ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/rune.C
Revision: 1.16
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 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
25 #include <global.h>
26 #include <sproto.h>
27 #include <spells.h>
28
29 #ifndef sqr
30 # define sqr(x) ((x)*(x))
31 #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 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 maptile *m;
52 sint16 nx, ny;
53
54 if (!dir)
55 dir = 1;
56
57 nx = op->x + freearr_x[dir];
58 ny = op->y + freearr_y[dir];
59 m = op->map;
60
61 if (get_map_flags (m, &m, nx, ny, &nx, &ny))
62 {
63 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
64 return 0;
65 }
66
67 for (tmp = GET_MAP_OB (m, nx, ny); tmp != NULL; tmp = tmp->above)
68 if (tmp->type == RUNE)
69 break;
70
71 if (tmp)
72 {
73 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
74 return 0;
75 }
76
77 if (spell->other_arch)
78 rune_spell = arch_to_object (spell->other_arch);
79 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 {
96 if (tmp->type == SPELL)
97 {
98 ms = item_matched_string (op, tmp, runename);
99 if (ms > bestmatch)
100 {
101 bestmatch = ms;
102 rune_spell = tmp;
103 }
104 }
105 }
106
107 if (!rune_spell)
108 {
109 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
110 return 0;
111 }
112
113 if (rune_spell->skill != spell->skill)
114 {
115 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
116 return 0;
117 }
118
119 if (caster->path_denied & spell->path_attuned)
120 {
121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
122 return 0;
123 }
124
125 if (caster_level (caster, rune_spell) < rune_spell->level)
126 {
127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
128 return 0;
129 }
130
131 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
132 {
133 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
134 return 0;
135 }
136
137 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
138 {
139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140 return 0;
141 }
142
143 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
144 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
145 }
146
147 /* already proper rune. Note this should only be the case if other_arch was set */
148 if (rune_spell->type == RUNE)
149 rune = rune_spell;
150 else
151 {
152 rune = get_archetype (GENERIC_RUNE);
153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
154 rune->msg = buf;
155 rune->insert (rune_spell->clone ());
156
157 if (spell->face != blank_face)
158 rune->face = spell->face;
159 }
160
161 rune->level = caster_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163 rune->direction = dir; /* where any spell will go upon detonation */
164 rune->set_owner (op); /* runes without need no owner */
165 set_spell_skill (op, caster, spell, rune);
166
167 m->insert (rune, nx, ny, op);
168 return 1;
169 }
170
171 /* move_rune: peterm
172 comments on runes:
173 rune->level : level at which rune will cast its spell.
174 rune->hp : number of detonations before rune goes away
175 rune->msg : message the rune displays when it goes off
176 rune->direction : direction it will cast a spell in
177 rune->dam : damage the rune will do if it doesn't cast spells
178 rune->attacktype: type of damage it does, if not casting spells
179 rune->other_arch: spell in the rune
180 rune->Cha : how hidden the rune is
181 rune->maxhp : number of spells the rune casts
182 */
183 void
184 move_rune (object *op)
185 {
186 int det = 0;
187
188 if (!op->level)
189 {
190 return;
191 } /* runes of level zero cannot detonate. */
192 det = op->invisible;
193 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
194 {
195 op->invisible = 0;
196 op->speed_left -= 1;
197 }
198 else
199 op->invisible = 1;
200 if (op->invisible != det)
201 update_object (op, UP_OBJ_FACE);
202 }
203
204
205 /* peterm: rune_attack
206 * function handles those runes which detonate but do not cast spells.
207 */
208
209
210 void
211 rune_attack (object *op, object *victim)
212 {
213 if (victim)
214 {
215 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
216
217 if (victim->destroyed ())
218 return;
219
220 /* if there's a disease in the needle, put it in the player */
221 if (op->has_random_items ())
222 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
223
224 if (op->inv && op->inv->type == DISEASE)
225 {
226 object *disease = op->inv;
227
228 infect_object (victim, disease, 1);
229 disease->destroy ();
230 }
231 }
232 else
233 hit_map (op, 0, op->attacktype, 1);
234 }
235
236 /* This function generalizes attacks by runes/traps. This ought to make
237 * it possible for runes to attack from the inventory,
238 * it'll spring the trap on the victim.
239 */
240 void
241 spring_trap (object *trap, object *victim)
242 {
243 object *env;
244 rv_vector rv;
245 int i;
246
247 /* Prevent recursion */
248 if (trap->stats.hp <= 0)
249 return;
250
251 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
252 use_trigger (trap);
253
254 /* Only living objects can trigger runes that don't cast spells, as
255 * doing direct damage to a non-living object doesn't work anyway.
256 * Typical example is an arrow attacking a door.
257 */
258 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
259 return;
260
261 trap->stats.hp--; /*decrement detcount */
262
263 if (victim && victim->type == PLAYER)
264 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
265
266 /* Flash an image of the trap on the map so the poor sod
267 * knows what hit him.
268 */
269 env = object_get_env_recursive (trap);
270
271 /* If the victim is not next to this trap, don't set it off.
272 * players shouldn't get hit by firing arrows at a door for example.
273 * At the same time, the trap will stick around until detonated
274 */
275 get_rangevector (env, victim, &rv, 0);
276 if (rv.distance > 1)
277 return;
278
279 trap_show (trap, env);
280
281 /* Only if it is a spell do we proceed here */
282 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
283 {
284
285 if (trap->destroyed ())
286 return;
287
288 // 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
294 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
302 cast_spell (env, trap, trap->direction, spell, NULL);
303 spell->destroy ();
304 }
305 }
306 }
307 else
308 {
309 rune_attack (trap, victim);
310 if (trap->destroyed ())
311 return;
312 }
313
314 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 }
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 int
328 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
329 {
330 object *tmp, *tmp2;
331 int searchflag = 1, mflags;
332 sint16 x, y;
333 maptile *m;
334
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 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
351 {
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 tmp->destroy ();
362 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 }
377 }
378 if (!searchflag)
379 break;
380 }
381
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 }
392
393 int
394 trap_see (object *op, object *trap)
395 {
396 int chance;
397
398 chance = random_roll (0, 99, op, PREFER_HIGH);;
399
400 /* 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 }
407 return 0;
408 }
409
410 int
411 trap_show (object *trap, object *where)
412 {
413 if (where == NULL)
414 return 0;
415
416 object *tmp = get_archetype ("runedet");
417 tmp->face = &new_faces[GET_ANIMATION (trap, 0)];
418 tmp->insert_at (where, 0);
419
420 return 1;
421 }
422
423 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 trap->destroy (1);
437
438 /* 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 }
454 return 0;
455 }
456 }
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 void
465 trap_adjust (object *trap, int difficulty)
466 {
467 int i;
468
469 /* 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 }
499
500 /* so we get an appropriate amnt of exp for AT_DEATH traps */
501 if (trap->attacktype & AT_DEATH)
502 trap->stats.dam = 127;
503 }
504
505 }