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/cvs/deliantra/server/server/rune.C
Revision: 1.40
Committed: Thu Jan 8 04:35:05 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_77, rel-2_75, rel-2_78
Changes since 1.39: +1 -1 lines
Log Message:
add originator

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <spells.h>
27
28 #ifndef sqr
29 # define sqr(x) ((x)*(x))
30 #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 * spell: spell object to put into the rune
39 * level: level of casting of the rune
40 * runename: name of the rune or message displayed by the rune for
41 * a rune of marking
42 */
43 int
44 write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
45 {
46 object *tmp, *rune_spell, *rune;
47 maptile *m;
48 sint16 nx, ny;
49
50 if (!dir)
51 dir = 1;
52
53 nx = op->x + freearr_x[dir];
54 ny = op->y + freearr_y[dir];
55 m = op->map;
56
57 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
58 {
59 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
60 return 0;
61 }
62
63 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
64 if (tmp->type == RUNE)
65 break;
66
67 if (tmp)
68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
70 return 0;
71 }
72
73 if (spell->other_arch)
74 rune_spell = arch_to_object (spell->other_arch);
75 else
76 {
77 /* Player specified spell. The player has to know the spell, so
78 * lets just look through the players inventory see if they know it
79 * use the item_matched_string for our typical matching method.
80 */
81 int bestmatch = 0, ms;
82
83 if (!runename || *runename == 0)
84 {
85 new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
86 return 0;
87 }
88
89 rune_spell = NULL;
90 for (tmp = op->inv; tmp; tmp = tmp->below)
91 if (tmp->type == SPELL)
92 {
93 ms = item_matched_string (op, tmp, runename);
94 if (ms > bestmatch)
95 {
96 bestmatch = ms;
97 rune_spell = tmp;
98 }
99 }
100
101 if (!rune_spell)
102 {
103 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
104 return 0;
105 }
106
107 if (rune_spell->skill != spell->skill)
108 {
109 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);
110 return 0;
111 }
112
113 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
114 {
115 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
116 return 0;
117 }
118
119 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
120 {
121 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);
122 return 0;
123 }
124
125 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
126 {
127 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
128 return 0;
129 }
130
131 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
132 {
133 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
134 return 0;
135 }
136
137 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
138 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
139 }
140
141 /* already proper rune. Note this should only be the case if other_arch was set */
142 if (rune_spell->type == RUNE)
143 rune = rune_spell;
144 else
145 {
146 rune = get_archetype (GENERIC_RUNE);
147 rune->msg = format ("You set off a rune of %s\n", &rune_spell->name);
148 rune->insert (rune_spell->clone ());
149
150 if (spell->face != blank_face)
151 rune->face = spell->face;
152 }
153
154 rune->level = casting_level (caster, spell);
155 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
156 rune->direction = dir; /* where any spell will go upon detonation */
157 rune->set_owner (op); /* runes without need no owner */
158 set_spell_skill (op, caster, spell, rune);
159
160 m->insert (rune, nx, ny, op);
161 return 1;
162 }
163
164 /* move_rune: peterm
165 comments on runes:
166 rune->level : level at which rune will cast its spell.
167 rune->hp : number of detonations before rune goes away
168 rune->msg : message the rune displays when it goes off
169 rune->direction : direction it will cast a spell in
170 rune->dam : damage the rune will do if it doesn't cast spells
171 rune->attacktype: type of damage it does, if not casting spells
172 rune->other_arch: spell in the rune
173 rune->Cha : how hidden the rune is
174 rune->maxhp : number of spells the rune casts
175 */
176 void
177 move_rune (object *op)
178 {
179 /* runes of level zero cannot detonate. */
180 if (!op->level)
181 return;
182
183 int det = op->invisible;
184
185 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
186 {
187 op->invisible = 0;
188 op->speed_left -= 1;
189 }
190 else
191 op->invisible = 1;
192
193 if (op->invisible != det)
194 update_object (op, UP_OBJ_CHANGE);
195 }
196
197 /* peterm: rune_attack
198 * function handles those runes which detonate but do not cast spells.
199 */
200 void
201 rune_attack (object *op, object *victim)
202 {
203 if (victim)
204 {
205 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
206
207 if (victim->destroyed ())
208 return;
209
210 /* if there's a disease in the needle, put it in the player */
211 if (op->has_random_items ())
212 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
213
214 if (op->inv && op->inv->type == DISEASE)
215 {
216 object *disease = op->inv;
217
218 infect_object (victim, disease, 1);
219 disease->destroy ();
220 }
221 }
222 else
223 hit_map (op, 0, op->attacktype, 1);
224 }
225
226 /* This function generalizes attacks by runes/traps. This ought to make
227 * it possible for runes to attack from the inventory,
228 * it'll spring the trap on the victim.
229 */
230 void
231 spring_trap (object *trap, object *victim)
232 {
233 object *env;
234 rv_vector rv;
235 int i;
236
237 /* Prevent recursion */
238 if (trap->stats.hp <= 0)
239 return;
240
241 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
242 use_trigger (trap, victim);
243
244 /* Only living objects can trigger runes that don't cast spells, as
245 * doing direct damage to a non-living object doesn't work anyway.
246 * Typical example is an arrow attacking a door.
247 */
248 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
249 return;
250
251 trap->stats.hp--; /*decrement detcount */
252
253 if (victim && victim->type == PLAYER)
254 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
255
256 /* Flash an image of the trap on the map so the poor sod
257 * knows what hit him.
258 */
259 env = trap->outer_env ();
260
261 /* If the victim is not next to this trap, don't set it off.
262 * players shouldn't get hit by firing arrows at a door for example.
263 * At the same time, the trap will stick around until detonated
264 */
265 get_rangevector (env, victim, &rv, 0);
266 if (rv.distance > 1)
267 return;
268
269 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
270
271 trap_show (trap, env);
272
273 if (victim->type == PLAYER) // only count players as enemies
274 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
275 // creatures know who to attack.
276
277 /* Only if it is a spell do we proceed here */
278 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
279 {
280 if (trap->destroyed ())
281 return;
282
283 // breaks summon golem spells, which, for inexplicable reasons,
284 // do not work like summon golem spells at all but still require
285 // direction "0" to work at all.
286 //if (trap->direction)
287 // rv.direction = trap->direction;
288
289 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
290 {
291 if (trap->inv)
292 cast_spell (env, trap, trap->direction, trap->inv, NULL);
293 else
294 {
295 object *spell = arch_to_object (trap->other_arch);
296
297 cast_spell (env, trap, trap->direction, spell, NULL);
298 spell->destroy ();
299 }
300 }
301 }
302 else
303 {
304 rune_attack (trap, victim);
305 if (trap->destroyed ())
306 return;
307 }
308
309 if (trap->stats.hp <= 0)
310 {
311 trap->type = SIGN; /* make the trap impotent */
312 trap->stats.food = 20; /* make it stick around until its spells are gone */
313 SET_FLAG (trap, FLAG_IS_USED_UP);
314 }
315 }
316
317 /* dispel_rune: by peterm
318 * dispels the target rune, depending on the level of the actor
319 * and the level of the rune risk flag, if true, means that there is
320 * a chance that the trap/rune will detonate
321 */
322 int
323 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
324 {
325 object *tmp, *tmp2;
326 int searchflag = 1, mflags;
327 sint16 x, y;
328 maptile *m;
329
330 x = op->x + freearr_x[dir];
331 y = op->y + freearr_y[dir];
332 m = op->map;
333
334 mflags = get_map_flags (m, &m, x, y, &x, &y);
335
336 /* Should we perhaps not allow player to disable traps if a monster/
337 * player is standing on top?
338 */
339 if (mflags & P_OUT_OF_MAP)
340 {
341 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
342 return 0;
343 }
344
345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
346 {
347 if (tmp->type == RUNE || tmp->type == TRAP)
348 break;
349
350 /* we could put a probability chance here, but since nothing happens
351 * if you fail, no point on that. I suppose we could do a level
352 * comparison so low level players can't erase high level players runes.
353 */
354 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
355 {
356 tmp->destroy ();
357 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
358 return 1;
359 }
360
361 /* now search tmp's inventory for traps
362 * This is for chests, where the rune is in the chests inventory.
363 */
364 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
365 {
366 if (tmp2->type == RUNE || tmp2->type == TRAP)
367 {
368 tmp = tmp2;
369 searchflag = 0;
370 break;
371 }
372 }
373
374 if (!searchflag)
375 break;
376 }
377
378 /* no rune there. */
379 if (tmp == NULL)
380 {
381 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
382 return 0;
383 }
384
385 trap_disarm (op, tmp, 0, skill);
386 return 1;
387 }
388
389 int
390 trap_see (object *op, object *trap)
391 {
392 int chance;
393
394 chance = random_roll (0, 99, op, PREFER_HIGH);;
395
396 /* decide if we see the rune or not */
397 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
398 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
399 {
400 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
401 return 1;
402 }
403
404 return 0;
405 }
406
407 int
408 trap_show (object *trap, object *where)
409 {
410 if (where == NULL)
411 return 0;
412
413 object *tmp = get_archetype ("runedet");
414 tmp->face = GET_ANIMATION (trap, 0);
415 tmp->insert_at (where, 0);
416
417 return 1;
418 }
419
420 int
421 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
422 {
423 int trapworth; /* need to compute the experience worth of the trap before we kill it */
424
425 /* this formula awards a more reasonable amount of exp */
426 trapworth = MAX (1, trap->level)
427 * disarmer->map->difficulty
428 * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1))
429 / 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 trap->destroy ();
435
436 /* 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 }
452 return 0;
453 }
454 }
455
456 /* traps need to be adjusted for the difficulty of the map. The
457 * default traps are too strong for wimpy level 1 players, and
458 * unthreatening to anyone of high level
459 */
460 void
461 trap_adjust (object *trap, int difficulty)
462 {
463 int i;
464
465 /* now we set the trap level to match the difficulty of the level
466 * the formula below will give a level from 1 to (2*difficulty) with
467 * a peak probability at difficulty
468 */
469
470 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
471 if (trap->level < 1)
472 trap->level = 1;
473
474 /* set the hiddenness of the trap, similar formula to above */
475 trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
476
477 if (!trap->other_arch && !trap->inv)
478 {
479 /* set the damage of the trap.
480 * we get 0-4 pts of damage per level of difficulty of the map in
481 * the trap
482 */
483
484 trap->stats.dam = 0;
485 for (i = 0; i < difficulty; i++)
486 trap->stats.dam += rndm (0, 4);
487
488 /* the poison trap special case */
489 if (trap->attacktype & AT_POISON)
490 {
491 trap->stats.dam = rndm (0, difficulty - 1);
492 if (trap->stats.dam < 1)
493 trap->stats.dam = 1;
494 }
495
496 /* so we get an appropriate amnt of exp for AT_DEATH traps */
497 if (trap->attacktype & AT_DEATH)
498 trap->stats.dam = 127;
499 }
500
501 }