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/* |
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* CrossFire, A Multiplayer game for X-windows |
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* |
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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 |
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* |
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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 |
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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, |
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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 |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at <crossfire@schmorp.de> |
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*/ |
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <spells.h> |
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|
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#ifndef sqr |
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# define sqr(x) ((x)*(x)) |
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#endif |
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|
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/* peterm: |
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* write_rune: |
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* op: rune writer |
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* skop: skill object used for casting this rune |
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* dir: orientation of rune, direction rune's contained spell will |
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* be cast in, if applicable |
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* inspell: spell object to put into the rune, can be null if doing |
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* a marking rune. |
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* level: level of casting of the rune |
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* runename: name of the rune or message displayed by the rune for |
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* a rune of marking |
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*/ |
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|
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int |
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write_rune (object *op, object *caster, object *spell, int dir, const char *runename) |
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{ |
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object *tmp, *rune_spell, *rune; |
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char buf[MAX_BUF]; |
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maptile *m; |
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sint16 nx, ny; |
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|
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if (!dir) |
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dir = 1; |
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|
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nx = op->x + freearr_x[dir]; |
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ny = op->y + freearr_y[dir]; |
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m = op->map; |
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|
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if (get_map_flags (m, &m, nx, ny, &nx, &ny)) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); |
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return 0; |
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} |
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|
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for (tmp = GET_MAP_OB (m, nx, ny); tmp != NULL; tmp = tmp->above) |
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if (tmp->type == RUNE) |
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break; |
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|
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if (tmp) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); |
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return 0; |
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} |
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|
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if (spell->other_arch) |
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rune_spell = arch_to_object (spell->other_arch); |
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else |
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{ |
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/* Player specified spell. The player has to know the spell, so |
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* lets just look through the players inventory see if they know it |
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* use the item_matched_string for our typical matching method. |
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*/ |
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int bestmatch = 0, ms; |
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|
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if (!runename || *runename == 0) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?"); |
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return 0; |
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} |
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|
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rune_spell = NULL; |
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for (tmp = op->inv; tmp; tmp = tmp->below) |
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{ |
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if (tmp->type == SPELL) |
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{ |
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ms = item_matched_string (op, tmp, runename); |
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if (ms > bestmatch) |
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{ |
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bestmatch = ms; |
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rune_spell = tmp; |
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} |
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} |
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} |
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|
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if (!rune_spell) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); |
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return 0; |
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} |
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|
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if (rune_spell->skill != spell->skill) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); |
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return 0; |
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} |
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|
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if (caster->path_denied & spell->path_attuned) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
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return 0; |
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} |
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|
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if (caster_level (caster, rune_spell) < rune_spell->level) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); |
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return 0; |
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} |
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|
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if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
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return 0; |
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} |
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|
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if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); |
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return 0; |
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} |
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|
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op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); |
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op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); |
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} |
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|
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/* already proper rune. Note this should only be the case if other_arch was set */ |
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if (rune_spell->type == RUNE) |
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rune = rune_spell; |
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else |
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{ |
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rune = get_archetype (GENERIC_RUNE); |
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sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); |
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rune->msg = buf; |
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rune->insert (rune_spell->clone ()); |
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|
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if (spell->face != blank_face) |
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rune->face = spell->face; |
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} |
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|
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rune->level = caster_level (caster, spell); |
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rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
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rune->direction = dir; /* where any spell will go upon detonation */ |
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rune->set_owner (op); /* runes without need no owner */ |
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set_spell_skill (op, caster, spell, rune); |
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|
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m->insert (rune, nx, ny, op); |
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return 1; |
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} |
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|
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/* move_rune: peterm |
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comments on runes: |
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rune->level : level at which rune will cast its spell. |
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rune->hp : number of detonations before rune goes away |
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rune->msg : message the rune displays when it goes off |
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rune->direction : direction it will cast a spell in |
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rune->dam : damage the rune will do if it doesn't cast spells |
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rune->attacktype: type of damage it does, if not casting spells |
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rune->other_arch: spell in the rune |
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rune->Cha : how hidden the rune is |
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rune->maxhp : number of spells the rune casts |
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*/ |
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void |
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move_rune (object *op) |
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{ |
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int det = 0; |
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|
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if (!op->level) |
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{ |
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return; |
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} /* runes of level zero cannot detonate. */ |
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det = op->invisible; |
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if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) |
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{ |
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op->invisible = 0; |
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op->speed_left -= 1; |
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} |
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else |
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op->invisible = 1; |
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if (op->invisible != det) |
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update_object (op, UP_OBJ_FACE); |
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} |
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|
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|
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/* peterm: rune_attack |
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* function handles those runes which detonate but do not cast spells. |
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*/ |
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|
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|
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void |
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rune_attack (object *op, object *victim) |
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{ |
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if (victim) |
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{ |
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hit_player (victim, op->stats.dam, op, op->attacktype, 1); |
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|
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if (victim->destroyed ()) |
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return; |
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|
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/* if there's a disease in the needle, put it in the player */ |
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if (op->has_random_items ()) |
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create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); |
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|
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if (op->inv && op->inv->type == DISEASE) |
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{ |
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object *disease = op->inv; |
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|
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infect_object (victim, disease, 1); |
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disease->destroy (); |
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} |
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} |
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else |
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hit_map (op, 0, op->attacktype, 1); |
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} |
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|
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/* This function generalizes attacks by runes/traps. This ought to make |
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* it possible for runes to attack from the inventory, |
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* it'll spring the trap on the victim. |
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*/ |
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void |
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spring_trap (object *trap, object *victim) |
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{ |
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object *env; |
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rv_vector rv; |
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int i; |
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|
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/* Prevent recursion */ |
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if (trap->stats.hp <= 0) |
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return; |
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|
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if (QUERY_FLAG (trap, FLAG_IS_LINKED)) |
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use_trigger (trap); |
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|
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/* Only living objects can trigger runes that don't cast spells, as |
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* doing direct damage to a non-living object doesn't work anyway. |
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* Typical example is an arrow attacking a door. |
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*/ |
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if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) |
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return; |
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|
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trap->stats.hp--; /*decrement detcount */ |
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|
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if (victim && victim->type == PLAYER) |
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new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
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|
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/* Flash an image of the trap on the map so the poor sod |
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* knows what hit him. |
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*/ |
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env = object_get_env_recursive (trap); |
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|
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/* If the victim is not next to this trap, don't set it off. |
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* players shouldn't get hit by firing arrows at a door for example. |
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* At the same time, the trap will stick around until detonated |
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*/ |
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get_rangevector (env, victim, &rv, 0); |
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if (rv.distance > 1) |
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return; |
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|
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trap_show (trap, env); |
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|
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/* Only if it is a spell do we proceed here */ |
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if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)) |
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{ |
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|
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if (trap->destroyed ()) |
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return; |
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|
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// breaks summon golem spells, which, for inexplicable reasons, |
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// do not work like summon golem spells at all but still require |
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// direction "0" to work at all. |
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//if (trap->direction) |
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// rv.direction = trap->direction; |
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|
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for (i = 0; i < MAX (1, trap->stats.maxhp); i++) |
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{ |
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if (trap->inv) |
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cast_spell (env, trap, trap->direction, trap->inv, NULL); |
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else |
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{ |
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object *spell = arch_to_object (trap->other_arch); |
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|
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cast_spell (env, trap, trap->direction, spell, NULL); |
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spell->destroy (); |
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} |
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} |
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} |
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else |
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{ |
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rune_attack (trap, victim); |
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if (trap->destroyed ()) |
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return; |
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} |
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|
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if (trap->stats.hp <= 0) |
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{ |
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trap->type = SIGN; /* make the trap impotent */ |
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trap->stats.food = 20; /* make it stick around until its spells are gone */ |
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SET_FLAG (trap, FLAG_IS_USED_UP); |
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} |
320 |
} |
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|
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/* dispel_rune: by peterm |
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* dispels the target rune, depending on the level of the actor |
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* and the level of the rune risk flag, if true, means that there is |
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* a chance that the trap/rune will detonate |
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*/ |
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int |
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dispel_rune (object *op, object *caster, object *spell, object *skill, int dir) |
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{ |
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object *tmp, *tmp2; |
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int searchflag = 1, mflags; |
332 |
sint16 x, y; |
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maptile *m; |
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|
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x = op->x + freearr_x[dir]; |
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y = op->y + freearr_y[dir]; |
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m = op->map; |
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|
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mflags = get_map_flags (m, &m, x, y, &x, &y); |
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|
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/* Should we perhaps not allow player to disable traps if a monster/ |
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* player is standing on top? |
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*/ |
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if (mflags & P_OUT_OF_MAP) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
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return 0; |
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} |
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|
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for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
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{ |
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if (tmp->type == RUNE || tmp->type == TRAP) |
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break; |
354 |
|
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/* we could put a probability chance here, but since nothing happens |
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* if you fail, no point on that. I suppose we could do a level |
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* comparison so low level players can't erase high level players runes. |
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*/ |
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if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) |
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{ |
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tmp->destroy (); |
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new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
363 |
return 1; |
364 |
} |
365 |
|
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/* now search tmp's inventory for traps |
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* 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 |
{ |
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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 |
{ |
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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 |
} |