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Revision: 1.14
Committed: Tue Dec 26 08:55:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +1 -5 lines
Log Message:
replace update_ob_speed by ->set_speed

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 root 1.14 #include <sproto.h>
26 elmex 1.1 #include <spells.h>
27    
28     #ifndef sqr
29 root 1.4 # define sqr(x) ((x)*(x))
30 elmex 1.1 #endif
31    
32     /* peterm:
33     * write_rune:
34     * op: rune writer
35     * skop: skill object used for casting this rune
36     * dir: orientation of rune, direction rune's contained spell will
37     * be cast in, if applicable
38     * inspell: spell object to put into the rune, can be null if doing
39     * a marking rune.
40     * level: level of casting of the rune
41     * runename: name of the rune or message displayed by the rune for
42     * a rune of marking
43     */
44    
45 root 1.4 int
46     write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
47     {
48     object *tmp, *rune_spell, *rune;
49     char buf[MAX_BUF];
50 root 1.7 maptile *m;
51 root 1.4 sint16 nx, ny;
52    
53     if (!dir)
54 root 1.10 dir = 1;
55 root 1.4
56     nx = op->x + freearr_x[dir];
57     ny = op->y + freearr_y[dir];
58     m = op->map;
59    
60     if (get_map_flags (m, &m, nx, ny, &nx, &ny))
61     {
62     new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
63     return 0;
64 elmex 1.1 }
65 root 1.10
66 root 1.13 for (tmp = GET_MAP_OB (m, nx, ny); tmp != NULL; tmp = tmp->above)
67 root 1.4 if (tmp->type == RUNE)
68     break;
69    
70     if (tmp)
71     {
72     new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
73 elmex 1.1 return 0;
74     }
75    
76 root 1.4 if (spell->other_arch)
77 root 1.10 rune_spell = arch_to_object (spell->other_arch);
78 root 1.4 else
79     {
80     /* Player specified spell. The player has to know the spell, so
81     * lets just look through the players inventory see if they know it
82     * use the item_matched_string for our typical matching method.
83     */
84     int bestmatch = 0, ms;
85    
86     if (!runename || *runename == 0)
87     {
88     new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
89     return 0;
90     }
91    
92     rune_spell = NULL;
93     for (tmp = op->inv; tmp; tmp = tmp->below)
94     {
95     if (tmp->type == SPELL)
96     {
97     ms = item_matched_string (op, tmp, runename);
98     if (ms > bestmatch)
99     {
100     bestmatch = ms;
101     rune_spell = tmp;
102 root 1.2 }
103     }
104     }
105 root 1.10
106 root 1.4 if (!rune_spell)
107     {
108     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
109     return 0;
110     }
111 root 1.10
112 root 1.4 if (rune_spell->skill != spell->skill)
113     {
114     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
115     return 0;
116     }
117 root 1.10
118 root 1.4 if (caster->path_denied & spell->path_attuned)
119     {
120     new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
121     return 0;
122     }
123 root 1.10
124 root 1.4 if (caster_level (caster, rune_spell) < rune_spell->level)
125     {
126     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
127     return 0;
128     }
129 root 1.10
130 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
131     {
132     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
133     return 0;
134     }
135 root 1.10
136 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
137     {
138     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
139     return 0;
140     }
141 root 1.10
142 root 1.4 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
143     op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
144     }
145 root 1.10
146 root 1.4 /* already proper rune. Note this should only be the case if other_arch was set */
147     if (rune_spell->type == RUNE)
148     {
149     rune = rune_spell;
150     }
151     else
152     {
153     rune = get_archetype (GENERIC_RUNE);
154     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
155     rune->msg = buf;
156 root 1.10 tmp = rune_spell->clone ();
157 root 1.4 insert_ob_in_ob (tmp, rune);
158 root 1.10
159 root 1.4 if (spell->face != blank_face)
160     rune->face = spell->face;
161     }
162 root 1.10
163 root 1.4 rune->level = caster_level (caster, spell);
164     rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
165     rune->x = nx;
166     rune->y = ny;
167     rune->map = m;
168     rune->direction = dir; /* where any spell will go upon detonation */
169 root 1.11 rune->set_owner (op); /* runes without need no owner */
170 root 1.4 set_spell_skill (op, caster, spell, rune);
171     insert_ob_in_map (rune, m, op, 0);
172     return 1;
173 elmex 1.1
174     }
175    
176    
177    
178     /* move_rune: peterm
179     comments on runes:
180     rune->level : level at which rune will cast its spell.
181     rune->hp : number of detonations before rune goes away
182     rune->msg : message the rune displays when it goes off
183     rune->direction : direction it will cast a spell in
184     rune->dam : damage the rune will do if it doesn't cast spells
185     rune->attacktype: type of damage it does, if not casting spells
186     rune->other_arch: spell in the rune
187     rune->Cha : how hidden the rune is
188     rune->maxhp : number of spells the rune casts
189     */
190    
191 root 1.4 void
192     move_rune (object *op)
193     {
194     int det = 0;
195    
196     if (!op->level)
197     {
198     return;
199     } /* runes of level zero cannot detonate. */
200     det = op->invisible;
201     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
202     {
203     op->invisible = 0;
204     op->speed_left -= 1;
205     }
206     else
207     op->invisible = 1;
208     if (op->invisible != det)
209     update_object (op, UP_OBJ_FACE);
210 elmex 1.1 }
211    
212    
213     /* peterm: rune_attack
214     * function handles those runes which detonate but do not cast spells.
215     */
216    
217    
218 root 1.4 void
219     rune_attack (object *op, object *victim)
220 elmex 1.1 {
221 root 1.4 if (victim)
222     {
223 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
224 root 1.4
225 root 1.6 if (victim->destroyed ())
226 root 1.4 return;
227 root 1.6
228 root 1.4 /* if there's a disease in the needle, put it in the player */
229 root 1.12 if (op->has_random_items ())
230 root 1.4 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
231 root 1.6
232 root 1.4 if (op->inv && op->inv->type == DISEASE)
233     {
234     object *disease = op->inv;
235    
236     infect_object (victim, disease, 1);
237 root 1.9 disease->destroy ();
238 root 1.4 }
239 elmex 1.1 }
240 root 1.4 else
241     hit_map (op, 0, op->attacktype, 1);
242 elmex 1.1 }
243    
244     /* This function generalizes attacks by runes/traps. This ought to make
245     * it possible for runes to attack from the inventory,
246     * it'll spring the trap on the victim.
247     */
248 root 1.4 void
249     spring_trap (object *trap, object *victim)
250 elmex 1.1 {
251 root 1.4 object *env;
252     rv_vector rv;
253     int i;
254    
255     /* Prevent recursion */
256     if (trap->stats.hp <= 0)
257     return;
258    
259     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
260     use_trigger (trap);
261    
262     /* Only living objects can trigger runes that don't cast spells, as
263     * doing direct damage to a non-living object doesn't work anyway.
264     * Typical example is an arrow attacking a door.
265     */
266     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
267     return;
268    
269     trap->stats.hp--; /*decrement detcount */
270    
271     if (victim && victim->type == PLAYER)
272     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
273    
274     /* Flash an image of the trap on the map so the poor sod
275     * knows what hit him.
276     */
277     env = object_get_env_recursive (trap);
278    
279     /* If the victim is not next to this trap, don't set it off.
280     * players shouldn't get hit by firing arrows at a door for example.
281     * At the same time, the trap will stick around until detonated
282     */
283     get_rangevector (env, victim, &rv, 0);
284     if (rv.distance > 1)
285     return;
286    
287     trap_show (trap, env);
288    
289     /* Only if it is a spell do we proceed here */
290     if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
291     {
292 elmex 1.1
293 root 1.6 if (trap->destroyed ())
294 root 1.2 return;
295 elmex 1.1
296 root 1.4 // breaks summon golem spells, which, for inexplicable reasons,
297     // do not work like summon golem spells at all but still require
298     // direction "0" to work at all.
299     //if (trap->direction)
300     // rv.direction = trap->direction;
301 elmex 1.1
302 root 1.4 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
303     {
304     if (trap->inv)
305     cast_spell (env, trap, trap->direction, trap->inv, NULL);
306     else
307     {
308     object *spell = arch_to_object (trap->other_arch);
309 elmex 1.1
310 root 1.4 cast_spell (env, trap, trap->direction, spell, NULL);
311 root 1.9 spell->destroy ();
312 root 1.2 }
313     }
314 root 1.4 }
315     else
316     {
317     rune_attack (trap, victim);
318 root 1.6 if (trap->destroyed ())
319 root 1.4 return;
320 elmex 1.1 }
321    
322 root 1.4 if (trap->stats.hp <= 0)
323     {
324     trap->type = SIGN; /* make the trap impotent */
325     trap->stats.food = 20; /* make it stick around until its spells are gone */
326     SET_FLAG (trap, FLAG_IS_USED_UP);
327 elmex 1.1 }
328     }
329    
330     /* dispel_rune: by peterm
331     * dispels the target rune, depending on the level of the actor
332     * and the level of the rune risk flag, if true, means that there is
333     * a chance that the trap/rune will detonate
334     */
335 root 1.4 int
336     dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
337 elmex 1.1 {
338 root 1.4 object *tmp, *tmp2;
339     int searchflag = 1, mflags;
340     sint16 x, y;
341 root 1.7 maptile *m;
342 root 1.4
343     x = op->x + freearr_x[dir];
344     y = op->y + freearr_y[dir];
345     m = op->map;
346    
347     mflags = get_map_flags (m, &m, x, y, &x, &y);
348    
349     /* Should we perhaps not allow player to disable traps if a monster/
350     * player is standing on top?
351     */
352     if (mflags & P_OUT_OF_MAP)
353     {
354     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
355     return 0;
356     }
357    
358 root 1.13 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
359 root 1.4 {
360     if (tmp->type == RUNE || tmp->type == TRAP)
361     break;
362    
363     /* we could put a probability chance here, but since nothing happens
364     * if you fail, no point on that. I suppose we could do a level
365     * comparison so low level players can't erase high level players runes.
366     */
367     if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
368     {
369 root 1.9 tmp->destroy ();
370 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
371     return 1;
372     }
373    
374     /* now search tmp's inventory for traps
375     * This is for chests, where the rune is in the chests inventory.
376     */
377     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
378     {
379     if (tmp2->type == RUNE || tmp2->type == TRAP)
380     {
381     tmp = tmp2;
382     searchflag = 0;
383     break;
384 root 1.2 }
385     }
386 root 1.4 if (!searchflag)
387     break;
388 elmex 1.1 }
389 root 1.4
390     /* no rune there. */
391     if (tmp == NULL)
392     {
393     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
394     return 0;
395     }
396     trap_disarm (op, tmp, 0, skill);
397     return 1;
398    
399 elmex 1.1 }
400    
401 root 1.4 int
402     trap_see (object *op, object *trap)
403     {
404     int chance;
405    
406     chance = random_roll (0, 99, op, PREFER_HIGH);;
407 elmex 1.1
408 root 1.4 /* decide if we see the rune or not */
409     if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
410     + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
411     {
412     new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
413     return 1;
414 elmex 1.1 }
415 root 1.4 return 0;
416 elmex 1.1 }
417    
418 root 1.4 int
419     trap_show (object *trap, object *where)
420     {
421     object *tmp2;
422 elmex 1.1
423 root 1.4 if (where == NULL)
424     return 0;
425     tmp2 = get_archetype ("runedet");
426     tmp2->face = &new_faces[GET_ANIMATION (trap, 0)];
427     tmp2->x = where->x;
428     tmp2->y = where->y;
429     tmp2->map = where->map;
430     insert_ob_in_map (tmp2, where->map, NULL, 0);
431     return 1;
432 elmex 1.1
433     }
434    
435    
436 root 1.4 int
437     trap_disarm (object *disarmer, object *trap, int risk, object *skill)
438     {
439     int trapworth; /* need to compute the experience worth of the trap
440     before we kill it */
441    
442     /* this formula awards a more reasonable amount of exp */
443     trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
444     sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
445    
446     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
447     {
448     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
449 root 1.9 trap->destroy (1);
450    
451 root 1.4 /* If it is your own trap, (or any players trap), don't you don't
452     * get exp for it.
453     */
454     if (trap->owner && trap->owner->type != PLAYER && risk)
455     return trapworth;
456     else
457     return 1; /* give minimal exp and say success */
458     }
459     else
460     {
461     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
462     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
463     {
464     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
465     spring_trap (trap, disarmer);
466 elmex 1.1 }
467 root 1.4 return 0;
468     }
469 elmex 1.1 }
470    
471    
472     /* traps need to be adjusted for the difficulty of the map. The
473     * default traps are too strong for wimpy level 1 players, and
474     * unthreatening to anyone of high level
475     */
476    
477 root 1.4 void
478     trap_adjust (object *trap, int difficulty)
479     {
480     int i;
481 elmex 1.1
482 root 1.4 /* now we set the trap level to match the difficulty of the level
483     * the formula below will give a level from 1 to (2*difficulty) with
484     * a peak probability at difficulty
485     */
486    
487     trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
488     if (trap->level < 1)
489     trap->level = 1;
490    
491     /* set the hiddenness of the trap, similar formula to above */
492     trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
493    
494     if (!trap->other_arch && !trap->inv)
495     {
496     /* set the damage of the trap.
497     * we get 0-4 pts of damage per level of difficulty of the map in
498     * the trap
499     */
500    
501     trap->stats.dam = 0;
502     for (i = 0; i < difficulty; i++)
503     trap->stats.dam += rndm (0, 4);
504    
505     /* the poison trap special case */
506     if (trap->attacktype & AT_POISON)
507     {
508     trap->stats.dam = rndm (0, difficulty - 1);
509     if (trap->stats.dam < 1)
510     trap->stats.dam = 1;
511 root 1.2 }
512 elmex 1.1
513 root 1.4 /* so we get an appropriate amnt of exp for AT_DEATH traps */
514     if (trap->attacktype & AT_DEATH)
515     trap->stats.dam = 127;
516 elmex 1.1 }
517    
518     }