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Revision: 1.10
Committed: Wed Dec 13 00:42:04 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.9: +14 -8 lines
Log Message:
added a needed abstraction

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.4 # include <sproto.h>
27 elmex 1.1 #endif
28     #include <spells.h>
29    
30    
31     #ifndef sqr
32 root 1.4 # define sqr(x) ((x)*(x))
33 elmex 1.1 #endif
34    
35    
36     /* peterm:
37     * write_rune:
38     * op: rune writer
39     * skop: skill object used for casting this rune
40     * dir: orientation of rune, direction rune's contained spell will
41     * be cast in, if applicable
42     * inspell: spell object to put into the rune, can be null if doing
43     * a marking rune.
44     * level: level of casting of the rune
45     * runename: name of the rune or message displayed by the rune for
46     * a rune of marking
47     */
48    
49 root 1.4 int
50     write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
51     {
52     object *tmp, *rune_spell, *rune;
53     char buf[MAX_BUF];
54 root 1.7 maptile *m;
55 root 1.4 sint16 nx, ny;
56    
57     if (!dir)
58 root 1.10 dir = 1;
59 root 1.4
60     nx = op->x + freearr_x[dir];
61     ny = op->y + freearr_y[dir];
62     m = op->map;
63    
64     if (get_map_flags (m, &m, nx, ny, &nx, &ny))
65     {
66     new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
67     return 0;
68 elmex 1.1 }
69 root 1.10
70 root 1.4 for (tmp = get_map_ob (m, nx, ny); tmp != NULL; tmp = tmp->above)
71     if (tmp->type == RUNE)
72     break;
73    
74     if (tmp)
75     {
76     new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
77 elmex 1.1 return 0;
78     }
79    
80 root 1.4 if (spell->other_arch)
81 root 1.10 rune_spell = arch_to_object (spell->other_arch);
82 root 1.4 else
83     {
84     /* Player specified spell. The player has to know the spell, so
85     * lets just look through the players inventory see if they know it
86     * use the item_matched_string for our typical matching method.
87     */
88     int bestmatch = 0, ms;
89    
90     if (!runename || *runename == 0)
91     {
92     new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
93     return 0;
94     }
95    
96     rune_spell = NULL;
97     for (tmp = op->inv; tmp; tmp = tmp->below)
98     {
99     if (tmp->type == SPELL)
100     {
101     ms = item_matched_string (op, tmp, runename);
102     if (ms > bestmatch)
103     {
104     bestmatch = ms;
105     rune_spell = tmp;
106 root 1.2 }
107     }
108     }
109 root 1.10
110 root 1.4 if (!rune_spell)
111     {
112     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
113     return 0;
114     }
115 root 1.10
116 root 1.4 if (rune_spell->skill != spell->skill)
117     {
118     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
119     return 0;
120     }
121 root 1.10
122 root 1.4 if (caster->path_denied & spell->path_attuned)
123     {
124     new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
125     return 0;
126     }
127 root 1.10
128 root 1.4 if (caster_level (caster, rune_spell) < rune_spell->level)
129     {
130     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
131     return 0;
132     }
133 root 1.10
134 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
135     {
136     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
137     return 0;
138     }
139 root 1.10
140 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
141     {
142     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
143     return 0;
144     }
145 root 1.10
146 root 1.4 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
147     op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
148     }
149 root 1.10
150 root 1.4 /* already proper rune. Note this should only be the case if other_arch was set */
151     if (rune_spell->type == RUNE)
152     {
153     rune = rune_spell;
154     }
155     else
156     {
157     rune = get_archetype (GENERIC_RUNE);
158     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
159     rune->msg = buf;
160 root 1.10 tmp = rune_spell->clone ();
161 root 1.4 insert_ob_in_ob (tmp, rune);
162 root 1.10
163 root 1.4 if (spell->face != blank_face)
164     rune->face = spell->face;
165     }
166 root 1.10
167 root 1.4 rune->level = caster_level (caster, spell);
168     rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
169     rune->x = nx;
170     rune->y = ny;
171     rune->map = m;
172     rune->direction = dir; /* where any spell will go upon detonation */
173     set_owner (rune, op); /* runes without need no owner */
174     set_spell_skill (op, caster, spell, rune);
175     insert_ob_in_map (rune, m, op, 0);
176     return 1;
177 elmex 1.1
178     }
179    
180    
181    
182     /* move_rune: peterm
183     comments on runes:
184     rune->level : level at which rune will cast its spell.
185     rune->hp : number of detonations before rune goes away
186     rune->msg : message the rune displays when it goes off
187     rune->direction : direction it will cast a spell in
188     rune->dam : damage the rune will do if it doesn't cast spells
189     rune->attacktype: type of damage it does, if not casting spells
190     rune->other_arch: spell in the rune
191     rune->Cha : how hidden the rune is
192     rune->maxhp : number of spells the rune casts
193     */
194    
195 root 1.4 void
196     move_rune (object *op)
197     {
198     int det = 0;
199    
200     if (!op->level)
201     {
202     return;
203     } /* runes of level zero cannot detonate. */
204     det = op->invisible;
205     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
206     {
207     op->invisible = 0;
208     op->speed_left -= 1;
209     }
210     else
211     op->invisible = 1;
212     if (op->invisible != det)
213     update_object (op, UP_OBJ_FACE);
214 elmex 1.1 }
215    
216    
217     /* peterm: rune_attack
218     * function handles those runes which detonate but do not cast spells.
219     */
220    
221    
222 root 1.4 void
223     rune_attack (object *op, object *victim)
224 elmex 1.1 {
225 root 1.4 if (victim)
226     {
227 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
228 root 1.4
229 root 1.6 if (victim->destroyed ())
230 root 1.4 return;
231 root 1.6
232 root 1.4 /* if there's a disease in the needle, put it in the player */
233     if (HAS_RANDOM_ITEMS (op))
234     create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
235 root 1.6
236 root 1.4 if (op->inv && op->inv->type == DISEASE)
237     {
238     object *disease = op->inv;
239    
240     infect_object (victim, disease, 1);
241 root 1.9 disease->destroy ();
242 root 1.4 }
243 elmex 1.1 }
244 root 1.4 else
245     hit_map (op, 0, op->attacktype, 1);
246 elmex 1.1 }
247    
248     /* This function generalizes attacks by runes/traps. This ought to make
249     * it possible for runes to attack from the inventory,
250     * it'll spring the trap on the victim.
251     */
252 root 1.4 void
253     spring_trap (object *trap, object *victim)
254 elmex 1.1 {
255 root 1.4 object *env;
256     rv_vector rv;
257     int i;
258    
259     /* Prevent recursion */
260     if (trap->stats.hp <= 0)
261     return;
262    
263     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
264     use_trigger (trap);
265    
266     /* Only living objects can trigger runes that don't cast spells, as
267     * doing direct damage to a non-living object doesn't work anyway.
268     * Typical example is an arrow attacking a door.
269     */
270     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
271     return;
272    
273     trap->stats.hp--; /*decrement detcount */
274    
275     if (victim && victim->type == PLAYER)
276     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
277    
278     /* Flash an image of the trap on the map so the poor sod
279     * knows what hit him.
280     */
281     env = object_get_env_recursive (trap);
282    
283     /* If the victim is not next to this trap, don't set it off.
284     * players shouldn't get hit by firing arrows at a door for example.
285     * At the same time, the trap will stick around until detonated
286     */
287     get_rangevector (env, victim, &rv, 0);
288     if (rv.distance > 1)
289     return;
290    
291     trap_show (trap, env);
292    
293     /* Only if it is a spell do we proceed here */
294     if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
295     {
296 elmex 1.1
297 root 1.6 if (trap->destroyed ())
298 root 1.2 return;
299 elmex 1.1
300 root 1.4 // breaks summon golem spells, which, for inexplicable reasons,
301     // do not work like summon golem spells at all but still require
302     // direction "0" to work at all.
303     //if (trap->direction)
304     // rv.direction = trap->direction;
305 elmex 1.1
306 root 1.4 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
307     {
308     if (trap->inv)
309     cast_spell (env, trap, trap->direction, trap->inv, NULL);
310     else
311     {
312     object *spell = arch_to_object (trap->other_arch);
313 elmex 1.1
314 root 1.4 cast_spell (env, trap, trap->direction, spell, NULL);
315 root 1.9 spell->destroy ();
316 root 1.2 }
317     }
318 root 1.4 }
319     else
320     {
321     rune_attack (trap, victim);
322 root 1.6 if (trap->destroyed ())
323 root 1.4 return;
324 elmex 1.1 }
325    
326 root 1.4 if (trap->stats.hp <= 0)
327     {
328     trap->type = SIGN; /* make the trap impotent */
329     trap->stats.food = 20; /* make it stick around until its spells are gone */
330     SET_FLAG (trap, FLAG_IS_USED_UP);
331 elmex 1.1 }
332     }
333    
334     /* dispel_rune: by peterm
335     * dispels the target rune, depending on the level of the actor
336     * and the level of the rune risk flag, if true, means that there is
337     * a chance that the trap/rune will detonate
338     */
339 root 1.4 int
340     dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
341 elmex 1.1 {
342 root 1.4 object *tmp, *tmp2;
343     int searchflag = 1, mflags;
344     sint16 x, y;
345 root 1.7 maptile *m;
346 root 1.4
347     x = op->x + freearr_x[dir];
348     y = op->y + freearr_y[dir];
349     m = op->map;
350    
351     mflags = get_map_flags (m, &m, x, y, &x, &y);
352    
353     /* Should we perhaps not allow player to disable traps if a monster/
354     * player is standing on top?
355     */
356     if (mflags & P_OUT_OF_MAP)
357     {
358     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
359     return 0;
360     }
361    
362     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
363     {
364     if (tmp->type == RUNE || tmp->type == TRAP)
365     break;
366    
367     /* we could put a probability chance here, but since nothing happens
368     * if you fail, no point on that. I suppose we could do a level
369     * comparison so low level players can't erase high level players runes.
370     */
371     if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
372     {
373 root 1.9 tmp->destroy ();
374 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
375     return 1;
376     }
377    
378     /* now search tmp's inventory for traps
379     * This is for chests, where the rune is in the chests inventory.
380     */
381     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
382     {
383     if (tmp2->type == RUNE || tmp2->type == TRAP)
384     {
385     tmp = tmp2;
386     searchflag = 0;
387     break;
388 root 1.2 }
389     }
390 root 1.4 if (!searchflag)
391     break;
392 elmex 1.1 }
393 root 1.4
394     /* no rune there. */
395     if (tmp == NULL)
396     {
397     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
398     return 0;
399     }
400     trap_disarm (op, tmp, 0, skill);
401     return 1;
402    
403 elmex 1.1 }
404    
405 root 1.4 int
406     trap_see (object *op, object *trap)
407     {
408     int chance;
409    
410     chance = random_roll (0, 99, op, PREFER_HIGH);;
411 elmex 1.1
412 root 1.4 /* decide if we see the rune or not */
413     if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
414     + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
415     {
416     new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
417     return 1;
418 elmex 1.1 }
419 root 1.4 return 0;
420 elmex 1.1 }
421    
422 root 1.4 int
423     trap_show (object *trap, object *where)
424     {
425     object *tmp2;
426 elmex 1.1
427 root 1.4 if (where == NULL)
428     return 0;
429     tmp2 = get_archetype ("runedet");
430     tmp2->face = &new_faces[GET_ANIMATION (trap, 0)];
431     tmp2->x = where->x;
432     tmp2->y = where->y;
433     tmp2->map = where->map;
434     insert_ob_in_map (tmp2, where->map, NULL, 0);
435     return 1;
436 elmex 1.1
437     }
438    
439    
440 root 1.4 int
441     trap_disarm (object *disarmer, object *trap, int risk, object *skill)
442     {
443     int trapworth; /* need to compute the experience worth of the trap
444     before we kill it */
445    
446     /* this formula awards a more reasonable amount of exp */
447     trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
448     sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
449    
450     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
451     {
452     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
453 root 1.9 trap->destroy (1);
454    
455 root 1.4 /* If it is your own trap, (or any players trap), don't you don't
456     * get exp for it.
457     */
458     if (trap->owner && trap->owner->type != PLAYER && risk)
459     return trapworth;
460     else
461     return 1; /* give minimal exp and say success */
462     }
463     else
464     {
465     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
466     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
467     {
468     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
469     spring_trap (trap, disarmer);
470 elmex 1.1 }
471 root 1.4 return 0;
472     }
473 elmex 1.1 }
474    
475    
476     /* traps need to be adjusted for the difficulty of the map. The
477     * default traps are too strong for wimpy level 1 players, and
478     * unthreatening to anyone of high level
479     */
480    
481 root 1.4 void
482     trap_adjust (object *trap, int difficulty)
483     {
484     int i;
485 elmex 1.1
486 root 1.4 /* now we set the trap level to match the difficulty of the level
487     * the formula below will give a level from 1 to (2*difficulty) with
488     * a peak probability at difficulty
489     */
490    
491     trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
492     if (trap->level < 1)
493     trap->level = 1;
494    
495     /* set the hiddenness of the trap, similar formula to above */
496     trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
497    
498     if (!trap->other_arch && !trap->inv)
499     {
500     /* set the damage of the trap.
501     * we get 0-4 pts of damage per level of difficulty of the map in
502     * the trap
503     */
504    
505     trap->stats.dam = 0;
506     for (i = 0; i < difficulty; i++)
507     trap->stats.dam += rndm (0, 4);
508    
509     /* the poison trap special case */
510     if (trap->attacktype & AT_POISON)
511     {
512     trap->stats.dam = rndm (0, difficulty - 1);
513     if (trap->stats.dam < 1)
514     trap->stats.dam = 1;
515 root 1.2 }
516 elmex 1.1
517 root 1.4 /* so we get an appropriate amnt of exp for AT_DEATH traps */
518     if (trap->attacktype & AT_DEATH)
519     trap->stats.dam = 127;
520 elmex 1.1 }
521    
522     }