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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.50 by root, Sat May 12 08:36:35 2007 UTC vs.
Revision 1.54 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
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);
590
590 if (tmp != NULL) 591 if (tmp)
591 {
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)
595 {
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 }
598 }
599 }
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
620 return 1;
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* 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
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
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 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "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);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "%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)
781 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
783 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);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
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 */
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
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
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);
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 }

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