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/cvs/deliantra/server/server/rune.C
Revision: 1.21
Committed: Sun Mar 11 02:12:45 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +1 -1 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.17 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26 root 1.14 #include <sproto.h>
27 elmex 1.1 #include <spells.h>
28    
29     #ifndef sqr
30 root 1.4 # define sqr(x) ((x)*(x))
31 elmex 1.1 #endif
32    
33     /* peterm:
34     * write_rune:
35     * op: rune writer
36     * skop: skill object used for casting this rune
37     * dir: orientation of rune, direction rune's contained spell will
38     * be cast in, if applicable
39     * inspell: spell object to put into the rune, can be null if doing
40     * a marking rune.
41     * level: level of casting of the rune
42     * runename: name of the rune or message displayed by the rune for
43     * a rune of marking
44     */
45    
46 root 1.4 int
47     write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
48     {
49     object *tmp, *rune_spell, *rune;
50     char buf[MAX_BUF];
51 root 1.7 maptile *m;
52 root 1.4 sint16 nx, ny;
53    
54     if (!dir)
55 root 1.10 dir = 1;
56 root 1.4
57     nx = op->x + freearr_x[dir];
58     ny = op->y + freearr_y[dir];
59     m = op->map;
60    
61 root 1.20 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
62 root 1.4 {
63     new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
64     return 0;
65 elmex 1.1 }
66 root 1.10
67 root 1.19 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
68 root 1.4 if (tmp->type == RUNE)
69     break;
70    
71     if (tmp)
72     {
73 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
74 elmex 1.1 return 0;
75     }
76    
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     {
81     /* Player specified spell. The player has to know the spell, so
82     * lets just look through the players inventory see if they know it
83     * use the item_matched_string for our typical matching method.
84     */
85     int bestmatch = 0, ms;
86    
87     if (!runename || *runename == 0)
88     {
89     new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
90     return 0;
91     }
92    
93     rune_spell = NULL;
94     for (tmp = op->inv; tmp; tmp = tmp->below)
95 root 1.20 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     }
103     }
104 root 1.10
105 root 1.4 if (!rune_spell)
106     {
107     new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
108     return 0;
109     }
110 root 1.10
111 root 1.4 if (rune_spell->skill != spell->skill)
112     {
113     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
114     return 0;
115     }
116 root 1.10
117 root 1.20 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
118 root 1.4 {
119     new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
120     return 0;
121     }
122 root 1.10
123 root 1.20 if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
124 root 1.4 {
125     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
126     return 0;
127     }
128 root 1.10
129 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
130     {
131     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
132     return 0;
133     }
134 root 1.10
135 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
136     {
137     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
138     return 0;
139     }
140 root 1.10
141 root 1.4 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
142     op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
143     }
144 root 1.10
145 root 1.4 /* already proper rune. Note this should only be the case if other_arch was set */
146     if (rune_spell->type == RUNE)
147 root 1.15 rune = rune_spell;
148 root 1.4 else
149     {
150     rune = get_archetype (GENERIC_RUNE);
151     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
152     rune->msg = buf;
153 root 1.15 rune->insert (rune_spell->clone ());
154 root 1.10
155 root 1.4 if (spell->face != blank_face)
156     rune->face = spell->face;
157     }
158 root 1.10
159 root 1.4 rune->level = caster_level (caster, spell);
160     rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
161     rune->direction = dir; /* where any spell will go upon detonation */
162 root 1.11 rune->set_owner (op); /* runes without need no owner */
163 root 1.4 set_spell_skill (op, caster, spell, rune);
164 root 1.15
165     m->insert (rune, nx, ny, op);
166 root 1.4 return 1;
167 elmex 1.1 }
168    
169     /* move_rune: peterm
170     comments on runes:
171     rune->level : level at which rune will cast its spell.
172     rune->hp : number of detonations before rune goes away
173     rune->msg : message the rune displays when it goes off
174     rune->direction : direction it will cast a spell in
175     rune->dam : damage the rune will do if it doesn't cast spells
176     rune->attacktype: type of damage it does, if not casting spells
177     rune->other_arch: spell in the rune
178     rune->Cha : how hidden the rune is
179     rune->maxhp : number of spells the rune casts
180     */
181 root 1.4 void
182     move_rune (object *op)
183     {
184 root 1.18 /* runes of level zero cannot detonate. */
185     if (!op->level)
186     return;
187    
188     int det = op->invisible;
189 root 1.4
190     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
191     {
192     op->invisible = 0;
193     op->speed_left -= 1;
194     }
195     else
196     op->invisible = 1;
197 root 1.18
198 root 1.4 if (op->invisible != det)
199     update_object (op, UP_OBJ_FACE);
200 elmex 1.1 }
201    
202    
203     /* peterm: rune_attack
204     * function handles those runes which detonate but do not cast spells.
205     */
206    
207    
208 root 1.4 void
209     rune_attack (object *op, object *victim)
210 elmex 1.1 {
211 root 1.4 if (victim)
212     {
213 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
214 root 1.4
215 root 1.6 if (victim->destroyed ())
216 root 1.4 return;
217 root 1.6
218 root 1.4 /* if there's a disease in the needle, put it in the player */
219 root 1.12 if (op->has_random_items ())
220 root 1.4 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
221 root 1.6
222 root 1.4 if (op->inv && op->inv->type == DISEASE)
223     {
224     object *disease = op->inv;
225    
226     infect_object (victim, disease, 1);
227 root 1.9 disease->destroy ();
228 root 1.4 }
229 elmex 1.1 }
230 root 1.4 else
231     hit_map (op, 0, op->attacktype, 1);
232 elmex 1.1 }
233    
234     /* This function generalizes attacks by runes/traps. This ought to make
235     * it possible for runes to attack from the inventory,
236     * it'll spring the trap on the victim.
237     */
238 root 1.4 void
239     spring_trap (object *trap, object *victim)
240 elmex 1.1 {
241 root 1.4 object *env;
242     rv_vector rv;
243     int i;
244    
245     /* Prevent recursion */
246     if (trap->stats.hp <= 0)
247     return;
248    
249     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
250     use_trigger (trap);
251    
252     /* Only living objects can trigger runes that don't cast spells, as
253     * doing direct damage to a non-living object doesn't work anyway.
254     * Typical example is an arrow attacking a door.
255     */
256     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
257     return;
258    
259     trap->stats.hp--; /*decrement detcount */
260    
261     if (victim && victim->type == PLAYER)
262     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
263    
264     /* Flash an image of the trap on the map so the poor sod
265     * knows what hit him.
266     */
267     env = object_get_env_recursive (trap);
268    
269     /* If the victim is not next to this trap, don't set it off.
270     * players shouldn't get hit by firing arrows at a door for example.
271     * At the same time, the trap will stick around until detonated
272     */
273     get_rangevector (env, victim, &rv, 0);
274     if (rv.distance > 1)
275     return;
276    
277     trap_show (trap, env);
278    
279     /* Only if it is a spell do we proceed here */
280     if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
281     {
282 elmex 1.1
283 root 1.6 if (trap->destroyed ())
284 root 1.2 return;
285 elmex 1.1
286 root 1.4 // breaks summon golem spells, which, for inexplicable reasons,
287     // do not work like summon golem spells at all but still require
288     // direction "0" to work at all.
289     //if (trap->direction)
290     // rv.direction = trap->direction;
291 elmex 1.1
292 root 1.4 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
293     {
294     if (trap->inv)
295     cast_spell (env, trap, trap->direction, trap->inv, NULL);
296     else
297     {
298     object *spell = arch_to_object (trap->other_arch);
299 elmex 1.1
300 root 1.4 cast_spell (env, trap, trap->direction, spell, NULL);
301 root 1.9 spell->destroy ();
302 root 1.2 }
303     }
304 root 1.4 }
305     else
306     {
307     rune_attack (trap, victim);
308 root 1.6 if (trap->destroyed ())
309 root 1.4 return;
310 elmex 1.1 }
311    
312 root 1.4 if (trap->stats.hp <= 0)
313     {
314     trap->type = SIGN; /* make the trap impotent */
315     trap->stats.food = 20; /* make it stick around until its spells are gone */
316     SET_FLAG (trap, FLAG_IS_USED_UP);
317 elmex 1.1 }
318     }
319    
320     /* dispel_rune: by peterm
321     * dispels the target rune, depending on the level of the actor
322     * and the level of the rune risk flag, if true, means that there is
323     * a chance that the trap/rune will detonate
324     */
325 root 1.4 int
326     dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
327 elmex 1.1 {
328 root 1.4 object *tmp, *tmp2;
329     int searchflag = 1, mflags;
330     sint16 x, y;
331 root 1.7 maptile *m;
332 root 1.4
333     x = op->x + freearr_x[dir];
334     y = op->y + freearr_y[dir];
335     m = op->map;
336    
337     mflags = get_map_flags (m, &m, x, y, &x, &y);
338    
339     /* Should we perhaps not allow player to disable traps if a monster/
340     * player is standing on top?
341     */
342     if (mflags & P_OUT_OF_MAP)
343     {
344     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
345     return 0;
346     }
347    
348 root 1.13 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
349 root 1.4 {
350     if (tmp->type == RUNE || tmp->type == TRAP)
351     break;
352    
353     /* we could put a probability chance here, but since nothing happens
354     * if you fail, no point on that. I suppose we could do a level
355     * comparison so low level players can't erase high level players runes.
356     */
357     if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
358     {
359 root 1.9 tmp->destroy ();
360 root 1.4 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
361     return 1;
362     }
363    
364     /* now search tmp's inventory for traps
365     * This is for chests, where the rune is in the chests inventory.
366     */
367     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
368     {
369     if (tmp2->type == RUNE || tmp2->type == TRAP)
370     {
371     tmp = tmp2;
372     searchflag = 0;
373     break;
374 root 1.2 }
375     }
376 root 1.4 if (!searchflag)
377     break;
378 elmex 1.1 }
379 root 1.4
380     /* no rune there. */
381     if (tmp == NULL)
382     {
383     new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
384     return 0;
385     }
386     trap_disarm (op, tmp, 0, skill);
387     return 1;
388    
389 elmex 1.1 }
390    
391 root 1.4 int
392     trap_see (object *op, object *trap)
393     {
394     int chance;
395    
396     chance = random_roll (0, 99, op, PREFER_HIGH);;
397 elmex 1.1
398 root 1.4 /* decide if we see the rune or not */
399     if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
400     + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
401     {
402     new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
403     return 1;
404 elmex 1.1 }
405 root 1.4 return 0;
406 elmex 1.1 }
407    
408 root 1.4 int
409     trap_show (object *trap, object *where)
410     {
411     if (where == NULL)
412     return 0;
413 root 1.15
414     object *tmp = get_archetype ("runedet");
415 root 1.21 tmp->face = GET_ANIMATION (trap, 0);
416 root 1.15 tmp->insert_at (where, 0);
417    
418 root 1.4 return 1;
419 elmex 1.1 }
420    
421 root 1.4 int
422     trap_disarm (object *disarmer, object *trap, int risk, object *skill)
423     {
424     int trapworth; /* need to compute the experience worth of the trap
425     before we kill it */
426    
427     /* this formula awards a more reasonable amount of exp */
428     trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
429     sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
430    
431     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
432     {
433     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
434 root 1.9 trap->destroy (1);
435    
436 root 1.4 /* If it is your own trap, (or any players trap), don't you don't
437     * get exp for it.
438     */
439     if (trap->owner && trap->owner->type != PLAYER && risk)
440     return trapworth;
441     else
442     return 1; /* give minimal exp and say success */
443     }
444     else
445     {
446     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
447     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
448     {
449     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
450     spring_trap (trap, disarmer);
451 elmex 1.1 }
452 root 1.4 return 0;
453     }
454 elmex 1.1 }
455    
456    
457     /* traps need to be adjusted for the difficulty of the map. The
458     * default traps are too strong for wimpy level 1 players, and
459     * unthreatening to anyone of high level
460     */
461    
462 root 1.4 void
463     trap_adjust (object *trap, int difficulty)
464     {
465     int i;
466 elmex 1.1
467 root 1.4 /* now we set the trap level to match the difficulty of the level
468     * the formula below will give a level from 1 to (2*difficulty) with
469     * a peak probability at difficulty
470     */
471    
472     trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
473     if (trap->level < 1)
474     trap->level = 1;
475    
476     /* set the hiddenness of the trap, similar formula to above */
477     trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
478    
479     if (!trap->other_arch && !trap->inv)
480     {
481     /* set the damage of the trap.
482     * we get 0-4 pts of damage per level of difficulty of the map in
483     * the trap
484     */
485    
486     trap->stats.dam = 0;
487     for (i = 0; i < difficulty; i++)
488     trap->stats.dam += rndm (0, 4);
489    
490     /* the poison trap special case */
491     if (trap->attacktype & AT_POISON)
492     {
493     trap->stats.dam = rndm (0, difficulty - 1);
494     if (trap->stats.dam < 1)
495     trap->stats.dam = 1;
496 root 1.2 }
497 elmex 1.1
498 root 1.4 /* so we get an appropriate amnt of exp for AT_DEATH traps */
499     if (trap->attacktype & AT_DEATH)
500     trap->stats.dam = 127;
501 elmex 1.1 }
502    
503     }