1 |
elmex |
1.1 |
/* |
2 |
pippijn |
1.17 |
* CrossFire, A Multiplayer game for X-windows |
3 |
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* |
4 |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
7 |
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* |
8 |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
11 |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
14 |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
19 |
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* along with this program; if not, write to the Free Software |
20 |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
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* |
22 |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
24 |
elmex |
1.1 |
|
25 |
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#include <global.h> |
26 |
root |
1.14 |
#include <sproto.h> |
27 |
elmex |
1.1 |
#include <spells.h> |
28 |
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|
29 |
|
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#ifndef sqr |
30 |
root |
1.4 |
# define sqr(x) ((x)*(x)) |
31 |
elmex |
1.1 |
#endif |
32 |
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|
33 |
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/* peterm: |
34 |
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* write_rune: |
35 |
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* op: rune writer |
36 |
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* skop: skill object used for casting this rune |
37 |
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* dir: orientation of rune, direction rune's contained spell will |
38 |
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* be cast in, if applicable |
39 |
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* inspell: spell object to put into the rune, can be null if doing |
40 |
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* a marking rune. |
41 |
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* level: level of casting of the rune |
42 |
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* runename: name of the rune or message displayed by the rune for |
43 |
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* a rune of marking |
44 |
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*/ |
45 |
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|
46 |
root |
1.4 |
int |
47 |
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write_rune (object *op, object *caster, object *spell, int dir, const char *runename) |
48 |
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{ |
49 |
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object *tmp, *rune_spell, *rune; |
50 |
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char buf[MAX_BUF]; |
51 |
root |
1.7 |
maptile *m; |
52 |
root |
1.4 |
sint16 nx, ny; |
53 |
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|
54 |
|
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if (!dir) |
55 |
root |
1.10 |
dir = 1; |
56 |
root |
1.4 |
|
57 |
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nx = op->x + freearr_x[dir]; |
58 |
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ny = op->y + freearr_y[dir]; |
59 |
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m = op->map; |
60 |
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|
61 |
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if (get_map_flags (m, &m, nx, ny, &nx, &ny)) |
62 |
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{ |
63 |
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new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); |
64 |
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return 0; |
65 |
elmex |
1.1 |
} |
66 |
root |
1.10 |
|
67 |
root |
1.13 |
for (tmp = GET_MAP_OB (m, nx, ny); tmp != NULL; tmp = tmp->above) |
68 |
root |
1.4 |
if (tmp->type == RUNE) |
69 |
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break; |
70 |
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|
71 |
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if (tmp) |
72 |
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{ |
73 |
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new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); |
74 |
elmex |
1.1 |
return 0; |
75 |
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} |
76 |
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|
77 |
root |
1.4 |
if (spell->other_arch) |
78 |
root |
1.10 |
rune_spell = arch_to_object (spell->other_arch); |
79 |
root |
1.4 |
else |
80 |
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{ |
81 |
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/* Player specified spell. The player has to know the spell, so |
82 |
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* lets just look through the players inventory see if they know it |
83 |
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* use the item_matched_string for our typical matching method. |
84 |
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*/ |
85 |
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int bestmatch = 0, ms; |
86 |
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|
87 |
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if (!runename || *runename == 0) |
88 |
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{ |
89 |
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new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?"); |
90 |
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return 0; |
91 |
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} |
92 |
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|
93 |
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rune_spell = NULL; |
94 |
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for (tmp = op->inv; tmp; tmp = tmp->below) |
95 |
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{ |
96 |
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if (tmp->type == SPELL) |
97 |
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{ |
98 |
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ms = item_matched_string (op, tmp, runename); |
99 |
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if (ms > bestmatch) |
100 |
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{ |
101 |
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bestmatch = ms; |
102 |
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rune_spell = tmp; |
103 |
root |
1.2 |
} |
104 |
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} |
105 |
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} |
106 |
root |
1.10 |
|
107 |
root |
1.4 |
if (!rune_spell) |
108 |
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{ |
109 |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); |
110 |
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return 0; |
111 |
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} |
112 |
root |
1.10 |
|
113 |
root |
1.4 |
if (rune_spell->skill != spell->skill) |
114 |
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{ |
115 |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); |
116 |
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return 0; |
117 |
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} |
118 |
root |
1.10 |
|
119 |
root |
1.4 |
if (caster->path_denied & spell->path_attuned) |
120 |
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{ |
121 |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
122 |
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return 0; |
123 |
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} |
124 |
root |
1.10 |
|
125 |
root |
1.4 |
if (caster_level (caster, rune_spell) < rune_spell->level) |
126 |
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{ |
127 |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); |
128 |
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return 0; |
129 |
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} |
130 |
root |
1.10 |
|
131 |
root |
1.4 |
if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
132 |
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{ |
133 |
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new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
134 |
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return 0; |
135 |
|
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} |
136 |
root |
1.10 |
|
137 |
root |
1.4 |
if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace) |
138 |
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{ |
139 |
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new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); |
140 |
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return 0; |
141 |
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} |
142 |
root |
1.10 |
|
143 |
root |
1.4 |
op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); |
144 |
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op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); |
145 |
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} |
146 |
root |
1.10 |
|
147 |
root |
1.4 |
/* already proper rune. Note this should only be the case if other_arch was set */ |
148 |
|
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if (rune_spell->type == RUNE) |
149 |
root |
1.15 |
rune = rune_spell; |
150 |
root |
1.4 |
else |
151 |
|
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{ |
152 |
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rune = get_archetype (GENERIC_RUNE); |
153 |
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sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); |
154 |
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rune->msg = buf; |
155 |
root |
1.15 |
rune->insert (rune_spell->clone ()); |
156 |
root |
1.10 |
|
157 |
root |
1.4 |
if (spell->face != blank_face) |
158 |
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rune->face = spell->face; |
159 |
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} |
160 |
root |
1.10 |
|
161 |
root |
1.4 |
rune->level = caster_level (caster, spell); |
162 |
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rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
163 |
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rune->direction = dir; /* where any spell will go upon detonation */ |
164 |
root |
1.11 |
rune->set_owner (op); /* runes without need no owner */ |
165 |
root |
1.4 |
set_spell_skill (op, caster, spell, rune); |
166 |
root |
1.15 |
|
167 |
|
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m->insert (rune, nx, ny, op); |
168 |
root |
1.4 |
return 1; |
169 |
elmex |
1.1 |
} |
170 |
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|
171 |
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/* move_rune: peterm |
172 |
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comments on runes: |
173 |
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rune->level : level at which rune will cast its spell. |
174 |
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rune->hp : number of detonations before rune goes away |
175 |
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rune->msg : message the rune displays when it goes off |
176 |
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rune->direction : direction it will cast a spell in |
177 |
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rune->dam : damage the rune will do if it doesn't cast spells |
178 |
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rune->attacktype: type of damage it does, if not casting spells |
179 |
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rune->other_arch: spell in the rune |
180 |
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rune->Cha : how hidden the rune is |
181 |
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rune->maxhp : number of spells the rune casts |
182 |
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*/ |
183 |
root |
1.4 |
void |
184 |
|
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move_rune (object *op) |
185 |
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{ |
186 |
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int det = 0; |
187 |
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|
188 |
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if (!op->level) |
189 |
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{ |
190 |
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return; |
191 |
|
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} /* runes of level zero cannot detonate. */ |
192 |
|
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det = op->invisible; |
193 |
|
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if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) |
194 |
|
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{ |
195 |
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op->invisible = 0; |
196 |
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op->speed_left -= 1; |
197 |
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} |
198 |
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else |
199 |
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op->invisible = 1; |
200 |
|
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if (op->invisible != det) |
201 |
|
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update_object (op, UP_OBJ_FACE); |
202 |
elmex |
1.1 |
} |
203 |
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|
204 |
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|
205 |
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/* peterm: rune_attack |
206 |
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* function handles those runes which detonate but do not cast spells. |
207 |
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*/ |
208 |
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|
209 |
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|
210 |
root |
1.4 |
void |
211 |
|
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rune_attack (object *op, object *victim) |
212 |
elmex |
1.1 |
{ |
213 |
root |
1.4 |
if (victim) |
214 |
|
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{ |
215 |
root |
1.6 |
hit_player (victim, op->stats.dam, op, op->attacktype, 1); |
216 |
root |
1.4 |
|
217 |
root |
1.6 |
if (victim->destroyed ()) |
218 |
root |
1.4 |
return; |
219 |
root |
1.6 |
|
220 |
root |
1.4 |
/* if there's a disease in the needle, put it in the player */ |
221 |
root |
1.12 |
if (op->has_random_items ()) |
222 |
root |
1.4 |
create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); |
223 |
root |
1.6 |
|
224 |
root |
1.4 |
if (op->inv && op->inv->type == DISEASE) |
225 |
|
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{ |
226 |
|
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object *disease = op->inv; |
227 |
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|
228 |
|
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infect_object (victim, disease, 1); |
229 |
root |
1.9 |
disease->destroy (); |
230 |
root |
1.4 |
} |
231 |
elmex |
1.1 |
} |
232 |
root |
1.4 |
else |
233 |
|
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hit_map (op, 0, op->attacktype, 1); |
234 |
elmex |
1.1 |
} |
235 |
|
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|
236 |
|
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/* This function generalizes attacks by runes/traps. This ought to make |
237 |
|
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* it possible for runes to attack from the inventory, |
238 |
|
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* it'll spring the trap on the victim. |
239 |
|
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*/ |
240 |
root |
1.4 |
void |
241 |
|
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spring_trap (object *trap, object *victim) |
242 |
elmex |
1.1 |
{ |
243 |
root |
1.4 |
object *env; |
244 |
|
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rv_vector rv; |
245 |
|
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int i; |
246 |
|
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|
247 |
|
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/* Prevent recursion */ |
248 |
|
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if (trap->stats.hp <= 0) |
249 |
|
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return; |
250 |
|
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|
251 |
|
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if (QUERY_FLAG (trap, FLAG_IS_LINKED)) |
252 |
|
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use_trigger (trap); |
253 |
|
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|
254 |
|
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/* Only living objects can trigger runes that don't cast spells, as |
255 |
|
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* doing direct damage to a non-living object doesn't work anyway. |
256 |
|
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* Typical example is an arrow attacking a door. |
257 |
|
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*/ |
258 |
|
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if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) |
259 |
|
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return; |
260 |
|
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|
261 |
|
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trap->stats.hp--; /*decrement detcount */ |
262 |
|
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|
263 |
|
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if (victim && victim->type == PLAYER) |
264 |
|
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new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
265 |
|
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|
266 |
|
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/* Flash an image of the trap on the map so the poor sod |
267 |
|
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* knows what hit him. |
268 |
|
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*/ |
269 |
|
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env = object_get_env_recursive (trap); |
270 |
|
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|
271 |
|
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/* If the victim is not next to this trap, don't set it off. |
272 |
|
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* players shouldn't get hit by firing arrows at a door for example. |
273 |
|
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* At the same time, the trap will stick around until detonated |
274 |
|
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*/ |
275 |
|
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get_rangevector (env, victim, &rv, 0); |
276 |
|
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if (rv.distance > 1) |
277 |
|
|
return; |
278 |
|
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|
279 |
|
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trap_show (trap, env); |
280 |
|
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|
281 |
|
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/* Only if it is a spell do we proceed here */ |
282 |
|
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if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)) |
283 |
|
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{ |
284 |
elmex |
1.1 |
|
285 |
root |
1.6 |
if (trap->destroyed ()) |
286 |
root |
1.2 |
return; |
287 |
elmex |
1.1 |
|
288 |
root |
1.4 |
// breaks summon golem spells, which, for inexplicable reasons, |
289 |
|
|
// do not work like summon golem spells at all but still require |
290 |
|
|
// direction "0" to work at all. |
291 |
|
|
//if (trap->direction) |
292 |
|
|
// rv.direction = trap->direction; |
293 |
elmex |
1.1 |
|
294 |
root |
1.4 |
for (i = 0; i < MAX (1, trap->stats.maxhp); i++) |
295 |
|
|
{ |
296 |
|
|
if (trap->inv) |
297 |
|
|
cast_spell (env, trap, trap->direction, trap->inv, NULL); |
298 |
|
|
else |
299 |
|
|
{ |
300 |
|
|
object *spell = arch_to_object (trap->other_arch); |
301 |
elmex |
1.1 |
|
302 |
root |
1.4 |
cast_spell (env, trap, trap->direction, spell, NULL); |
303 |
root |
1.9 |
spell->destroy (); |
304 |
root |
1.2 |
} |
305 |
|
|
} |
306 |
root |
1.4 |
} |
307 |
|
|
else |
308 |
|
|
{ |
309 |
|
|
rune_attack (trap, victim); |
310 |
root |
1.6 |
if (trap->destroyed ()) |
311 |
root |
1.4 |
return; |
312 |
elmex |
1.1 |
} |
313 |
|
|
|
314 |
root |
1.4 |
if (trap->stats.hp <= 0) |
315 |
|
|
{ |
316 |
|
|
trap->type = SIGN; /* make the trap impotent */ |
317 |
|
|
trap->stats.food = 20; /* make it stick around until its spells are gone */ |
318 |
|
|
SET_FLAG (trap, FLAG_IS_USED_UP); |
319 |
elmex |
1.1 |
} |
320 |
|
|
} |
321 |
|
|
|
322 |
|
|
/* dispel_rune: by peterm |
323 |
|
|
* dispels the target rune, depending on the level of the actor |
324 |
|
|
* and the level of the rune risk flag, if true, means that there is |
325 |
|
|
* a chance that the trap/rune will detonate |
326 |
|
|
*/ |
327 |
root |
1.4 |
int |
328 |
|
|
dispel_rune (object *op, object *caster, object *spell, object *skill, int dir) |
329 |
elmex |
1.1 |
{ |
330 |
root |
1.4 |
object *tmp, *tmp2; |
331 |
|
|
int searchflag = 1, mflags; |
332 |
|
|
sint16 x, y; |
333 |
root |
1.7 |
maptile *m; |
334 |
root |
1.4 |
|
335 |
|
|
x = op->x + freearr_x[dir]; |
336 |
|
|
y = op->y + freearr_y[dir]; |
337 |
|
|
m = op->map; |
338 |
|
|
|
339 |
|
|
mflags = get_map_flags (m, &m, x, y, &x, &y); |
340 |
|
|
|
341 |
|
|
/* Should we perhaps not allow player to disable traps if a monster/ |
342 |
|
|
* player is standing on top? |
343 |
|
|
*/ |
344 |
|
|
if (mflags & P_OUT_OF_MAP) |
345 |
|
|
{ |
346 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
347 |
|
|
return 0; |
348 |
|
|
} |
349 |
|
|
|
350 |
root |
1.13 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
351 |
root |
1.4 |
{ |
352 |
|
|
if (tmp->type == RUNE || tmp->type == TRAP) |
353 |
|
|
break; |
354 |
|
|
|
355 |
|
|
/* we could put a probability chance here, but since nothing happens |
356 |
|
|
* if you fail, no point on that. I suppose we could do a level |
357 |
|
|
* comparison so low level players can't erase high level players runes. |
358 |
|
|
*/ |
359 |
|
|
if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) |
360 |
|
|
{ |
361 |
root |
1.9 |
tmp->destroy (); |
362 |
root |
1.4 |
new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
363 |
|
|
return 1; |
364 |
|
|
} |
365 |
|
|
|
366 |
|
|
/* now search tmp's inventory for traps |
367 |
|
|
* This is for chests, where the rune is in the chests inventory. |
368 |
|
|
*/ |
369 |
|
|
for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
370 |
|
|
{ |
371 |
|
|
if (tmp2->type == RUNE || tmp2->type == TRAP) |
372 |
|
|
{ |
373 |
|
|
tmp = tmp2; |
374 |
|
|
searchflag = 0; |
375 |
|
|
break; |
376 |
root |
1.2 |
} |
377 |
|
|
} |
378 |
root |
1.4 |
if (!searchflag) |
379 |
|
|
break; |
380 |
elmex |
1.1 |
} |
381 |
root |
1.4 |
|
382 |
|
|
/* no rune there. */ |
383 |
|
|
if (tmp == NULL) |
384 |
|
|
{ |
385 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
386 |
|
|
return 0; |
387 |
|
|
} |
388 |
|
|
trap_disarm (op, tmp, 0, skill); |
389 |
|
|
return 1; |
390 |
|
|
|
391 |
elmex |
1.1 |
} |
392 |
|
|
|
393 |
root |
1.4 |
int |
394 |
|
|
trap_see (object *op, object *trap) |
395 |
|
|
{ |
396 |
|
|
int chance; |
397 |
|
|
|
398 |
|
|
chance = random_roll (0, 99, op, PREFER_HIGH);; |
399 |
elmex |
1.1 |
|
400 |
root |
1.4 |
/* decide if we see the rune or not */ |
401 |
|
|
if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty |
402 |
|
|
+ trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
403 |
|
|
{ |
404 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); |
405 |
|
|
return 1; |
406 |
elmex |
1.1 |
} |
407 |
root |
1.4 |
return 0; |
408 |
elmex |
1.1 |
} |
409 |
|
|
|
410 |
root |
1.4 |
int |
411 |
|
|
trap_show (object *trap, object *where) |
412 |
|
|
{ |
413 |
|
|
if (where == NULL) |
414 |
|
|
return 0; |
415 |
root |
1.15 |
|
416 |
|
|
object *tmp = get_archetype ("runedet"); |
417 |
|
|
tmp->face = &new_faces[GET_ANIMATION (trap, 0)]; |
418 |
|
|
tmp->insert_at (where, 0); |
419 |
|
|
|
420 |
root |
1.4 |
return 1; |
421 |
elmex |
1.1 |
} |
422 |
|
|
|
423 |
root |
1.4 |
int |
424 |
|
|
trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
425 |
|
|
{ |
426 |
|
|
int trapworth; /* need to compute the experience worth of the trap |
427 |
|
|
before we kill it */ |
428 |
|
|
|
429 |
|
|
/* this formula awards a more reasonable amount of exp */ |
430 |
|
|
trapworth = MAX (1, trap->level) * disarmer->map->difficulty * |
431 |
|
|
sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; |
432 |
|
|
|
433 |
|
|
if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
434 |
|
|
{ |
435 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
436 |
root |
1.9 |
trap->destroy (1); |
437 |
|
|
|
438 |
root |
1.4 |
/* If it is your own trap, (or any players trap), don't you don't |
439 |
|
|
* get exp for it. |
440 |
|
|
*/ |
441 |
|
|
if (trap->owner && trap->owner->type != PLAYER && risk) |
442 |
|
|
return trapworth; |
443 |
|
|
else |
444 |
|
|
return 1; /* give minimal exp and say success */ |
445 |
|
|
} |
446 |
|
|
else |
447 |
|
|
{ |
448 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name); |
449 |
|
|
if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk) |
450 |
|
|
{ |
451 |
|
|
new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!"); |
452 |
|
|
spring_trap (trap, disarmer); |
453 |
elmex |
1.1 |
} |
454 |
root |
1.4 |
return 0; |
455 |
|
|
} |
456 |
elmex |
1.1 |
} |
457 |
|
|
|
458 |
|
|
|
459 |
|
|
/* traps need to be adjusted for the difficulty of the map. The |
460 |
|
|
* default traps are too strong for wimpy level 1 players, and |
461 |
|
|
* unthreatening to anyone of high level |
462 |
|
|
*/ |
463 |
|
|
|
464 |
root |
1.4 |
void |
465 |
|
|
trap_adjust (object *trap, int difficulty) |
466 |
|
|
{ |
467 |
|
|
int i; |
468 |
elmex |
1.1 |
|
469 |
root |
1.4 |
/* now we set the trap level to match the difficulty of the level |
470 |
|
|
* the formula below will give a level from 1 to (2*difficulty) with |
471 |
|
|
* a peak probability at difficulty |
472 |
|
|
*/ |
473 |
|
|
|
474 |
|
|
trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1); |
475 |
|
|
if (trap->level < 1) |
476 |
|
|
trap->level = 1; |
477 |
|
|
|
478 |
|
|
/* set the hiddenness of the trap, similar formula to above */ |
479 |
|
|
trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1); |
480 |
|
|
|
481 |
|
|
if (!trap->other_arch && !trap->inv) |
482 |
|
|
{ |
483 |
|
|
/* set the damage of the trap. |
484 |
|
|
* we get 0-4 pts of damage per level of difficulty of the map in |
485 |
|
|
* the trap |
486 |
|
|
*/ |
487 |
|
|
|
488 |
|
|
trap->stats.dam = 0; |
489 |
|
|
for (i = 0; i < difficulty; i++) |
490 |
|
|
trap->stats.dam += rndm (0, 4); |
491 |
|
|
|
492 |
|
|
/* the poison trap special case */ |
493 |
|
|
if (trap->attacktype & AT_POISON) |
494 |
|
|
{ |
495 |
|
|
trap->stats.dam = rndm (0, difficulty - 1); |
496 |
|
|
if (trap->stats.dam < 1) |
497 |
|
|
trap->stats.dam = 1; |
498 |
root |
1.2 |
} |
499 |
elmex |
1.1 |
|
500 |
root |
1.4 |
/* so we get an appropriate amnt of exp for AT_DEATH traps */ |
501 |
|
|
if (trap->attacktype & AT_DEATH) |
502 |
|
|
trap->stats.dam = 127; |
503 |
elmex |
1.1 |
} |
504 |
|
|
|
505 |
|
|
} |