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 */ |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
600 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
606 | { |
601 | { |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
602 | if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) |
608 | { |
603 | { |
609 | if (tmp->stats.exp == 0) |
604 | if (tmp->stats.exp == 0) |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
605 | sprintf (buf, "Your metabolism isn't focused on anything."); |
611 | else |
606 | else |
612 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
607 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
… | |
… | |
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 | */ |
|
|
640 | int |
|
|
641 | cast_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, |
… | |
… | |
1270 | } |
1014 | } |
1271 | |
1015 | |
1272 | return success; |
1016 | return success; |
1273 | } |
1017 | } |
1274 | |
1018 | |
1275 | |
|
|
1276 | /* This is used for the spells that gain stats. There are no spells |
1019 | /* This is used for the spells that gain stats. There are no spells |
1277 | * right now that icnrease wis/int/pow on a temp basis, so no |
1020 | * right now that icnrease wis/int/pow on a temp basis, so no |
1278 | * good comments for those. |
1021 | * good comments for those. |
1279 | */ |
1022 | */ |
1280 | static const char *const no_gain_msgs[NUM_STATS] = { |
1023 | static const char *const no_gain_msgs[NUM_STATS] = { |
1281 | "You grow no stronger.", |
1024 | "You grow no stronger.", |
1282 | "You grow no more agile.", |
1025 | "You grow no more agile.", |
1283 | "You don't feel any healthier.", |
1026 | "You don't feel any healthier.", |
1284 | "no wis", |
1027 | "You didn't grow any more intelligent.", |
|
|
1028 | "You do not feel any wiser.", |
|
|
1029 | "You don't feel any more powerful." |
1285 | "You are no easier to look at.", |
1030 | "You are no easier to look at.", |
1286 | "no int", |
|
|
1287 | "no pow" |
|
|
1288 | }; |
1031 | }; |
1289 | |
1032 | |
1290 | int |
1033 | int |
1291 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1034 | cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) |
1292 | { |
1035 | { |
… | |
… | |
1343 | } |
1086 | } |
1344 | else |
1087 | else |
1345 | { |
1088 | { |
1346 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1089 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1347 | } |
1090 | } |
|
|
1091 | |
1348 | return 1; |
1092 | return 1; |
1349 | } |
1093 | } |
|
|
1094 | |
1350 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1095 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1351 | force->speed = 1.0; |
1096 | force->speed = 1.0; |
1352 | force->speed_left = -1.0; |
1097 | force->speed_left = -1.0; |
1353 | SET_FLAG (force, FLAG_APPLIED); |
1098 | SET_FLAG (force, FLAG_APPLIED); |
1354 | |
1099 | |
… | |
… | |
1360 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1105 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1361 | if (force->resist[i] > 100) |
1106 | if (force->resist[i] > 100) |
1362 | force->resist[i] = 100; |
1107 | force->resist[i] = 100; |
1363 | } |
1108 | } |
1364 | } |
1109 | } |
|
|
1110 | |
1365 | if (spell_ob->stats.hp) |
1111 | if (spell_ob->stats.hp) |
1366 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1112 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1367 | |
1113 | |
1368 | if (tmp->type == PLAYER) |
1114 | if (tmp->type == PLAYER) |
1369 | { |
1115 | { |
1370 | /* Stat adjustment spells */ |
1116 | /* Stat adjustment spells */ |
1371 | for (i = 0; i < NUM_STATS; i++) |
1117 | for (i = 0; i < NUM_STATS; i++) |
1372 | { |
1118 | { |
1373 | sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; |
1119 | if (sint8 stat = spell_ob->stats.stat (i)) |
1374 | |
|
|
1375 | if (stat) |
|
|
1376 | { |
1120 | { |
1377 | sm = 0; |
1121 | sint8 sm = 0; |
1378 | for (k = 0; k < stat; k++) |
1122 | for (sint8 k = 0; k < stat; k++) |
1379 | sm += rndm (1, 3); |
1123 | sm += rndm (1, 3); |
1380 | |
1124 | |
1381 | if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) |
1125 | if (tmp->stats.stat (i) + sm > 15 + 5 * stat) |
1382 | { |
1126 | sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i)); |
1383 | sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); |
1127 | |
1384 | if (sm < 0) |
1128 | force->stats.stat (i) = sm; |
1385 | sm = 0; |
1129 | |
1386 | } |
|
|
1387 | set_attr_value (&force->stats, i, sm); |
|
|
1388 | if (!sm) |
1130 | if (!sm) |
1389 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1131 | new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); |
1390 | } |
1132 | } |
1391 | } |
1133 | } |
1392 | } |
1134 | } |
… | |
… | |
1413 | force->attacktype = spell_ob->attacktype; |
1155 | force->attacktype = spell_ob->attacktype; |
1414 | |
1156 | |
1415 | insert_ob_in_ob (force, tmp); |
1157 | insert_ob_in_ob (force, tmp); |
1416 | change_abil (tmp, force); /* Mostly to display any messages */ |
1158 | change_abil (tmp, force); /* Mostly to display any messages */ |
1417 | tmp->update_stats (); |
1159 | tmp->update_stats (); |
|
|
1160 | |
1418 | return 1; |
1161 | return 1; |
1419 | } |
1162 | } |
1420 | |
1163 | |
1421 | /* This used to be part of cast_change_ability, but it really didn't make |
1164 | /* This used to be part of cast_change_ability, but it really didn't make |
1422 | * a lot of sense, since most of the values it derives are from the god |
1165 | * a lot of sense, since most of the values it derives are from the god |
1423 | * of the caster. |
1166 | * of the caster. |
1424 | */ |
1167 | */ |
1425 | |
|
|
1426 | int |
1168 | int |
1427 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1169 | cast_bless (object *op, object *caster, object *spell_ob, int dir) |
1428 | { |
1170 | { |
1429 | int i; |
1171 | int i; |
1430 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
1172 | object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; |
… | |
… | |
2294 | if (!weapon) |
2036 | if (!weapon) |
2295 | { |
2037 | { |
2296 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2038 | new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); |
2297 | return 0; |
2039 | return 0; |
2298 | } |
2040 | } |
2299 | if (spell->race && strcmp (weapon->arch->name, spell->race)) |
2041 | if (spell->race && strcmp (weapon->arch->archname, spell->race)) |
2300 | { |
2042 | { |
2301 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2043 | new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); |
2302 | return 0; |
2044 | return 0; |
2303 | } |
2045 | } |
2304 | if (weapon->type != WEAPON) |
2046 | if (weapon->type != WEAPON) |