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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.19 by root, Fri Feb 2 22:49:11 2007 UTC vs.
Revision 1.35 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 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 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 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 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 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <sproto.h> 25#include <sproto.h>
27#include <spells.h> 26#include <spells.h>
56 55
57 nx = op->x + freearr_x[dir]; 56 nx = op->x + freearr_x[dir];
58 ny = op->y + freearr_y[dir]; 57 ny = op->y + freearr_y[dir];
59 m = op->map; 58 m = op->map;
60 59
61 if (get_map_flags (m, &m, nx, ny, &nx, &ny) && (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) 60 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
62 { 61 {
63 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); 62 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
64 return 0; 63 return 0;
65 } 64 }
66 65
68 if (tmp->type == RUNE) 67 if (tmp->type == RUNE)
69 break; 68 break;
70 69
71 if (tmp) 70 if (tmp)
72 { 71 {
73 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); 72 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
74 return 0; 73 return 0;
75 } 74 }
76 75
77 if (spell->other_arch) 76 if (spell->other_arch)
78 rune_spell = arch_to_object (spell->other_arch); 77 rune_spell = arch_to_object (spell->other_arch);
90 return 0; 89 return 0;
91 } 90 }
92 91
93 rune_spell = NULL; 92 rune_spell = NULL;
94 for (tmp = op->inv; tmp; tmp = tmp->below) 93 for (tmp = op->inv; tmp; tmp = tmp->below)
95 {
96 if (tmp->type == SPELL) 94 if (tmp->type == SPELL)
97 { 95 {
98 ms = item_matched_string (op, tmp, runename); 96 ms = item_matched_string (op, tmp, runename);
99 if (ms > bestmatch) 97 if (ms > bestmatch)
100 { 98 {
101 bestmatch = ms; 99 bestmatch = ms;
102 rune_spell = tmp; 100 rune_spell = tmp;
103 } 101 }
104 } 102 }
105 }
106 103
107 if (!rune_spell) 104 if (!rune_spell)
108 { 105 {
109 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
110 return 0; 107 return 0;
114 { 111 {
115 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 112 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
116 return 0; 113 return 0;
117 } 114 }
118 115
119 if (caster->path_denied & spell->path_attuned) 116 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
120 { 117 {
121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 118 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
122 return 0; 119 return 0;
123 } 120 }
124 121
125 if (caster_level (caster, rune_spell) < rune_spell->level) 122 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
126 { 123 {
127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
128 return 0; 125 return 0;
129 } 126 }
130 127
156 153
157 if (spell->face != blank_face) 154 if (spell->face != blank_face)
158 rune->face = spell->face; 155 rune->face = spell->face;
159 } 156 }
160 157
161 rune->level = caster_level (caster, spell); 158 rune->level = casting_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 159 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163 rune->direction = dir; /* where any spell will go upon detonation */ 160 rune->direction = dir; /* where any spell will go upon detonation */
164 rune->set_owner (op); /* runes without need no owner */ 161 rune->set_owner (op); /* runes without need no owner */
165 set_spell_skill (op, caster, spell, rune); 162 set_spell_skill (op, caster, spell, rune);
166 163
196 } 193 }
197 else 194 else
198 op->invisible = 1; 195 op->invisible = 1;
199 196
200 if (op->invisible != det) 197 if (op->invisible != det)
201 update_object (op, UP_OBJ_FACE); 198 update_object (op, UP_OBJ_CHANGE);
202} 199}
203
204 200
205/* peterm: rune_attack 201/* peterm: rune_attack
206 * function handles those runes which detonate but do not cast spells. 202 * function handles those runes which detonate but do not cast spells.
207 */ 203 */
208
209
210void 204void
211rune_attack (object *op, object *victim) 205rune_attack (object *op, object *victim)
212{ 206{
213 if (victim) 207 if (victim)
214 { 208 {
224 if (op->inv && op->inv->type == DISEASE) 218 if (op->inv && op->inv->type == DISEASE)
225 { 219 {
226 object *disease = op->inv; 220 object *disease = op->inv;
227 221
228 infect_object (victim, disease, 1); 222 infect_object (victim, disease, 1);
229 disease->destroy (); 223 disease->destroy (true);
230 } 224 }
231 } 225 }
232 else 226 else
233 hit_map (op, 0, op->attacktype, 1); 227 hit_map (op, 0, op->attacktype, 1);
234} 228}
264 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 258 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
265 259
266 /* Flash an image of the trap on the map so the poor sod 260 /* Flash an image of the trap on the map so the poor sod
267 * knows what hit him. 261 * knows what hit him.
268 */ 262 */
269 env = object_get_env_recursive (trap); 263 env = trap->outer_env ();
270 264
271 /* If the victim is not next to this trap, don't set it off. 265 /* 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. 266 * 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 267 * At the same time, the trap will stick around until detonated
274 */ 268 */
275 get_rangevector (env, victim, &rv, 0); 269 get_rangevector (env, victim, &rv, 0);
276 if (rv.distance > 1) 270 if (rv.distance > 1)
277 return; 271 return;
278 272
273 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
274
279 trap_show (trap, env); 275 trap_show (trap, env);
280 276
277 if (victim->type == PLAYER) // only count players as enemies
278 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
279 // creatures know who to attack.
280
281 /* Only if it is a spell do we proceed here */ 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)) 282 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
283 { 283 {
284
285 if (trap->destroyed ()) 284 if (trap->destroyed ())
286 return; 285 return;
287 286
288 // breaks summon golem spells, which, for inexplicable reasons, 287 // breaks summon golem spells, which, for inexplicable reasons,
289 // do not work like summon golem spells at all but still require 288 // do not work like summon golem spells at all but still require
298 else 297 else
299 { 298 {
300 object *spell = arch_to_object (trap->other_arch); 299 object *spell = arch_to_object (trap->other_arch);
301 300
302 cast_spell (env, trap, trap->direction, spell, NULL); 301 cast_spell (env, trap, trap->direction, spell, NULL);
303 spell->destroy (); 302 spell->destroy (true);
304 } 303 }
305 } 304 }
306 } 305 }
307 else 306 else
308 { 307 {
354 353
355 /* we could put a probability chance here, but since nothing happens 354 /* 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 355 * 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. 356 * comparison so low level players can't erase high level players runes.
358 */ 357 */
359 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 358 if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark"))
360 { 359 {
361 tmp->destroy (); 360 tmp->destroy (true);
362 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); 361 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
363 return 1; 362 return 1;
364 } 363 }
365 364
366 /* now search tmp's inventory for traps 365 /* now search tmp's inventory for traps
383 if (tmp == NULL) 382 if (tmp == NULL)
384 { 383 {
385 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 384 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
386 return 0; 385 return 0;
387 } 386 }
387
388 trap_disarm (op, tmp, 0, skill); 388 trap_disarm (op, tmp, 0, skill);
389 return 1; 389 return 1;
390
391} 390}
392 391
393int 392int
394trap_see (object *op, object *trap) 393trap_see (object *op, object *trap)
395{ 394{
402 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 401 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
403 { 402 {
404 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 403 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
405 return 1; 404 return 1;
406 } 405 }
406
407 return 0; 407 return 0;
408} 408}
409 409
410int 410int
411trap_show (object *trap, object *where) 411trap_show (object *trap, object *where)
412{ 412{
413 if (where == NULL) 413 if (where == NULL)
414 return 0; 414 return 0;
415 415
416 object *tmp = get_archetype ("runedet"); 416 object *tmp = get_archetype ("runedet");
417 tmp->face = &new_faces[GET_ANIMATION (trap, 0)]; 417 tmp->face = GET_ANIMATION (trap, 0);
418 tmp->insert_at (where, 0); 418 tmp->insert_at (where, 0);
419 419
420 return 1; 420 return 1;
421} 421}
422 422
423int 423int
424trap_disarm (object *disarmer, object *trap, int risk, object *skill) 424trap_disarm (object *disarmer, object *trap, int risk, object *skill)
425{ 425{
426 int trapworth; /* need to compute the experience worth of the trap 426 int trapworth; /* need to compute the experience worth of the trap before we kill it */
427 before we kill it */
428 427
429 /* this formula awards a more reasonable amount of exp */ 428 /* this formula awards a more reasonable amount of exp */
430 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 429 trapworth = MAX (1, trap->level)
430 * disarmer->map->difficulty
431 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 431 * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1))
432 / skill->level;
432 433
433 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 434 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
434 { 435 {
435 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 436 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
436 trap->destroy (1); 437 trap->destroy (true);
437 438
438 /* If it is your own trap, (or any players trap), don't you don't 439 /* If it is your own trap, (or any players trap), don't you don't
439 * get exp for it. 440 * get exp for it.
440 */ 441 */
441 if (trap->owner && trap->owner->type != PLAYER && risk) 442 if (trap->owner && trap->owner->type != PLAYER && risk)
453 } 454 }
454 return 0; 455 return 0;
455 } 456 }
456} 457}
457 458
458
459/* traps need to be adjusted for the difficulty of the map. The 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 460 * default traps are too strong for wimpy level 1 players, and
461 * unthreatening to anyone of high level 461 * unthreatening to anyone of high level
462 */ 462 */
463
464void 463void
465trap_adjust (object *trap, int difficulty) 464trap_adjust (object *trap, int difficulty)
466{ 465{
467 int i; 466 int i;
468 467

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