1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
585 | new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); |
586 | else |
586 | else |
587 | { |
587 | { |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
588 | new_draw_info (NDI_UNIQUE, 0, op, "You have:"); |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
589 | new_draw_info (NDI_UNIQUE, 0, op, cp); |
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|
590 | |
590 | if (tmp != NULL) |
591 | if (tmp) |
591 | { |
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|
592 | for (i = 0; i < NUM_STATS; i++) |
592 | for (i = 0; i < NUM_STATS; i++) |
593 | { |
593 | if (tmp->stats.stat (i) < 0) |
594 | if (get_attr_value (&tmp->stats, i) < 0) |
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|
595 | { |
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|
596 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); |
594 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); |
597 | } |
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|
598 | } |
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|
599 | } |
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|
600 | } |
595 | } |
601 | |
596 | |
602 | if (is_dragon_pl (op)) |
597 | if (is_dragon_pl (op)) |
603 | { |
598 | { |
604 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
599 | /* now grab the 'dragon_ability'-force from the player's inventory */ |
… | |
… | |
644 | archetype *perm_portal; |
639 | archetype *perm_portal; |
645 | char portal_name[1024], portal_message[1024]; |
640 | char portal_name[1024], portal_message[1024]; |
646 | maptile *exitmap; |
641 | maptile *exitmap; |
647 | int op_level; |
642 | int op_level; |
648 | |
643 | |
649 | /* Check to see if the map the player is currently on is a per player unique |
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|
650 | * map. This can be determined in that per player unique maps have the |
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|
651 | * full pathname listed. |
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|
652 | */ |
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|
653 | if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) |
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|
654 | { |
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|
655 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n"); |
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|
656 | return 0; |
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|
657 | } |
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|
658 | |
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|
659 | /* The first thing to do is to check if we have a marked destination |
644 | /* The first thing to do is to check if we have a marked destination |
660 | * dummy is used to make a check inventory for the force |
645 | * dummy is used to make a check inventory for the force |
661 | */ |
646 | */ |
662 | dummy = arch_to_object (spell->other_arch); |
647 | dummy = arch_to_object (spell->other_arch); |
663 | if (dummy == NULL) |
648 | if (dummy == NULL) |
… | |
… | |
678 | */ |
663 | */ |
679 | dummy->name = op->map->path; |
664 | dummy->name = op->map->path; |
680 | EXIT_X (dummy) = op->x; |
665 | EXIT_X (dummy) = op->x; |
681 | EXIT_Y (dummy) = op->y; |
666 | EXIT_Y (dummy) = op->y; |
682 | insert_ob_in_ob (dummy, op); |
667 | insert_ob_in_ob (dummy, op); |
683 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); |
668 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere."); |
684 | return 1; |
669 | return 1; |
685 | } |
670 | } |
686 | |
671 | |
687 | dummy->destroy (); |
672 | dummy->destroy (); |
688 | |
673 | |
… | |
… | |
760 | exitmap = maptile::find_sync (force->name); |
745 | exitmap = maptile::find_sync (force->name); |
761 | |
746 | |
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
747 | /* If we were unable to load (ex. random map deleted), warn player */ |
763 | if (!exitmap) |
748 | if (!exitmap) |
764 | { |
749 | { |
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
750 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?"); |
766 | force->destroy (); |
751 | force->destroy (); |
767 | return 1; |
752 | return 1; |
768 | } |
753 | } |
769 | |
754 | |
770 | exitmap->load_sync (); |
755 | exitmap->load_sync (); |
771 | |
756 | |
772 | op_level = caster_level (caster, spell); |
757 | op_level = caster_level (caster, spell); |
773 | if (op_level < 15) |
758 | if (op_level < 15) |
774 | snprintf (portal_message, 1024, |
759 | snprintf (portal_message, 1024, |
775 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
760 | "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n", |
776 | &op->name); |
761 | &op->name); |
777 | else if (op_level < 30) |
762 | else if (op_level < 30) |
778 | snprintf (portal_message, 1024, |
763 | snprintf (portal_message, 1024, |
779 | "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name); |
764 | "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name); |
780 | else if (op_level < 60) |
765 | else if (op_level < 60) |
781 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
766 | snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n"); |
782 | else |
767 | else |
783 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
768 | snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n", |
784 | &op->name); |
769 | &op->name); |
785 | |
770 | |
786 | /* Create a portal in front of player |
771 | /* Create a portal in front of player |
787 | * dummy contain the portal and |
772 | * dummy contain the portal and |
788 | * force contain the track to kill it later |
773 | * force contain the track to kill it later |
… | |
… | |
1368 | if (tmp->type == PLAYER) |
1353 | if (tmp->type == PLAYER) |
1369 | { |
1354 | { |
1370 | /* Stat adjustment spells */ |
1355 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1356 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1357 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1358 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1359 | { |
1377 | sm = 0; |
1360 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1361 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1362 | sm += rndm (1, 3); |
1380 | |
1363 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1364 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1365 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1366 | |
1384 | if (sm < 0) |
1367 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1368 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1369 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1370 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1371 | } |
1391 | } |
1372 | } |
1392 | } |
1373 | } |
… | |
… | |
1764 | { |
1745 | { |
1765 | identify (tmp); |
1746 | identify (tmp); |
1766 | |
1747 | |
1767 | if (op->type == PLAYER) |
1748 | if (op->type == PLAYER) |
1768 | { |
1749 | { |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1750 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1770 | |
1751 | |
1771 | if (tmp->msg) |
1752 | if (tmp->msg) |
1772 | { |
1753 | { |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1754 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1774 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1755 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1786 | * stuff on the floor. Only identify stuff on the floor if the spell |
1767 | * stuff on the floor. Only identify stuff on the floor if the spell |
1787 | * was not fully used. |
1768 | * was not fully used. |
1788 | */ |
1769 | */ |
1789 | if (num_ident) |
1770 | if (num_ident) |
1790 | { |
1771 | { |
1791 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1772 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1792 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1773 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1793 | { |
1774 | { |
1794 | identify (tmp); |
1775 | identify (tmp); |
1795 | |
1776 | |
1796 | if (op->type == PLAYER) |
1777 | if (op->type == PLAYER) |
1797 | { |
1778 | { |
1798 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1779 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1799 | |
1780 | |
1800 | if (tmp->msg) |
1781 | if (tmp->msg) |
1801 | { |
1782 | { |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1783 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1803 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1784 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
2243 | * This code was very odd - code early on would only let players use the spell, |
2224 | * This code was very odd - code early on would only let players use the spell, |
2244 | * yet the code wass full of player checks. I've presumed that the code |
2225 | * yet the code wass full of player checks. I've presumed that the code |
2245 | * that only let players use it was correct, and removed all the other |
2226 | * that only let players use it was correct, and removed all the other |
2246 | * player checks. MSW 2003-01-06 |
2227 | * player checks. MSW 2003-01-06 |
2247 | */ |
2228 | */ |
2248 | |
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|
2249 | int |
2229 | int |
2250 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2230 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2251 | { |
2231 | { |
2252 | object *weapon, *tmp; |
2232 | object *weapon, *tmp; |
2253 | char buf[MAX_BUF]; |
2233 | char buf[MAX_BUF]; |
… | |
… | |
2265 | /* exit if it's not a player using this spell. */ |
2245 | /* exit if it's not a player using this spell. */ |
2266 | if (op->type != PLAYER) |
2246 | if (op->type != PLAYER) |
2267 | return 0; |
2247 | return 0; |
2268 | |
2248 | |
2269 | /* if player already has a golem, abort */ |
2249 | /* if player already has a golem, abort */ |
2270 | if (op->contr->ranges[range_golem]) |
2250 | if (object *golem = op->contr->golem) |
2271 | { |
2251 | { |
2272 | control_golem (op->contr->ranges[range_golem], dir); |
2252 | control_golem (golem, dir); |
2273 | return 0; |
2253 | return 0; |
2274 | } |
2254 | } |
2275 | |
2255 | |
2276 | /* if no direction specified, pick one */ |
2256 | /* if no direction specified, pick one */ |
2277 | if (!dir) |
2257 | if (!dir) |
… | |
… | |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2307 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2328 | tmp->stats.exp = 0; |
2308 | tmp->stats.exp = 0; |
2329 | add_friendly_object (tmp); |
2309 | add_friendly_object (tmp); |
2330 | tmp->type = GOLEM; |
2310 | tmp->type = GOLEM; |
2331 | tmp->set_owner (op); |
2311 | tmp->set_owner (op); |
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|
2312 | op->contr->golem = tmp; |
2332 | set_spell_skill (op, caster, spell, tmp); |
2313 | set_spell_skill (op, caster, spell, tmp); |
2333 | op->contr->ranges[range_golem] = tmp; |
|
|
2334 | op->contr->shoottype = range_golem; |
|
|
2335 | |
2314 | |
2336 | /* Give the weapon to the golem now. A bit of a hack to check the |
2315 | /* Give the weapon to the golem now. A bit of a hack to check the |
2337 | * removed flag - it should only be set if get_split_object was |
2316 | * removed flag - it should only be set if get_split_object was |
2338 | * used above. |
2317 | * used above. |
2339 | */ |
2318 | */ |
2340 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2319 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2341 | weapon->remove (); |
2320 | weapon->remove (); |
|
|
2321 | |
2342 | insert_ob_in_ob (weapon, tmp); |
2322 | insert_ob_in_ob (weapon, tmp); |
2343 | esrv_send_item (op, weapon); |
2323 | esrv_send_item (op, weapon); |
2344 | /* To do everything necessary to let a golem use the weapon is a pain, |
2324 | /* To do everything necessary to let a golem use the weapon is a pain, |
2345 | * so instead, just set it as equipped (otherwise, we need to update |
2325 | * so instead, just set it as equipped (otherwise, we need to update |
2346 | * body_info, skills, etc) |
2326 | * body_info, skills, etc) |