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/cvs/deliantra/server/server/rune.C
Revision: 1.21
Committed: Sun Mar 11 02:12:45 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +1 -1 lines
Log Message:
- MAJOR CHANGE
- you now need to use cfutil to install arches.
- former bigfaces are broken in the server
- bigfaces are no longer supported. at all.
- use face numbers instead of pointers
  * saves lotsa space
  * saves lotsa indirections
  * saves lots(?) cpu cycles
- completely rewrote face handling
- faces can now be added at runtime
- reload will add new faces
- this does not apply to animations
- use a hastable instead of binary search (faster) for faces
- face caching is broken
- facesets are gone
- server always reports MAX_FACES to any client who asks

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) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
62 {
63 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
64 return 0;
65 }
66
67 for (tmp = m->at (nx, ny).bot; tmp; 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 on top of another rune.");
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 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
105 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
111 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
117 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
118 {
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
123 if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
124 {
125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
126 return 0;
127 }
128
129 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
135 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
141 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
145 /* already proper rune. Note this should only be the case if other_arch was set */
146 if (rune_spell->type == RUNE)
147 rune = rune_spell;
148 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 rune->insert (rune_spell->clone ());
154
155 if (spell->face != blank_face)
156 rune->face = spell->face;
157 }
158
159 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 rune->set_owner (op); /* runes without need no owner */
163 set_spell_skill (op, caster, spell, rune);
164
165 m->insert (rune, nx, ny, op);
166 return 1;
167 }
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 void
182 move_rune (object *op)
183 {
184 /* runes of level zero cannot detonate. */
185 if (!op->level)
186 return;
187
188 int det = op->invisible;
189
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
198 if (op->invisible != det)
199 update_object (op, UP_OBJ_FACE);
200 }
201
202
203 /* peterm: rune_attack
204 * function handles those runes which detonate but do not cast spells.
205 */
206
207
208 void
209 rune_attack (object *op, object *victim)
210 {
211 if (victim)
212 {
213 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
214
215 if (victim->destroyed ())
216 return;
217
218 /* if there's a disease in the needle, put it in the player */
219 if (op->has_random_items ())
220 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
221
222 if (op->inv && op->inv->type == DISEASE)
223 {
224 object *disease = op->inv;
225
226 infect_object (victim, disease, 1);
227 disease->destroy ();
228 }
229 }
230 else
231 hit_map (op, 0, op->attacktype, 1);
232 }
233
234 /* This function generalizes attacks by runes/traps. This ought to make
235 * it possible for runes to attack from the inventory,
236 * it'll spring the trap on the victim.
237 */
238 void
239 spring_trap (object *trap, object *victim)
240 {
241 object *env;
242 rv_vector rv;
243 int i;
244
245 /* Prevent recursion */
246 if (trap->stats.hp <= 0)
247 return;
248
249 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
250 use_trigger (trap);
251
252 /* Only living objects can trigger runes that don't cast spells, as
253 * doing direct damage to a non-living object doesn't work anyway.
254 * Typical example is an arrow attacking a door.
255 */
256 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
257 return;
258
259 trap->stats.hp--; /*decrement detcount */
260
261 if (victim && victim->type == PLAYER)
262 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
263
264 /* Flash an image of the trap on the map so the poor sod
265 * knows what hit him.
266 */
267 env = object_get_env_recursive (trap);
268
269 /* If the victim is not next to this trap, don't set it off.
270 * players shouldn't get hit by firing arrows at a door for example.
271 * At the same time, the trap will stick around until detonated
272 */
273 get_rangevector (env, victim, &rv, 0);
274 if (rv.distance > 1)
275 return;
276
277 trap_show (trap, env);
278
279 /* Only if it is a spell do we proceed here */
280 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
281 {
282
283 if (trap->destroyed ())
284 return;
285
286 // breaks summon golem spells, which, for inexplicable reasons,
287 // do not work like summon golem spells at all but still require
288 // direction "0" to work at all.
289 //if (trap->direction)
290 // rv.direction = trap->direction;
291
292 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
293 {
294 if (trap->inv)
295 cast_spell (env, trap, trap->direction, trap->inv, NULL);
296 else
297 {
298 object *spell = arch_to_object (trap->other_arch);
299
300 cast_spell (env, trap, trap->direction, spell, NULL);
301 spell->destroy ();
302 }
303 }
304 }
305 else
306 {
307 rune_attack (trap, victim);
308 if (trap->destroyed ())
309 return;
310 }
311
312 if (trap->stats.hp <= 0)
313 {
314 trap->type = SIGN; /* make the trap impotent */
315 trap->stats.food = 20; /* make it stick around until its spells are gone */
316 SET_FLAG (trap, FLAG_IS_USED_UP);
317 }
318 }
319
320 /* dispel_rune: by peterm
321 * dispels the target rune, depending on the level of the actor
322 * and the level of the rune risk flag, if true, means that there is
323 * a chance that the trap/rune will detonate
324 */
325 int
326 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
327 {
328 object *tmp, *tmp2;
329 int searchflag = 1, mflags;
330 sint16 x, y;
331 maptile *m;
332
333 x = op->x + freearr_x[dir];
334 y = op->y + freearr_y[dir];
335 m = op->map;
336
337 mflags = get_map_flags (m, &m, x, y, &x, &y);
338
339 /* Should we perhaps not allow player to disable traps if a monster/
340 * player is standing on top?
341 */
342 if (mflags & P_OUT_OF_MAP)
343 {
344 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
345 return 0;
346 }
347
348 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
349 {
350 if (tmp->type == RUNE || tmp->type == TRAP)
351 break;
352
353 /* we could put a probability chance here, but since nothing happens
354 * if you fail, no point on that. I suppose we could do a level
355 * comparison so low level players can't erase high level players runes.
356 */
357 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
358 {
359 tmp->destroy ();
360 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
361 return 1;
362 }
363
364 /* now search tmp's inventory for traps
365 * This is for chests, where the rune is in the chests inventory.
366 */
367 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
368 {
369 if (tmp2->type == RUNE || tmp2->type == TRAP)
370 {
371 tmp = tmp2;
372 searchflag = 0;
373 break;
374 }
375 }
376 if (!searchflag)
377 break;
378 }
379
380 /* no rune there. */
381 if (tmp == NULL)
382 {
383 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
384 return 0;
385 }
386 trap_disarm (op, tmp, 0, skill);
387 return 1;
388
389 }
390
391 int
392 trap_see (object *op, object *trap)
393 {
394 int chance;
395
396 chance = random_roll (0, 99, op, PREFER_HIGH);;
397
398 /* decide if we see the rune or not */
399 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
400 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
401 {
402 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
403 return 1;
404 }
405 return 0;
406 }
407
408 int
409 trap_show (object *trap, object *where)
410 {
411 if (where == NULL)
412 return 0;
413
414 object *tmp = get_archetype ("runedet");
415 tmp->face = GET_ANIMATION (trap, 0);
416 tmp->insert_at (where, 0);
417
418 return 1;
419 }
420
421 int
422 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
423 {
424 int trapworth; /* need to compute the experience worth of the trap
425 before we kill it */
426
427 /* this formula awards a more reasonable amount of exp */
428 trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
429 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / 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 (1);
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
457 /* traps need to be adjusted for the difficulty of the map. The
458 * default traps are too strong for wimpy level 1 players, and
459 * unthreatening to anyone of high level
460 */
461
462 void
463 trap_adjust (object *trap, int difficulty)
464 {
465 int i;
466
467 /* now we set the trap level to match the difficulty of the level
468 * the formula below will give a level from 1 to (2*difficulty) with
469 * a peak probability at difficulty
470 */
471
472 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
473 if (trap->level < 1)
474 trap->level = 1;
475
476 /* set the hiddenness of the trap, similar formula to above */
477 trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
478
479 if (!trap->other_arch && !trap->inv)
480 {
481 /* set the damage of the trap.
482 * we get 0-4 pts of damage per level of difficulty of the map in
483 * the trap
484 */
485
486 trap->stats.dam = 0;
487 for (i = 0; i < difficulty; i++)
488 trap->stats.dam += rndm (0, 4);
489
490 /* the poison trap special case */
491 if (trap->attacktype & AT_POISON)
492 {
493 trap->stats.dam = rndm (0, difficulty - 1);
494 if (trap->stats.dam < 1)
495 trap->stats.dam = 1;
496 }
497
498 /* so we get an appropriate amnt of exp for AT_DEATH traps */
499 if (trap->attacktype & AT_DEATH)
500 trap->stats.dam = 127;
501 }
502
503 }