * around him. 2200 * around him.
2213 * Aura parameters: 2201 * Aura parameters:
2214 * duration: duration counter. 2202 * duration: duration counter.
2215 * attacktype: aura's attacktype 2203 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2204 * other_arch: archetype to drop where we attack
2217 */ 2205 */
2218
2219void 2206void
2220move_aura (object *aura) 2207move_aura (object *aura)
2221{ 2208{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2209 /* auras belong in inventories */
2227 env = aura->env; 2210 object *env = aura->env;
2211 object *owner = aura->owner;
2228 2212
2229 /* no matter what we've gotta remove the aura... 2213 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2214 * we'll put it back if its time isn't up.
2231 */ 2215 */
2232 aura->remove (); 2216 aura->remove ();
2237 aura->destroy (); 2221 aura->destroy ();
2238 return; 2222 return;
2239 } 2223 }
2240 2224
2241 /* auras only exist in inventories */ 2225 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2226 if (!env || !env->map)
2243 { 2227 {
2244 aura->destroy (); 2228 aura->destroy ();
2245 return; 2229 return;
2246 } 2230 }
2247 2231
2248 /* we need to jump out of the inventory for a bit 2232 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2233 * in order to hit the map conveniently.
2250 */ 2234 */
2251 aura->insert_at (env, aura); 2235 aura->insert_at (env, aura);
2252 2236
2253 for (i = 1; i < 9; i++) 2237 for (int i = 1; i < 9; i++)
2254 { 2238 {
2255 sint16 nx, ny; 2239 mapxy pos (env);
2240 pos.move (i);
2256 2241
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2242 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura 2243 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc. 2244 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2245 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2246 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2247 {
2267 hit_map (aura, i, aura->attacktype, 0); 2248 hit_map (aura, i, aura->attacktype, 0);
2268 2249
2269 if (aura->other_arch) 2250 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2251 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2252 }
2272 } 2253 }
2273 2254
2274 /* put the aura back in the player's inventory */ 2255 /* put the aura back in the player's inventory */
2275 aura->remove (); 2256 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2257 aura->set_owner (owner);
2277} 2258}
2278 2259
2279/* moves the peacemaker spell. 2260/* moves the peacemaker spell.
2280 * op is the piece object. 2261 * op is the piece object.
2281 */ 2262 */
2282
2283void 2263void
2284move_peacemaker (object *op) 2264move_peacemaker (object *op)
2285{ 2265{
2286 object *tmp; 2266 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2287
2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2289 { 2267 {
2290 int atk_lev, def_lev; 2268 int atk_lev, def_lev;
2291 object *victim = tmp; 2269 object *victim = tmp->head_ ();
2292 2270
2293 if (tmp->head)
2294 victim = tmp->head;
2295 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2271 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2296 continue; 2272 continue;
2273
2297 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2274 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2298 continue; 2275 continue;
2276
2299 if (victim->stats.exp == 0) 2277 if (victim->stats.exp == 0)
2300 continue; 2278 continue;
2301 2279
2302 def_lev = MAX (1, victim->level); 2280 def_lev = MAX (1, victim->level);
2303 atk_lev = MAX (1, op->level); 2281 atk_lev = MAX (1, op->level);
2304 2282
2305 if (rndm (0, atk_lev - 1) > def_lev) 2283 if (rndm (0, atk_lev - 1) > def_lev)
2306 { 2284 {
2307 /* make this sucker peaceful. */ 2285 /* make this sucker peaceful. */
2308 2286
2287 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2309 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2288 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2310 victim->stats.exp = 0; 2289 victim->stats.exp = 0;
2311#if 0 2290#if 0
2312 /* No idea why these were all set to zero - if something 2291 /* No idea why these were all set to zero - if something
2313 * makes this creature agressive, he should still do damage. 2292 * makes this creature agressive, he should still do damage.
2320 victim->attack_movement = RANDO2; 2299 victim->attack_movement = RANDO2;
2321 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2300 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2322 SET_FLAG (victim, FLAG_RUN_AWAY); 2301 SET_FLAG (victim, FLAG_RUN_AWAY);
2323 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2302 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2324 CLEAR_FLAG (victim, FLAG_MONSTER); 2303 CLEAR_FLAG (victim, FLAG_MONSTER);
2304
2325 if (victim->name) 2305 if (victim->name)
2326 {
2327 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2306 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2328 } 2307 }
2329 }
2330 } 2308 }
2331} 2309}
2332
2333 2310
2334/* This writes a rune that contains the appropriate message. 2311/* This writes a rune that contains the appropriate message.
2335 * There really isn't any adjustments we make. 2312 * There really isn't any adjustments we make.
2336 */ 2313 */
2337
2338int 2314int
2339write_mark (object *op, object *spell, const char *msg) 2315write_mark (object *op, object *spell, const char *msg)
2340{ 2316{
2341 char rune[HUGE_BUF];
2342 object *tmp;
2343
2344 if (!msg || msg[0] == 0) 2317 if (!msg || msg[0] == 0)
2345 { 2318 {
2346 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2319 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2347 return 0; 2320 return 0;
2348 } 2321 }
2351 { 2324 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2325 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2353 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2326 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2354 return 0; 2327 return 0;
2355 } 2328 }
2329
2356 if (!spell->other_arch) 2330 if (!spell->other_arch)
2357 return 0; 2331 return 0;
2332
2358 tmp = arch_to_object (spell->other_arch); 2333 object *tmp = arch_to_object (spell->other_arch);
2359
2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2361 2334
2362 tmp->race = op->name; /*Save the owner of the rune */ 2335 tmp->race = op->name; /*Save the owner of the rune */
2363 tmp->msg = rune; 2336 tmp->msg = msg;
2364 2337
2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2338 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2339
2366 return 1; 2340 return 1;
2367} 2341}
2342

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