Files
Polaris/code/game/gamemodes/wizard/wizard.dm
kortgstation@gmail.com 3bada93424 The Wizard no longer starts with Ethereal Jaunt.
Instead, the spellbook simply starts with an extra use. This will save you the trouble of re-memorizing if you do not want to take ethereal jaunt.

Put an Ion Rifle on the nuke ops shuttle which will hopefully help with nuke teams getting routinely destroyed by sec borgs.

Fixed a wizard spawn message which referred to a no longer existing item (it mentioned "two" artifacts in your pockets,though you no longer spawn with a scrying gem)

Added Magus Helm sprites/object, which as of now does not spawn and is just an alternative wizard hat (counts for spell requirements).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2743 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 11:54:11 +00:00

299 lines
11 KiB
Plaintext

/datum/game_mode
var/list/datum/mind/wizards = list()
/datum/game_mode/wizard
name = "wizard"
config_tag = "wizard"
required_players = 0
required_enemies = 1
var/finished = 0
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
/datum/game_mode/wizard/announce()
world << "<B>The current game mode is - Wizard!</B>"
world << "<B>There is a \red SPACE WIZARD\black on the station. You can't let him achieve his objective!</B>"
/datum/game_mode/wizard/can_start()//This could be better, will likely have to recode it later
if(!..())
return 0
var/list/datum/mind/possible_wizards = get_players_for_role(BE_WIZARD)
if(possible_wizards.len==0)
return 0
var/datum/mind/wizard = pick(possible_wizards)
wizards += wizard
modePlayer += wizard
wizard.assigned_role = "MODE" //So they aren't chosen for other jobs.
wizard.special_role = "Wizard"
wizard.original = wizard.current
if(wizardstart.len == 0)
wizard.current << "<B>\red A starting location for you could not be found, please report this bug!</B>"
return 0
return 1
/datum/game_mode/wizard/pre_setup()
for(var/datum/mind/wizard in wizards)
wizard.current.loc = pick(wizardstart)
return 1
/datum/game_mode/wizard/post_setup()
for(var/datum/mind/wizard in wizards)
forge_wizard_objectives(wizard)
//learn_basic_spells(wizard.current)
equip_wizard(wizard.current)
name_wizard(wizard.current)
greet_wizard(wizard)
spawn (rand(waittime_l, waittime_h))
send_intercept()
..()
return
/datum/game_mode/proc/forge_wizard_objectives(var/datum/mind/wizard)
switch(rand(1,100))
if(1 to 30)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = wizard
kill_objective.find_target()
wizard.objectives += kill_objective
if (!(locate(/datum/objective/escape) in wizard.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = wizard
wizard.objectives += escape_objective
if(31 to 60)
var/datum/objective/steal/steal_objective = new
steal_objective.owner = wizard
steal_objective.find_target()
wizard.objectives += steal_objective
if (!(locate(/datum/objective/escape) in wizard.objectives))
var/datum/objective/escape/escape_objective = new
escape_objective.owner = wizard
wizard.objectives += escape_objective
if(61 to 85)
var/datum/objective/assassinate/kill_objective = new
kill_objective.owner = wizard
kill_objective.find_target()
wizard.objectives += kill_objective
var/datum/objective/steal/steal_objective = new
steal_objective.owner = wizard
steal_objective.find_target()
wizard.objectives += steal_objective
if (!(locate(/datum/objective/survive) in wizard.objectives))
var/datum/objective/survive/survive_objective = new
survive_objective.owner = wizard
wizard.objectives += survive_objective
else
if (!(locate(/datum/objective/hijack) in wizard.objectives))
var/datum/objective/hijack/hijack_objective = new
hijack_objective.owner = wizard
wizard.objectives += hijack_objective
return
/datum/game_mode/proc/name_wizard(mob/living/carbon/human/wizard_mob)
//Allows the wizard to choose a custom name or go with a random one. Spawn 0 so it does not lag the round starting.
var/wizard_name_first = pick(wizard_first)
var/wizard_name_second = pick(wizard_second)
var/randomname = "[wizard_name_first] [wizard_name_second]"
spawn(0)
var/newname = input(wizard_mob, "You are the Space Wizard. Would you like to change your name to something else?", "Name change", randomname) as null|text
if (length(newname) == 0)
newname = randomname
if (newname)
if (length(newname) >= 26)
newname = copytext(newname, 1, 26)
newname = dd_replacetext(newname, ">", "'")
wizard_mob.real_name = newname
wizard_mob.name = newname
return
/datum/game_mode/proc/greet_wizard(var/datum/mind/wizard, var/you_are=1)
if (you_are)
wizard.current << "<B>\red You are the Space Wizard!</B>"
wizard.current << "<B>The Space Wizards Federation has given you the following tasks:</B>"
var/obj_count = 1
for(var/datum/objective/objective in wizard.objectives)
wizard.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
return
/*/datum/game_mode/proc/learn_basic_spells(mob/living/carbon/human/wizard_mob)
if (!istype(wizard_mob))
return
if(!config.feature_object_spell_system)
wizard_mob.verbs += /client/proc/jaunt
wizard_mob.mind.special_verbs += /client/proc/jaunt
else
wizard_mob.spell_list += new /obj/effect/proc_holder/spell/targeted/ethereal_jaunt(usr)
*/
/datum/game_mode/proc/equip_wizard(mob/living/carbon/human/wizard_mob)
if (!istype(wizard_mob))
return
//So zards properly get their items when they are admin-made.
del(wizard_mob.wear_suit)
del(wizard_mob.head)
del(wizard_mob.shoes)
del(wizard_mob.r_hand)
del(wizard_mob.r_store)
del(wizard_mob.l_store)
wizard_mob.equip_if_possible(new /obj/item/device/radio/headset(wizard_mob), wizard_mob.slot_ears)
wizard_mob.equip_if_possible(new /obj/item/clothing/under/lightpurple(wizard_mob), wizard_mob.slot_w_uniform)
wizard_mob.equip_if_possible(new /obj/item/clothing/shoes/sandal(wizard_mob), wizard_mob.slot_shoes)
wizard_mob.equip_if_possible(new /obj/item/clothing/suit/wizrobe(wizard_mob), wizard_mob.slot_wear_suit)
wizard_mob.equip_if_possible(new /obj/item/clothing/head/wizard(wizard_mob), wizard_mob.slot_head)
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/backpack(wizard_mob), wizard_mob.slot_back)
wizard_mob.equip_if_possible(new /obj/item/weapon/storage/box(wizard_mob), wizard_mob.slot_in_backpack)
// wizard_mob.equip_if_possible(new /obj/item/weapon/scrying_gem(wizard_mob), wizard_mob.slot_l_store) For scrying gem.
wizard_mob.equip_if_possible(new /obj/item/weapon/teleportation_scroll(wizard_mob), wizard_mob.slot_r_store)
if(config.feature_object_spell_system) //if it's turned on (in config.txt), spawns an object spell spellbook
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook/object_type_spells(wizard_mob), wizard_mob.slot_r_hand)
else
wizard_mob.equip_if_possible(new /obj/item/weapon/spellbook(wizard_mob), wizard_mob.slot_r_hand)
wizard_mob << "You will find a list of available spells in your spell book. Choose your magic arsenal carefully."
wizard_mob << "In your pockets you will find a teleport scroll. Use it as needed."
wizard_mob.mind.store_memory("<B>Remember:</B> do not forget to prepare your spells.")
return 1
/datum/game_mode/wizard/check_finished()
var/wizards_alive = 0
for(var/datum/mind/wizard in wizards)
if(!istype(wizard.current,/mob/living/carbon))
continue
if(wizard.current.stat==2)
continue
wizards_alive++
if (wizards_alive)
return ..()
else
finished = 1
return 1
/datum/game_mode/wizard/declare_completion()
if(finished)
feedback_set_details("round_end_result","loss - wizard killed")
world << "\red <FONT size = 3><B> The wizard[(wizards.len>1)?"s":""] has been killed by the crew! The Space Wizards Federation has been taught a lesson they will not soon forget!</B></FONT>"
..()
return 1
/datum/game_mode/proc/auto_declare_completion_wizard()
for(var/datum/mind/wizard in wizards)
var/wizard_name
if(wizard.current)
if(wizard.current == wizard.original)
wizard_name = "[wizard.current.real_name] (played by [wizard.key])"
else if (wizard.original)
wizard_name = "[wizard.current.real_name] (originally [wizard.original.real_name]) (played by [wizard.key])"
else
wizard_name = "[wizard.current.real_name] (original character destroyed) (played by [wizard.key])"
else
wizard_name = "[wizard.key] (character destroyed)"
world << "<B>The wizard was [wizard_name]</B>"
var/count = 1
var/wizardwin = 1
for(var/datum/objective/objective in wizard.objectives)
if(objective.check_completion())
world << "<B>Objective #[count]</B>: [objective.explanation_text] \green <B>Success</B>"
else
world << "<B>Objective #[count]</B>: [objective.explanation_text] \red Failed"
wizardwin = 0
count++
if(wizard.current && wizard.current.stat!=2 && wizardwin)
world << "<B>The wizard was successful!<B>"
else
world << "<B>The wizard has failed!<B>"
return 1
//OTHER PROCS
//To batch-remove wizard spells. Linked to mind.dm.
/mob/proc/spellremove(var/mob/M as mob, var/spell_type = "verb")
// ..()
if(spell_type == "verb")
if(M.verbs.len)
M.verbs -= /client/proc/jaunt
M.verbs -= /client/proc/magicmissile
M.verbs -= /client/proc/fireball
M.verbs -= /mob/proc/kill
M.verbs -= /mob/proc/tech
M.verbs -= /client/proc/smokecloud
M.verbs -= /client/proc/blind
M.verbs -= /client/proc/forcewall
M.verbs -= /mob/proc/teleport
M.verbs -= /client/proc/mutate
M.verbs -= /client/proc/knock
M.verbs -= /mob/proc/swap
M.verbs -= /client/proc/blink
if(M.mind && M.mind.special_verbs.len)
M.mind.special_verbs -= /client/proc/jaunt
M.mind.special_verbs -= /client/proc/magicmissile
M.mind.special_verbs -= /client/proc/fireball
M.mind.special_verbs -= /mob/proc/kill
M.mind.special_verbs -= /mob/proc/tech
M.mind.special_verbs -= /client/proc/smokecloud
M.mind.special_verbs -= /client/proc/blind
M.mind.special_verbs -= /client/proc/forcewall
M.mind.special_verbs -= /mob/proc/teleport
M.mind.special_verbs -= /client/proc/mutate
M.mind.special_verbs -= /client/proc/knock
M.mind.special_verbs -= /mob/proc/swap
M.mind.special_verbs -= /client/proc/blink
else if(spell_type == "object")
for(var/obj/effect/proc_holder/spell/spell_to_remove in src.spell_list)
del(spell_to_remove)
/*Checks if the wizard can cast spells.
Made a proc so this is not repeated 14 (or more) times.*/
/mob/proc/casting()
//Removed the stat check because not all spells require clothing now.
if(!istype(usr:wear_suit, /obj/item/clothing/suit/wizrobe))
usr << "I don't feel strong enough without my robe."
return 0
if(!istype(usr:shoes, /obj/item/clothing/shoes/sandal))
usr << "I don't feel strong enough without my sandals."
return 0
if(!istype(usr:head, /obj/item/clothing/head/wizard))
usr << "I don't feel strong enough without my hat."
return 0
else
return 1
/*Checks if the wizard is a mime and male/female.
Outputs the appropriate voice if the user is not a mime.
Made a proc here so it's not repeated several times.*/
/mob/proc/spellvoice()
// if(!usr.miming)No longer necessary.
// if(usr.gender=="male")
// playsound(usr.loc, pick('null.ogg','null.ogg'), 100, 1)
// else
// playsound(usr.loc, pick('null.ogg','null.ogg'), 100, 1)