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Revision: 1.38
Committed: Thu Jan 1 16:05:13 2009 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.37: +1 -1 lines
Log Message:
rmeove most shstr-strcmps

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.30 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.17 *
4 root 1.33 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.25 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.17 *
8 root 1.30 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.28 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.17 *
13 root 1.28 * 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 pippijn 1.17 *
18 root 1.28 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.25 *
21 root 1.30 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.17 */
23 elmex 1.1
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 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))
61 root 1.4 {
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 1.19 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
67 root 1.4 if (tmp->type == RUNE)
68     break;
69    
70     if (tmp)
71     {
72 root 1.20 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
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 root 1.20 if (tmp->type == SPELL)
95     {
96     ms = item_matched_string (op, tmp, runename);
97     if (ms > bestmatch)
98     {
99     bestmatch = ms;
100     rune_spell = tmp;
101     }
102     }
103 root 1.10
104 root 1.4 if (!rune_spell)
105     {
106 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
107 root 1.4 return 0;
108     }
109 root 1.10
110 root 1.4 if (rune_spell->skill != spell->skill)
111     {
112 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s. H<The spell must be of the %s spell school.>", &rune_spell->name, &spell->name, &spell->skill);
113 root 1.4 return 0;
114     }
115 root 1.10
116 root 1.20 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
117 root 1.4 {
118     new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
119     return 0;
120     }
121 root 1.10
122 root 1.34 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
123 root 1.4 {
124 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast! H<Your effetcive casting level is too low.>", &rune_spell->name);
125 root 1.4 return 0;
126     }
127 root 1.10
128 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
129     {
130     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
131     return 0;
132     }
133 root 1.10
134 root 1.4 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
135     {
136     new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
137     return 0;
138     }
139 root 1.10
140 root 1.4 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
141     op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
142     }
143 root 1.10
144 root 1.4 /* already proper rune. Note this should only be the case if other_arch was set */
145     if (rune_spell->type == RUNE)
146 root 1.15 rune = rune_spell;
147 root 1.4 else
148     {
149     rune = get_archetype (GENERIC_RUNE);
150     sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
151     rune->msg = buf;
152 root 1.15 rune->insert (rune_spell->clone ());
153 root 1.10
154 root 1.4 if (spell->face != blank_face)
155     rune->face = spell->face;
156     }
157 root 1.10
158 root 1.34 rune->level = casting_level (caster, spell);
159 root 1.4 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
160     rune->direction = dir; /* where any spell will go upon detonation */
161 root 1.11 rune->set_owner (op); /* runes without need no owner */
162 root 1.4 set_spell_skill (op, caster, spell, rune);
163 root 1.15
164     m->insert (rune, nx, ny, op);
165 root 1.4 return 1;
166 elmex 1.1 }
167    
168     /* move_rune: peterm
169     comments on runes:
170     rune->level : level at which rune will cast its spell.
171     rune->hp : number of detonations before rune goes away
172     rune->msg : message the rune displays when it goes off
173     rune->direction : direction it will cast a spell in
174     rune->dam : damage the rune will do if it doesn't cast spells
175     rune->attacktype: type of damage it does, if not casting spells
176     rune->other_arch: spell in the rune
177     rune->Cha : how hidden the rune is
178     rune->maxhp : number of spells the rune casts
179     */
180 root 1.4 void
181     move_rune (object *op)
182     {
183 root 1.18 /* runes of level zero cannot detonate. */
184     if (!op->level)
185     return;
186    
187     int det = op->invisible;
188 root 1.4
189     if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
190     {
191     op->invisible = 0;
192     op->speed_left -= 1;
193     }
194     else
195     op->invisible = 1;
196 root 1.18
197 root 1.4 if (op->invisible != det)
198 root 1.22 update_object (op, UP_OBJ_CHANGE);
199 elmex 1.1 }
200    
201     /* peterm: rune_attack
202     * function handles those runes which detonate but do not cast spells.
203     */
204 root 1.4 void
205     rune_attack (object *op, object *victim)
206 elmex 1.1 {
207 root 1.4 if (victim)
208     {
209 root 1.6 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
210 root 1.4
211 root 1.6 if (victim->destroyed ())
212 root 1.4 return;
213 root 1.6
214 root 1.4 /* if there's a disease in the needle, put it in the player */
215 root 1.12 if (op->has_random_items ())
216 root 1.4 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
217 root 1.6
218 root 1.4 if (op->inv && op->inv->type == DISEASE)
219     {
220     object *disease = op->inv;
221    
222     infect_object (victim, disease, 1);
223 root 1.36 disease->destroy ();
224 root 1.4 }
225 elmex 1.1 }
226 root 1.4 else
227     hit_map (op, 0, op->attacktype, 1);
228 elmex 1.1 }
229    
230     /* This function generalizes attacks by runes/traps. This ought to make
231     * it possible for runes to attack from the inventory,
232     * it'll spring the trap on the victim.
233     */
234 root 1.4 void
235     spring_trap (object *trap, object *victim)
236 elmex 1.1 {
237 root 1.4 object *env;
238     rv_vector rv;
239     int i;
240    
241     /* Prevent recursion */
242     if (trap->stats.hp <= 0)
243     return;
244    
245     if (QUERY_FLAG (trap, FLAG_IS_LINKED))
246     use_trigger (trap);
247    
248     /* Only living objects can trigger runes that don't cast spells, as
249     * doing direct damage to a non-living object doesn't work anyway.
250     * Typical example is an arrow attacking a door.
251     */
252     if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
253     return;
254    
255     trap->stats.hp--; /*decrement detcount */
256    
257     if (victim && victim->type == PLAYER)
258     new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
259    
260     /* Flash an image of the trap on the map so the poor sod
261     * knows what hit him.
262     */
263 root 1.31 env = trap->outer_env ();
264 root 1.4
265     /* If the victim is not next to this trap, don't set it off.
266     * players shouldn't get hit by firing arrows at a door for example.
267     * At the same time, the trap will stick around until detonated
268     */
269     get_rangevector (env, victim, &rv, 0);
270     if (rv.distance > 1)
271     return;
272    
273 root 1.29 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
274    
275 root 1.4 trap_show (trap, env);
276    
277 elmex 1.23 if (victim->type == PLAYER) // only count players as enemies
278     trap->enemy = victim; // set the victim as the traps enemy, so that summoned
279     // creatures know who to attack.
280    
281 root 1.4 /* Only if it is a spell do we proceed here */
282 root 1.27 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
283 root 1.4 {
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 1.36 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 1.38 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
359 root 1.4 {
360 root 1.36 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 root 1.32
388 root 1.4 trap_disarm (op, tmp, 0, skill);
389     return 1;
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 1.32
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 root 1.21 tmp->face = GET_ANIMATION (trap, 0);
418 root 1.15 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 root 1.32 int trapworth; /* need to compute the experience worth of the trap before we kill it */
427 root 1.4
428     /* this formula awards a more reasonable amount of exp */
429 root 1.32 trapworth = MAX (1, trap->level)
430     * disarmer->map->difficulty
431     * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1))
432     / skill->level;
433 root 1.4
434     if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
435     {
436     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
437 root 1.36 trap->destroy ();
438 root 1.9
439 root 1.4 /* If it is your own trap, (or any players trap), don't you don't
440     * get exp for it.
441     */
442     if (trap->owner && trap->owner->type != PLAYER && risk)
443     return trapworth;
444     else
445     return 1; /* give minimal exp and say success */
446     }
447     else
448     {
449     new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
450     if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
451     {
452     new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
453     spring_trap (trap, disarmer);
454 elmex 1.1 }
455 root 1.4 return 0;
456     }
457 elmex 1.1 }
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 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     }