ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/rune.C
Revision: 1.26
Committed: Mon Jun 4 12:19:09 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +1 -1 lines
Log Message:
rename arch->name to arch->archname for preparation of subclassing object

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.25 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.17 *
4 root 1.25 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.17 *
8 root 1.25 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.17 *
13 root 1.25 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.17 *
18 root 1.25 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.17 */
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 root 1.22 update_object (op, UP_OBJ_CHANGE);
200 elmex 1.1 }
201    
202     /* peterm: rune_attack
203     * function handles those runes which detonate but do not cast spells.
204     */
205 root 1.4 void
206     rune_attack (object *op, object *victim)
207 elmex 1.1 {
208 root 1.4 if (victim)
209     {
210 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
211 root 1.4
212 root 1.6 if (victim->destroyed ())
213 root 1.4 return;
214 root 1.6
215 root 1.4 /* if there's a disease in the needle, put it in the player */
216 root 1.12 if (op->has_random_items ())
217 root 1.4 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
218 root 1.6
219 root 1.4 if (op->inv && op->inv->type == DISEASE)
220     {
221     object *disease = op->inv;
222    
223     infect_object (victim, disease, 1);
224 root 1.9 disease->destroy ();
225 root 1.4 }
226 elmex 1.1 }
227 root 1.4 else
228     hit_map (op, 0, op->attacktype, 1);
229 elmex 1.1 }
230    
231     /* This function generalizes attacks by runes/traps. This ought to make
232     * it possible for runes to attack from the inventory,
233     * it'll spring the trap on the victim.
234     */
235 root 1.4 void
236     spring_trap (object *trap, object *victim)
237 elmex 1.1 {
238 root 1.4 object *env;
239     rv_vector rv;
240     int i;
241    
242     /* Prevent recursion */
243     if (trap->stats.hp <= 0)
244     return;
245    
246     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
247     use_trigger (trap);
248    
249     /* Only living objects can trigger runes that don't cast spells, as
250     * doing direct damage to a non-living object doesn't work anyway.
251     * Typical example is an arrow attacking a door.
252     */
253     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
254     return;
255    
256     trap->stats.hp--; /*decrement detcount */
257    
258     if (victim && victim->type == PLAYER)
259     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
260    
261     /* Flash an image of the trap on the map so the poor sod
262     * knows what hit him.
263     */
264     env = object_get_env_recursive (trap);
265    
266     /* If the victim is not next to this trap, don't set it off.
267     * players shouldn't get hit by firing arrows at a door for example.
268     * At the same time, the trap will stick around until detonated
269     */
270     get_rangevector (env, victim, &rv, 0);
271     if (rv.distance > 1)
272     return;
273    
274     trap_show (trap, env);
275    
276 elmex 1.23 if (victim->type == PLAYER) // only count players as enemies
277     trap->enemy = victim; // set the victim as the traps enemy, so that summoned
278     // creatures know who to attack.
279    
280 root 1.4 /* 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 root 1.26 if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark"))
359 root 1.4 {
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 root 1.21 tmp->face = GET_ANIMATION (trap, 0);
417 root 1.15 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     }