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/cvs/deliantra/server/server/rune.C
Revision: 1.23
Committed: Mon Apr 16 11:50:45 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.22: +4 -0 lines
Log Message:
finally fixed the inactive pet monsters and the disappearing pet monsters
of traps/runes and doors. yay!

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_CHANGE);
200 }
201
202 /* peterm: rune_attack
203 * function handles those runes which detonate but do not cast spells.
204 */
205 void
206 rune_attack (object *op, object *victim)
207 {
208 if (victim)
209 {
210 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
211
212 if (victim->destroyed ())
213 return;
214
215 /* if there's a disease in the needle, put it in the player */
216 if (op->has_random_items ())
217 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
218
219 if (op->inv && op->inv->type == DISEASE)
220 {
221 object *disease = op->inv;
222
223 infect_object (victim, disease, 1);
224 disease->destroy ();
225 }
226 }
227 else
228 hit_map (op, 0, op->attacktype, 1);
229 }
230
231 /* This function generalizes attacks by runes/traps. This ought to make
232 * it possible for runes to attack from the inventory,
233 * it'll spring the trap on the victim.
234 */
235 void
236 spring_trap (object *trap, object *victim)
237 {
238 object *env;
239 rv_vector rv;
240 int i;
241
242 /* Prevent recursion */
243 if (trap->stats.hp <= 0)
244 return;
245
246 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
247 use_trigger (trap);
248
249 /* Only living objects can trigger runes that don't cast spells, as
250 * doing direct damage to a non-living object doesn't work anyway.
251 * Typical example is an arrow attacking a door.
252 */
253 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
254 return;
255
256 trap->stats.hp--; /*decrement detcount */
257
258 if (victim && victim->type == PLAYER)
259 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
260
261 /* Flash an image of the trap on the map so the poor sod
262 * knows what hit him.
263 */
264 env = object_get_env_recursive (trap);
265
266 /* If the victim is not next to this trap, don't set it off.
267 * players shouldn't get hit by firing arrows at a door for example.
268 * At the same time, the trap will stick around until detonated
269 */
270 get_rangevector (env, victim, &rv, 0);
271 if (rv.distance > 1)
272 return;
273
274 trap_show (trap, env);
275
276 if (victim->type == PLAYER) // only count players as enemies
277 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
278 // creatures know who to attack.
279
280 /* Only if it is a spell do we proceed here */
281 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
282 {
283
284 if (trap->destroyed ())
285 return;
286
287 // 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
293 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
301 cast_spell (env, trap, trap->direction, spell, NULL);
302 spell->destroy ();
303 }
304 }
305 }
306 else
307 {
308 rune_attack (trap, victim);
309 if (trap->destroyed ())
310 return;
311 }
312
313 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 }
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 int
327 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
328 {
329 object *tmp, *tmp2;
330 int searchflag = 1, mflags;
331 sint16 x, y;
332 maptile *m;
333
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 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
350 {
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 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
359 {
360 tmp->destroy ();
361 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 }
376 }
377 if (!searchflag)
378 break;
379 }
380
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 trap_disarm (op, tmp, 0, skill);
388 return 1;
389
390 }
391
392 int
393 trap_see (object *op, object *trap)
394 {
395 int chance;
396
397 chance = random_roll (0, 99, op, PREFER_HIGH);;
398
399 /* 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 }
406 return 0;
407 }
408
409 int
410 trap_show (object *trap, object *where)
411 {
412 if (where == NULL)
413 return 0;
414
415 object *tmp = get_archetype ("runedet");
416 tmp->face = GET_ANIMATION (trap, 0);
417 tmp->insert_at (where, 0);
418
419 return 1;
420 }
421
422 int
423 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
424 {
425 int trapworth; /* need to compute the experience worth of the trap
426 before we kill it */
427
428 /* this formula awards a more reasonable amount of exp */
429 trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
430 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
431
432 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
433 {
434 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
435 trap->destroy (1);
436
437 /* If it is your own trap, (or any players trap), don't you don't
438 * get exp for it.
439 */
440 if (trap->owner && trap->owner->type != PLAYER && risk)
441 return trapworth;
442 else
443 return 1; /* give minimal exp and say success */
444 }
445 else
446 {
447 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
448 if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
449 {
450 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
451 spring_trap (trap, disarmer);
452 }
453 return 0;
454 }
455 }
456
457
458 /* traps need to be adjusted for the difficulty of the map. The
459 * default traps are too strong for wimpy level 1 players, and
460 * unthreatening to anyone of high level
461 */
462
463 void
464 trap_adjust (object *trap, int difficulty)
465 {
466 int i;
467
468 /* 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 }
498
499 /* so we get an appropriate amnt of exp for AT_DEATH traps */
500 if (trap->attacktype & AT_DEATH)
501 trap->stats.dam = 127;
502 }
503
504 }