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 */ |
… | |
… | |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
609 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
615 | break; |
610 | break; |
616 | } |
611 | } |
617 | } |
612 | } |
618 | } |
613 | } |
619 | |
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620 | return 1; |
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621 | } |
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622 | |
|
|
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
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|
624 | * |
|
|
625 | * This function cast the spell of town portal for op |
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626 | * |
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627 | * The spell operates in two passes. During the first one a place |
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628 | * is marked as a destination for the portal. During the second one, |
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629 | * 2 portals are created, one in the position the player cast it and |
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630 | * one in the destination place. The portal are synchronized and 2 forces |
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631 | * are inserted in the player to destruct the portal next time player |
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632 | * creates a new portal pair. |
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633 | * This spell has a side effect that it allows people to meet each other |
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634 | * in a permanent, private, appartements by making a town portal from it |
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635 | * to the town or another public place. So, check if the map is unique and if |
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636 | * so return an error |
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637 | * |
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638 | * Code by Tchize (david.delbecq@usa.net) |
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639 | */ |
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640 | int |
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641 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
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642 | { |
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643 | object *dummy, *force, *old_force; |
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644 | archetype *perm_portal; |
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645 | char portal_name[1024], portal_message[1024]; |
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646 | maptile *exitmap; |
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647 | int op_level; |
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648 | |
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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 |
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660 | * dummy is used to make a check inventory for the force |
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661 | */ |
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662 | dummy = arch_to_object (spell->other_arch); |
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663 | if (dummy == NULL) |
|
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664 | { |
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665 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
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666 | LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); |
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667 | return 0; |
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668 | } |
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669 | |
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670 | force = check_inv_recursive (op, dummy); |
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671 | |
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672 | if (force == NULL) |
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673 | { |
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674 | /* Here we know there is no destination marked up. |
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675 | * We have 2 things to do: |
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676 | * 1. Mark the destination in the player inventory. |
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677 | * 2. Let the player know it worked. |
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678 | */ |
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679 | dummy->name = op->map->path; |
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|
680 | EXIT_X (dummy) = op->x; |
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681 | EXIT_Y (dummy) = op->y; |
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682 | insert_ob_in_ob (dummy, op); |
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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."); |
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|
684 | return 1; |
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685 | } |
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686 | |
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687 | dummy->destroy (); |
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688 | |
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689 | /* Here we know where the town portal should go to |
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690 | * We should kill any existing portal associated with the player. |
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691 | * Than we should create the 2 portals. |
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692 | * For each of them, we need: |
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693 | * - To create the portal with the name of the player+destination map |
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694 | * - set the owner of the town portal |
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695 | * - To mark the position of the portal in the player's inventory |
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696 | * for easier destruction. |
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697 | * |
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698 | * The mark works has follow: |
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699 | * slaying: Existing town portal |
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700 | * hp, sp : x & y of the associated portal |
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701 | * name : name of the portal |
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702 | * race : map the portal is in |
|
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703 | */ |
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704 | |
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705 | /* First step: killing existing town portals */ |
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706 | dummy = get_archetype (spell->race); |
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707 | if (dummy == NULL) |
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708 | { |
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709 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
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710 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
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711 | return 0; |
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712 | } |
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713 | |
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714 | perm_portal = archetype::find (spell->slaying); |
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715 | |
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716 | /* To kill a town portal, we go trough the player's inventory, |
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717 | * for each marked portal in player's inventory, |
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718 | * -We try load the associated map (if impossible, consider the portal destructed) |
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|
719 | * -We find any portal in the specified location. |
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720 | * If it has the good name, we destruct it. |
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721 | * -We destruct the force indicating that portal. |
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722 | */ |
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|
723 | while ((old_force = check_inv_recursive (op, dummy))) |
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724 | { |
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725 | exitmap = maptile::find_sync (old_force->race, op->map); |
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726 | |
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727 | if (exitmap) |
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728 | { |
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729 | exitmap->load_sync (); |
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|
730 | |
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|
731 | int exitx = EXIT_X (old_force); |
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|
732 | int exity = EXIT_Y (old_force); |
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733 | |
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|
734 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
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|
735 | { |
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736 | if (tmp->name == old_force->name) |
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737 | { |
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738 | tmp->destroy (); |
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|
739 | break; |
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740 | } |
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|
741 | } |
|
|
742 | } |
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|
743 | |
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|
744 | old_force->destroy (); |
|
|
745 | } |
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|
746 | |
|
|
747 | dummy->destroy (); |
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|
748 | |
|
|
749 | /* Creating the portals. |
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|
750 | * The very first thing to do is to ensure |
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|
751 | * access to the destination map. |
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|
752 | * If we can't, don't fizzle. Simply warn player. |
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|
753 | * This ensure player pays his mana for the spell |
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|
754 | * because HE is responsible of forgotting. |
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|
755 | * 'force' is the destination of the town portal, which we got |
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756 | * from the players inventory above. |
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|
757 | */ |
|
|
758 | |
|
|
759 | /* Ensure exit map is loaded */ |
|
|
760 | exitmap = maptile::find_sync (force->name); |
|
|
761 | |
|
|
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
|
|
763 | if (!exitmap) |
|
|
764 | { |
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|
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
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|
766 | force->destroy (); |
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|
767 | return 1; |
|
|
768 | } |
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|
769 | |
|
|
770 | exitmap->load_sync (); |
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|
771 | |
|
|
772 | op_level = caster_level (caster, spell); |
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773 | if (op_level < 15) |
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774 | snprintf (portal_message, 1024, |
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775 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
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776 | &op->name); |
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777 | else if (op_level < 30) |
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778 | snprintf (portal_message, 1024, |
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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); |
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|
780 | else if (op_level < 60) |
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|
781 | snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); |
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|
782 | else |
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|
783 | snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n", |
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784 | &op->name); |
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785 | |
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|
786 | /* Create a portal in front of player |
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|
787 | * dummy contain the portal and |
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|
788 | * force contain the track to kill it later |
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|
789 | */ |
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790 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
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791 | dummy = get_archetype (spell->slaying); /*The portal */ |
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792 | if (dummy == NULL) |
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|
793 | { |
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794 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
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795 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
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|
796 | return 0; |
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|
797 | } |
|
|
798 | |
|
|
799 | EXIT_PATH (dummy) = force->name; |
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|
800 | EXIT_X (dummy) = EXIT_X (force); |
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|
801 | EXIT_Y (dummy) = EXIT_Y (force); |
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|
802 | dummy->name = dummy->name_pl = portal_name; |
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|
803 | dummy->msg = portal_message; |
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|
804 | dummy->race = op->name; /*Save the owner of the portal */ |
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|
805 | cast_create_obj (op, caster, dummy, 0); |
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|
806 | |
|
|
807 | /* Now we need to to create a town portal marker inside the player |
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808 | * object, so on future castings, we can know that he has an active |
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|
809 | * town portal. |
|
|
810 | */ |
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|
811 | object *tmp = get_archetype (spell->race); |
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|
812 | |
|
|
813 | if (!tmp) |
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|
814 | { |
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|
815 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
816 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
817 | return 0; |
|
|
818 | } |
|
|
819 | |
|
|
820 | tmp->race = op->map->path; |
|
|
821 | tmp->name = portal_name; |
|
|
822 | EXIT_X (tmp) = dummy->x; |
|
|
823 | EXIT_Y (tmp) = dummy->y; |
|
|
824 | op->insert (tmp); |
|
|
825 | |
|
|
826 | /* Create a portal in the destination map |
|
|
827 | * dummy contain the portal and |
|
|
828 | * force the track to kill it later |
|
|
829 | * the 'force' variable still contains the 'reminder' of |
|
|
830 | * where this portal goes to. |
|
|
831 | */ |
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|
832 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
|
|
833 | dummy = get_archetype (spell->slaying); /*The portal */ |
|
|
834 | if (dummy == NULL) |
|
|
835 | { |
|
|
836 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
837 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
|
|
838 | return 0; |
|
|
839 | } |
|
|
840 | |
|
|
841 | EXIT_PATH (dummy) = op->map->path; |
|
|
842 | EXIT_X (dummy) = op->x; |
|
|
843 | EXIT_Y (dummy) = op->y; |
|
|
844 | dummy->name = dummy->name_pl = portal_name; |
|
|
845 | dummy->msg = portal_message; |
|
|
846 | dummy->race = op->name; /*Save the owner of the portal */ |
|
|
847 | exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op); |
|
|
848 | |
|
|
849 | /* Now we create another town portal marker that |
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850 | * points back to the one we just made |
|
|
851 | */ |
|
|
852 | tmp = get_archetype (spell->race); |
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|
853 | if (tmp == NULL) |
|
|
854 | { |
|
|
855 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
856 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
|
|
857 | return 0; |
|
|
858 | } |
|
|
859 | |
|
|
860 | tmp->race = force->name; |
|
|
861 | tmp->name = portal_name; |
|
|
862 | EXIT_X (tmp) = dummy->x; |
|
|
863 | EXIT_Y (tmp) = dummy->y; |
|
|
864 | insert_ob_in_ob (tmp, op); |
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|
865 | |
|
|
866 | /* Describe the player what happened |
|
|
867 | */ |
|
|
868 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); |
|
|
869 | force->destroy (); |
|
|
870 | |
614 | |
871 | return 1; |
615 | return 1; |
872 | } |
616 | } |
873 | |
617 | |
874 | /* This creates magic walls. Really, it can create most any object, |
618 | /* This creates magic walls. Really, it can create most any object, |
… | |
… | |
1368 | if (tmp->type == PLAYER) |
1112 | if (tmp->type == PLAYER) |
1369 | { |
1113 | { |
1370 | /* Stat adjustment spells */ |
1114 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1115 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1116 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1117 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1118 | { |
1377 | sm = 0; |
1119 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1120 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1121 | sm += rndm (1, 3); |
1380 | |
1122 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1123 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1124 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1125 | |
1384 | if (sm < 0) |
1126 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1127 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1128 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1129 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1130 | } |
1391 | } |
1131 | } |
1392 | } |
1132 | } |
… | |
… | |
1764 | { |
1504 | { |
1765 | identify (tmp); |
1505 | identify (tmp); |
1766 | |
1506 | |
1767 | if (op->type == PLAYER) |
1507 | if (op->type == PLAYER) |
1768 | { |
1508 | { |
1769 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); |
1509 | new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); |
1770 | |
1510 | |
1771 | if (tmp->msg) |
1511 | if (tmp->msg) |
1772 | { |
1512 | { |
1773 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1513 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1774 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1514 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
… | |
… | |
1786 | * stuff on the floor. Only identify stuff on the floor if the spell |
1526 | * stuff on the floor. Only identify stuff on the floor if the spell |
1787 | * was not fully used. |
1527 | * was not fully used. |
1788 | */ |
1528 | */ |
1789 | if (num_ident) |
1529 | if (num_ident) |
1790 | { |
1530 | { |
1791 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) |
1531 | 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)) |
1532 | if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) |
1793 | { |
1533 | { |
1794 | identify (tmp); |
1534 | identify (tmp); |
1795 | |
1535 | |
1796 | if (op->type == PLAYER) |
1536 | if (op->type == PLAYER) |
1797 | { |
1537 | { |
1798 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); |
1538 | new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); |
1799 | |
1539 | |
1800 | if (tmp->msg) |
1540 | if (tmp->msg) |
1801 | { |
1541 | { |
1802 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1542 | new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); |
1803 | new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); |
1543 | 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, |
1983 | * 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 |
1984 | * 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 |
1985 | * that only let players use it was correct, and removed all the other |
2246 | * player checks. MSW 2003-01-06 |
1986 | * player checks. MSW 2003-01-06 |
2247 | */ |
1987 | */ |
2248 | |
|
|
2249 | int |
1988 | int |
2250 | animate_weapon (object *op, object *caster, object *spell, int dir) |
1989 | animate_weapon (object *op, object *caster, object *spell, int dir) |
2251 | { |
1990 | { |
2252 | object *weapon, *tmp; |
1991 | object *weapon, *tmp; |
2253 | char buf[MAX_BUF]; |
1992 | char buf[MAX_BUF]; |
… | |
… | |
2265 | /* exit if it's not a player using this spell. */ |
2004 | /* exit if it's not a player using this spell. */ |
2266 | if (op->type != PLAYER) |
2005 | if (op->type != PLAYER) |
2267 | return 0; |
2006 | return 0; |
2268 | |
2007 | |
2269 | /* if player already has a golem, abort */ |
2008 | /* if player already has a golem, abort */ |
2270 | if (op->contr->ranges[range_golem]) |
2009 | if (object *golem = op->contr->golem) |
2271 | { |
2010 | { |
2272 | control_golem (op->contr->ranges[range_golem], dir); |
2011 | control_golem (golem, dir); |
2273 | return 0; |
2012 | return 0; |
2274 | } |
2013 | } |
2275 | |
2014 | |
2276 | /* if no direction specified, pick one */ |
2015 | /* if no direction specified, pick one */ |
2277 | if (!dir) |
2016 | if (!dir) |
… | |
… | |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2066 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2328 | tmp->stats.exp = 0; |
2067 | tmp->stats.exp = 0; |
2329 | add_friendly_object (tmp); |
2068 | add_friendly_object (tmp); |
2330 | tmp->type = GOLEM; |
2069 | tmp->type = GOLEM; |
2331 | tmp->set_owner (op); |
2070 | tmp->set_owner (op); |
|
|
2071 | op->contr->golem = tmp; |
2332 | set_spell_skill (op, caster, spell, tmp); |
2072 | set_spell_skill (op, caster, spell, tmp); |
2333 | op->contr->ranges[range_golem] = tmp; |
|
|
2334 | op->contr->shoottype = range_golem; |
|
|
2335 | |
2073 | |
2336 | /* Give the weapon to the golem now. A bit of a hack to check the |
2074 | /* 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 |
2075 | * removed flag - it should only be set if get_split_object was |
2338 | * used above. |
2076 | * used above. |
2339 | */ |
2077 | */ |
2340 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2078 | if (!QUERY_FLAG (weapon, FLAG_REMOVED)) |
2341 | weapon->remove (); |
2079 | weapon->remove (); |
|
|
2080 | |
2342 | insert_ob_in_ob (weapon, tmp); |
2081 | insert_ob_in_ob (weapon, tmp); |
2343 | esrv_send_item (op, weapon); |
2082 | esrv_send_item (op, weapon); |
2344 | /* To do everything necessary to let a golem use the weapon is a pain, |
2083 | /* 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 |
2084 | * so instead, just set it as equipped (otherwise, we need to update |
2346 | * body_info, skills, etc) |
2085 | * body_info, skills, etc) |