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Revision: 1.15
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +9 -23 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

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 root 1.15 rune = rune_spell;
149 root 1.4 else
150     {
151     rune = get_archetype (GENERIC_RUNE);
152     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
153     rune->msg = buf;
154 root 1.15 rune->insert (rune_spell->clone ());
155 root 1.10
156 root 1.4 if (spell->face != blank_face)
157     rune->face = spell->face;
158     }
159 root 1.10
160 root 1.4 rune->level = caster_level (caster, spell);
161     rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
162     rune->direction = dir; /* where any spell will go upon detonation */
163 root 1.11 rune->set_owner (op); /* runes without need no owner */
164 root 1.4 set_spell_skill (op, caster, spell, rune);
165 root 1.15
166     m->insert (rune, nx, ny, op);
167 root 1.4 return 1;
168 elmex 1.1 }
169    
170     /* move_rune: peterm
171     comments on runes:
172     rune->level : level at which rune will cast its spell.
173     rune->hp : number of detonations before rune goes away
174     rune->msg : message the rune displays when it goes off
175     rune->direction : direction it will cast a spell in
176     rune->dam : damage the rune will do if it doesn't cast spells
177     rune->attacktype: type of damage it does, if not casting spells
178     rune->other_arch: spell in the rune
179     rune->Cha : how hidden the rune is
180     rune->maxhp : number of spells the rune casts
181     */
182 root 1.4 void
183     move_rune (object *op)
184     {
185     int det = 0;
186    
187     if (!op->level)
188     {
189     return;
190     } /* runes of level zero cannot detonate. */
191     det = op->invisible;
192     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
193     {
194     op->invisible = 0;
195     op->speed_left -= 1;
196     }
197     else
198     op->invisible = 1;
199     if (op->invisible != det)
200     update_object (op, UP_OBJ_FACE);
201 elmex 1.1 }
202    
203    
204     /* peterm: rune_attack
205     * function handles those runes which detonate but do not cast spells.
206     */
207    
208    
209 root 1.4 void
210     rune_attack (object *op, object *victim)
211 elmex 1.1 {
212 root 1.4 if (victim)
213     {
214 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
215 root 1.4
216 root 1.6 if (victim->destroyed ())
217 root 1.4 return;
218 root 1.6
219 root 1.4 /* if there's a disease in the needle, put it in the player */
220 root 1.12 if (op->has_random_items ())
221 root 1.4 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
222 root 1.6
223 root 1.4 if (op->inv && op->inv->type == DISEASE)
224     {
225     object *disease = op->inv;
226    
227     infect_object (victim, disease, 1);
228 root 1.9 disease->destroy ();
229 root 1.4 }
230 elmex 1.1 }
231 root 1.4 else
232     hit_map (op, 0, op->attacktype, 1);
233 elmex 1.1 }
234    
235     /* This function generalizes attacks by runes/traps. This ought to make
236     * it possible for runes to attack from the inventory,
237     * it'll spring the trap on the victim.
238     */
239 root 1.4 void
240     spring_trap (object *trap, object *victim)
241 elmex 1.1 {
242 root 1.4 object *env;
243     rv_vector rv;
244     int i;
245    
246     /* Prevent recursion */
247     if (trap->stats.hp <= 0)
248     return;
249    
250     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
251     use_trigger (trap);
252    
253     /* Only living objects can trigger runes that don't cast spells, as
254     * doing direct damage to a non-living object doesn't work anyway.
255     * Typical example is an arrow attacking a door.
256     */
257     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
258     return;
259    
260     trap->stats.hp--; /*decrement detcount */
261    
262     if (victim && victim->type == PLAYER)
263     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
264    
265     /* Flash an image of the trap on the map so the poor sod
266     * knows what hit him.
267     */
268     env = object_get_env_recursive (trap);
269    
270     /* If the victim is not next to this trap, don't set it off.
271     * players shouldn't get hit by firing arrows at a door for example.
272     * At the same time, the trap will stick around until detonated
273     */
274     get_rangevector (env, victim, &rv, 0);
275     if (rv.distance > 1)
276     return;
277    
278     trap_show (trap, env);
279    
280     /* Only if it is a spell do we proceed here */
281     if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
282     {
283 elmex 1.1
284 root 1.6 if (trap->destroyed ())
285 root 1.2 return;
286 elmex 1.1
287 root 1.4 // breaks summon golem spells, which, for inexplicable reasons,
288     // do not work like summon golem spells at all but still require
289     // direction "0" to work at all.
290     //if (trap->direction)
291     // rv.direction = trap->direction;
292 elmex 1.1
293 root 1.4 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
294     {
295     if (trap->inv)
296     cast_spell (env, trap, trap->direction, trap->inv, NULL);
297     else
298     {
299     object *spell = arch_to_object (trap->other_arch);
300 elmex 1.1
301 root 1.4 cast_spell (env, trap, trap->direction, spell, NULL);
302 root 1.9 spell->destroy ();
303 root 1.2 }
304     }
305 root 1.4 }
306     else
307     {
308     rune_attack (trap, victim);
309 root 1.6 if (trap->destroyed ())
310 root 1.4 return;
311 elmex 1.1 }
312    
313 root 1.4 if (trap->stats.hp <= 0)
314     {
315     trap->type = SIGN; /* make the trap impotent */
316     trap->stats.food = 20; /* make it stick around until its spells are gone */
317     SET_FLAG (trap, FLAG_IS_USED_UP);
318 elmex 1.1 }
319     }
320    
321     /* dispel_rune: by peterm
322     * dispels the target rune, depending on the level of the actor
323     * and the level of the rune risk flag, if true, means that there is
324     * a chance that the trap/rune will detonate
325     */
326 root 1.4 int
327     dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
328 elmex 1.1 {
329 root 1.4 object *tmp, *tmp2;
330     int searchflag = 1, mflags;
331     sint16 x, y;
332 root 1.7 maptile *m;
333 root 1.4
334     x = op->x + freearr_x[dir];
335     y = op->y + freearr_y[dir];
336     m = op->map;
337    
338     mflags = get_map_flags (m, &m, x, y, &x, &y);
339    
340     /* Should we perhaps not allow player to disable traps if a monster/
341     * player is standing on top?
342     */
343     if (mflags & P_OUT_OF_MAP)
344     {
345     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
346     return 0;
347     }
348    
349 root 1.13 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
350 root 1.4 {
351     if (tmp->type == RUNE || tmp->type == TRAP)
352     break;
353    
354     /* we could put a probability chance here, but since nothing happens
355     * if you fail, no point on that. I suppose we could do a level
356     * comparison so low level players can't erase high level players runes.
357     */
358     if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
359     {
360 root 1.9 tmp->destroy ();
361 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
362     return 1;
363     }
364    
365     /* now search tmp's inventory for traps
366     * This is for chests, where the rune is in the chests inventory.
367     */
368     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
369     {
370     if (tmp2->type == RUNE || tmp2->type == TRAP)
371     {
372     tmp = tmp2;
373     searchflag = 0;
374     break;
375 root 1.2 }
376     }
377 root 1.4 if (!searchflag)
378     break;
379 elmex 1.1 }
380 root 1.4
381     /* no rune there. */
382     if (tmp == NULL)
383     {
384     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
385     return 0;
386     }
387     trap_disarm (op, tmp, 0, skill);
388     return 1;
389    
390 elmex 1.1 }
391    
392 root 1.4 int
393     trap_see (object *op, object *trap)
394     {
395     int chance;
396    
397     chance = random_roll (0, 99, op, PREFER_HIGH);;
398 elmex 1.1
399 root 1.4 /* decide if we see the rune or not */
400     if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
401     + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
402     {
403     new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
404     return 1;
405 elmex 1.1 }
406 root 1.4 return 0;
407 elmex 1.1 }
408    
409 root 1.4 int
410     trap_show (object *trap, object *where)
411     {
412     if (where == NULL)
413     return 0;
414 root 1.15
415     object *tmp = get_archetype ("runedet");
416     tmp->face = &new_faces[GET_ANIMATION (trap, 0)];
417     tmp->insert_at (where, 0);
418    
419 root 1.4 return 1;
420 elmex 1.1 }
421    
422 root 1.4 int
423     trap_disarm (object *disarmer, object *trap, int risk, object *skill)
424     {
425     int trapworth; /* need to compute the experience worth of the trap
426     before we kill it */
427    
428     /* this formula awards a more reasonable amount of exp */
429     trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
430     sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
431    
432     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
433     {
434     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
435 root 1.9 trap->destroy (1);
436    
437 root 1.4 /* If it is your own trap, (or any players trap), don't you don't
438     * get exp for it.
439     */
440     if (trap->owner && trap->owner->type != PLAYER && risk)
441     return trapworth;
442     else
443     return 1; /* give minimal exp and say success */
444     }
445     else
446     {
447     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
448     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
449     {
450     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
451     spring_trap (trap, disarmer);
452 elmex 1.1 }
453 root 1.4 return 0;
454     }
455 elmex 1.1 }
456    
457    
458     /* traps need to be adjusted for the difficulty of the map. The
459     * default traps are too strong for wimpy level 1 players, and
460     * unthreatening to anyone of high level
461     */
462    
463 root 1.4 void
464     trap_adjust (object *trap, int difficulty)
465     {
466     int i;
467 elmex 1.1
468 root 1.4 /* now we set the trap level to match the difficulty of the level
469     * the formula below will give a level from 1 to (2*difficulty) with
470     * a peak probability at difficulty
471     */
472    
473     trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
474     if (trap->level < 1)
475     trap->level = 1;
476    
477     /* set the hiddenness of the trap, similar formula to above */
478     trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
479    
480     if (!trap->other_arch && !trap->inv)
481     {
482     /* set the damage of the trap.
483     * we get 0-4 pts of damage per level of difficulty of the map in
484     * the trap
485     */
486    
487     trap->stats.dam = 0;
488     for (i = 0; i < difficulty; i++)
489     trap->stats.dam += rndm (0, 4);
490    
491     /* the poison trap special case */
492     if (trap->attacktype & AT_POISON)
493     {
494     trap->stats.dam = rndm (0, difficulty - 1);
495     if (trap->stats.dam < 1)
496     trap->stats.dam = 1;
497 root 1.2 }
498 elmex 1.1
499 root 1.4 /* so we get an appropriate amnt of exp for AT_DEATH traps */
500     if (trap->attacktype & AT_DEATH)
501     trap->stats.dam = 127;
502 elmex 1.1 }
503    
504     }