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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC vs.
Revision 1.110 by root, Mon Oct 12 14:00:59 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126int 127int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 129{
129 int bonus_plus = 0; 130 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 131 const char *missile_name = "arrow";
131 132
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
143 return 0; 144 return 0;
144 } 145 }
145 146
146 object *missile = missile_arch->instance (); 147 object *missile = missile_arch->instance ();
147 148
148 if (stringarg) 149 if (spellparam)
149 { 150 {
150 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 152 if (isalpha (*spellparam))
152 { 153 {
153 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
154 155
155 for (; al; al = al->next) 156 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, spellparam))
157 break; 158 break;
158 159
159 if (!al) 160 if (!al)
160 { 161 {
161 missile->destroy (); 162 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
163 return 0; 164 return 0;
164 } 165 }
165 166
166 if (al->item->slaying) 167 if (al->item->slaying)
167 { 168 {
168 missile->destroy (); 169 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 171 return 0;
171 } 172 }
172 173
173 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
177 */ 178 */
178 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 180 missile_plus = 0;
180 } 181 }
181 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 183 missile_plus = atoi (spellparam);
183 } 184 }
184 185
185 missile_plus = clamp (missile_plus, -4, 4); 186 missile_plus = clamp (missile_plus, -4, 4);
186 187
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
202 return 1; 203 return 1;
203} 204}
204 205
205 206
206/* allows the choice of what sort of food object to make. 207/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 208 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 209int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 210cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 211{
211 int food_value; 212 int food_value;
212 archetype *at = NULL; 213 archetype *at = NULL;
213 object *new_op; 214 object *new_op;
214 215
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 217
217 if (stringarg) 218 if (spellparam)
218 { 219 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 221 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 224 spellparam = NULL;
224 } 225 }
225 226
226 if (!stringarg) 227 if (!spellparam)
227 { 228 {
228 archetype *at_tmp; 229 archetype *at_tmp;
229 230
230 /* We try to find the archetype with the maximum food value. 231 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 232 * This removes the dependancy of hard coded food values in this
425/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
426 */ 427 */
427int 428int
428cast_earth_to_dust (object *op, object *caster, object *spell_ob) 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{ 430{
430 object *tmp, *next;
431 int range, i, j, mflags; 431 int range, i, j, mflags;
432 sint16 sx, sy; 432 sint16 sx, sy;
433 maptile *m; 433 maptile *m;
434
435 if (op->type != PLAYER)
436 return 0;
437 434
438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
439 436
440 for (i = -range; i <= range; i++) 437 for (i = -range; i <= range; i++)
441 for (j = -range; j <= range; j++) 438 for (j = -range; j <= range; j++)
446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
447 444
448 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
449 continue; 446 continue;
450 447
451 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be torn down
452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
453 { 450 {
454 next = tmp->above; 451 next = tmp->above;
452
455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
457 } 455 }
458 } 456 }
459 457
569perceive_self (object *op) 567perceive_self (object *op)
570{ 568{
571 const char *cp = describe_item (op, op); 569 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
573 571
574 dynbuf_text buf; 572 dynbuf_text &buf = msg_dynbuf; buf.clear ();
575 573
576 if (player *pl = op->contr) 574 if (!op->is_player ())
575 return 0;
576
577 if (object *race = archetype::find (op->race)) 577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n"; 578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579 579
580 if (object *god = find_god (determine_god (op))) 580 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n"; 581 buf << " - You worship " << &god->name << ".\n";
582 else 582 else
583 buf << " - You worship no god.\n"; 583 buf << " - You worship no god.\n";
609 609
610 break; 610 break;
611 } 611 }
612 } 612 }
613 613
614 buf << '\0'; // zero-terminate 614 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617 615
618 return 1; 616 return 1;
619} 617}
620 618
621/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
780 778
781 return 1; 779 return 1;
782} 780}
783 781
784int 782int
785dimension_door (object *op, object *caster, object *spob, int dir) 783dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
786{ 784{
787 uint32 dist, maxdist; 785 uint32 dist, maxdist;
788 int mflags; 786 int mflags;
789 maptile *m; 787 maptile *m;
790 sint16 sx, sy; 788 sint16 sx, sy;
801 /* Given the new outdoor maps, can't let players dimension door for 799 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in. 800 * ever, so put limits in.
803 */ 801 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob); 802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805 803
806 if (op->contr->count) 804 if (spellparam)
807 { 805 {
806 int count = atoi (spellparam);
807
808 if (op->contr->count > maxdist) 808 if (count > maxdist)
809 { 809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0; 811 return 0;
812 } 812 }
813 813
814 for (dist = 0; dist < op->contr->count; dist++) 814 for (dist = 0; dist < count; dist++)
815 { 815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817 817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break; 819 break;
820 820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break; 822 break;
823 } 823 }
824 824
825 if (dist < op->contr->count) 825 if (dist < count)
826 { 826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0; 828 return 0;
830 } 829 }
831
832 op->contr->count = 0;
833 830
834 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and 834 * by such squares). Also, there are probably treasure rooms and
1034 "You don't feel any more powerful." 1031 "You don't feel any more powerful."
1035 "You are no easier to look at.", 1032 "You are no easier to look at.",
1036}; 1033};
1037 1034
1038int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1040{ 1043{
1041 object *force = 0; 1044 object *force = 0;
1042 int i; 1045 int i;
1043 1046
1060 break; 1063 break;
1061 } 1064 }
1062 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 { 1066 {
1064 if (!silent) 1067 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); 1068 new_draw_info_format (NDI_UNIQUE, 0, op,
1069 "You can not cast %s while %s is in effect",
1070 &spell_ob->name, &tmp2->name_pl);
1066 1071
1067 return 0; 1072 return 0;
1068 } 1073 }
1069 } 1074 }
1070 } 1075 }
1071 1076
1077 int duration = change_ability_duration (spell_ob, caster);
1078
1072 if (!force) 1079 if (force)
1073 {
1074 force = get_archetype (FORCE_NAME);
1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1077 if (spell_ob->race)
1078 force->name = spell_ob->race;
1079 else
1080 force->name = spell_ob->name;
1081
1082 force->name_pl = spell_ob->name;
1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1084
1085 } 1080 {
1086 else
1087 {
1088 int duration;
1089
1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1091 if (duration > force->duration) 1081 if (duration > force->duration)
1092 { 1082 {
1093 force->duration = duration; 1083 force->duration = duration;
1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1084 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1095 } 1085 }
1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1087 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1098 1088
1099 return 1; 1089 return 1;
1100 } 1090 }
1101 1091
1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1092 new_draw_info_format (NDI_UNIQUE, 0, op,
1093 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1094 TICK2TIME (duration));
1095
1096 force = get_archetype (FORCE_NAME);
1097 force->subtype = FORCE_CHANGE_ABILITY;
1098 force->duration = duration;
1099
1100 if (spell_ob->race)
1101 force->name = spell_ob->race;
1102 else
1103 force->name = spell_ob->name;
1104
1105 force->name_pl = spell_ob->name;
1106
1103 force->speed = 1.0; 1107 force->speed = 1.0;
1104 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1105 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1106 1110
1107 /* Now start processing the effects. First, protections */ 1111 /* Now start processing the effects. First, protections */
1418 * items. 1422 * items.
1419 */ 1423 */
1420int 1424int
1421remove_curse (object *op, object *caster, object *spell) 1425remove_curse (object *op, object *caster, object *spell)
1422{ 1426{
1423 object *tmp;
1424 int success = 0, was_one = 0; 1427 int success = 0, was_one = 0;
1425 1428
1426 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1430 { 1433 {
1431 was_one++; 1434 was_one++;
1463 1466
1464/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1465int 1468int
1466cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1467{ 1470{
1468 dynbuf_text buf;
1469 object *tmp; 1471 object *tmp;
1472 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1470 1473
1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1472
1473 if (num_ident < 1)
1474 num_ident = 1;
1475 1475
1476 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 { 1477 {
1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1479 { 1479 {
1485 1485
1486 if (tmp->msg) 1486 if (tmp->msg)
1487 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1488 } 1488 }
1489 1489
1490 num_ident--;
1491 if (!num_ident) 1490 if (!--num_ident)
1492 break; 1491 break;
1493 } 1492 }
1494 } 1493 }
1495 1494
1496 /* If all the power of the spell has been used up, don't go and identify 1495 /* If all the power of the spell has been used up, don't go and identify
1510 1509
1511 if (tmp->msg) 1510 if (tmp->msg)
1512 buf << "The item has a story:\r" << tmp->msg << "\n\n"; 1511 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1513 } 1512 }
1514 1513
1515 num_ident--;
1516 if (!num_ident) 1514 if (!--num_ident)
1517 break; 1515 break;
1518 } 1516 }
1519 } 1517 }
1520 1518
1521 if (buf.empty ()) 1519 if (buf.empty ())
1574 for (tmp = last; tmp; tmp = tmp->below) 1572 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1573 {
1576 /* show invisible */ 1574 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1575 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1578 /* Might there be other objects that we can make visible? */ 1576 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1577 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1578 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1581 || tmp->type == CF_HANDLE 1579 || tmp->type == CF_HANDLE
1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE 1580 || tmp->type == TRAPDOOR
1581 || tmp->type == EXIT
1582 || tmp->type == HOLE
1583 || tmp->type == BUTTON
1583 || tmp->type == BUTTON || tmp->type == TELEPORTER 1584 || tmp->type == TELEPORTER
1585 || tmp->type == GATE
1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR 1586 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN 1587 || tmp->type == WEAPON
1588 || tmp->type == ALTAR
1589 || tmp->type == SIGN
1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY 1590 || tmp->type == TRIGGER_PEDESTAL
1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1591 || tmp->type == SPECIAL_KEY
1592 || tmp->type == TREASURE
1593 || tmp->type == BOOK
1594 || tmp->type == HOLY_ALTAR
1595 || tmp->type == CONTAINER)))
1588 { 1596 {
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1597 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1598 {
1591 tmp->invisible = 0; 1599 tmp->invisible = 0;
1592 done_one = 1; 1600 done_one = 1;
2323 { 2331 {
2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2325 return 0; 2333 return 0;
2326 } 2334 }
2327 2335
2328 if (strcasestr_local (msg, "endmsg")) 2336 if (!msg_is_safe (msg))
2329 { 2337 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2338 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2339 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2332 return 0; 2340 return 0;
2333 } 2341 }
2334 2342
2335 if (!spell->other_arch) 2343 if (!spell->other_arch)
2336 return 0; 2344 return 0;

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