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> |
… | |
… | |
34 | * write_rune: |
33 | * write_rune: |
35 | * op: rune writer |
34 | * op: rune writer |
36 | * skop: skill object used for casting this rune |
35 | * skop: skill object used for casting this rune |
37 | * dir: orientation of rune, direction rune's contained spell will |
36 | * dir: orientation of rune, direction rune's contained spell will |
38 | * be cast in, if applicable |
37 | * be cast in, if applicable |
39 | * inspell: spell object to put into the rune, can be null if doing |
38 | * spell: spell object to put into the rune |
40 | * a marking rune. |
|
|
41 | * level: level of casting of the rune |
39 | * level: level of casting of the rune |
42 | * runename: name of the rune or message displayed by the rune for |
40 | * runename: name of the rune or message displayed by the rune for |
43 | * a rune of marking |
41 | * a rune of marking |
44 | */ |
42 | */ |
45 | |
|
|
46 | int |
43 | int |
47 | write_rune (object *op, object *caster, object *spell, int dir, const char *runename) |
44 | write_rune (object *op, object *caster, object *spell, int dir, const char *runename) |
48 | { |
45 | { |
49 | object *tmp, *rune_spell, *rune; |
46 | object *tmp, *rune_spell, *rune; |
50 | char buf[MAX_BUF]; |
|
|
51 | maptile *m; |
47 | maptile *m; |
52 | sint16 nx, ny; |
48 | sint16 nx, ny; |
53 | |
49 | |
54 | if (!dir) |
50 | if (!dir) |
55 | dir = 1; |
51 | dir = 1; |
56 | |
52 | |
57 | nx = op->x + freearr_x[dir]; |
53 | nx = op->x + freearr_x[dir]; |
58 | ny = op->y + freearr_y[dir]; |
54 | ny = op->y + freearr_y[dir]; |
59 | m = op->map; |
55 | m = op->map; |
60 | |
56 | |
61 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) && (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) |
57 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) |
62 | { |
58 | { |
63 | new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); |
59 | new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); |
64 | return 0; |
60 | return 0; |
65 | } |
61 | } |
66 | |
62 | |
… | |
… | |
68 | if (tmp->type == RUNE) |
64 | if (tmp->type == RUNE) |
69 | break; |
65 | break; |
70 | |
66 | |
71 | if (tmp) |
67 | if (tmp) |
72 | { |
68 | { |
73 | new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); |
69 | new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune."); |
74 | return 0; |
70 | return 0; |
75 | } |
71 | } |
76 | |
72 | |
77 | if (spell->other_arch) |
73 | if (spell->other_arch) |
78 | rune_spell = arch_to_object (spell->other_arch); |
74 | rune_spell = arch_to_object (spell->other_arch); |
… | |
… | |
90 | return 0; |
86 | return 0; |
91 | } |
87 | } |
92 | |
88 | |
93 | rune_spell = NULL; |
89 | rune_spell = NULL; |
94 | for (tmp = op->inv; tmp; tmp = tmp->below) |
90 | for (tmp = op->inv; tmp; tmp = tmp->below) |
95 | { |
|
|
96 | if (tmp->type == SPELL) |
91 | if (tmp->type == SPELL) |
97 | { |
92 | { |
98 | ms = item_matched_string (op, tmp, runename); |
93 | ms = item_matched_string (op, tmp, runename); |
99 | if (ms > bestmatch) |
94 | if (ms > bestmatch) |
100 | { |
95 | { |
101 | bestmatch = ms; |
96 | bestmatch = ms; |
102 | rune_spell = tmp; |
97 | rune_spell = tmp; |
103 | } |
98 | } |
104 | } |
99 | } |
105 | } |
|
|
106 | |
100 | |
107 | if (!rune_spell) |
101 | if (!rune_spell) |
108 | { |
102 | { |
109 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); |
103 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename); |
110 | return 0; |
104 | return 0; |
111 | } |
105 | } |
112 | |
106 | |
113 | if (rune_spell->skill != spell->skill) |
107 | if (rune_spell->skill != spell->skill) |
114 | { |
108 | { |
115 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); |
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); |
116 | return 0; |
110 | return 0; |
117 | } |
111 | } |
118 | |
112 | |
119 | if (caster->path_denied & spell->path_attuned) |
113 | if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) |
120 | { |
114 | { |
121 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
115 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
122 | return 0; |
116 | return 0; |
123 | } |
117 | } |
124 | |
118 | |
125 | if (caster_level (caster, rune_spell) < rune_spell->level) |
119 | if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) |
126 | { |
120 | { |
127 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); |
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); |
128 | return 0; |
122 | return 0; |
129 | } |
123 | } |
130 | |
124 | |
131 | if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
125 | if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
132 | { |
126 | { |
… | |
… | |
139 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); |
133 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); |
140 | return 0; |
134 | return 0; |
141 | } |
135 | } |
142 | |
136 | |
143 | op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); |
137 | op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); |
144 | op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); |
138 | op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); |
145 | } |
139 | } |
146 | |
140 | |
147 | /* already proper rune. Note this should only be the case if other_arch was set */ |
141 | /* already proper rune. Note this should only be the case if other_arch was set */ |
148 | if (rune_spell->type == RUNE) |
142 | if (rune_spell->type == RUNE) |
149 | rune = rune_spell; |
143 | rune = rune_spell; |
150 | else |
144 | else |
151 | { |
145 | { |
152 | rune = get_archetype (GENERIC_RUNE); |
146 | rune = get_archetype (GENERIC_RUNE); |
153 | sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); |
147 | rune->msg = format ("You set off a rune of %s\n", &rune_spell->name); |
154 | rune->msg = buf; |
|
|
155 | rune->insert (rune_spell->clone ()); |
148 | rune->insert (rune_spell->clone ()); |
156 | |
149 | |
157 | if (spell->face != blank_face) |
150 | if (spell->face != blank_face) |
158 | rune->face = spell->face; |
151 | rune->face = spell->face; |
159 | } |
152 | } |
160 | |
153 | |
161 | rune->level = caster_level (caster, spell); |
154 | rune->level = casting_level (caster, spell); |
162 | rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
155 | rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
163 | rune->direction = dir; /* where any spell will go upon detonation */ |
156 | rune->direction = dir; /* where any spell will go upon detonation */ |
164 | rune->set_owner (op); /* runes without need no owner */ |
157 | rune->set_owner (op); /* runes without need no owner */ |
165 | set_spell_skill (op, caster, spell, rune); |
158 | set_spell_skill (op, caster, spell, rune); |
166 | |
159 | |
… | |
… | |
196 | } |
189 | } |
197 | else |
190 | else |
198 | op->invisible = 1; |
191 | op->invisible = 1; |
199 | |
192 | |
200 | if (op->invisible != det) |
193 | if (op->invisible != det) |
201 | update_object (op, UP_OBJ_FACE); |
194 | update_object (op, UP_OBJ_CHANGE); |
202 | } |
195 | } |
203 | |
|
|
204 | |
196 | |
205 | /* peterm: rune_attack |
197 | /* peterm: rune_attack |
206 | * function handles those runes which detonate but do not cast spells. |
198 | * function handles those runes which detonate but do not cast spells. |
207 | */ |
199 | */ |
208 | |
|
|
209 | |
|
|
210 | void |
200 | void |
211 | rune_attack (object *op, object *victim) |
201 | rune_attack (object *op, object *victim) |
212 | { |
202 | { |
213 | if (victim) |
203 | if (victim) |
214 | { |
204 | { |
… | |
… | |
264 | new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
254 | new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
265 | |
255 | |
266 | /* Flash an image of the trap on the map so the poor sod |
256 | /* Flash an image of the trap on the map so the poor sod |
267 | * knows what hit him. |
257 | * knows what hit him. |
268 | */ |
258 | */ |
269 | env = object_get_env_recursive (trap); |
259 | env = trap->outer_env (); |
270 | |
260 | |
271 | /* If the victim is not next to this trap, don't set it off. |
261 | /* 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. |
262 | * 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 |
263 | * At the same time, the trap will stick around until detonated |
274 | */ |
264 | */ |
275 | get_rangevector (env, victim, &rv, 0); |
265 | get_rangevector (env, victim, &rv, 0); |
276 | if (rv.distance > 1) |
266 | if (rv.distance > 1) |
277 | return; |
267 | return; |
278 | |
268 | |
|
|
269 | env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring")); |
|
|
270 | |
279 | trap_show (trap, env); |
271 | trap_show (trap, env); |
280 | |
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 | |
281 | /* Only if it is a spell do we proceed here */ |
277 | /* 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)) |
278 | if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL)) |
283 | { |
279 | { |
284 | |
|
|
285 | if (trap->destroyed ()) |
280 | if (trap->destroyed ()) |
286 | return; |
281 | return; |
287 | |
282 | |
288 | // breaks summon golem spells, which, for inexplicable reasons, |
283 | // breaks summon golem spells, which, for inexplicable reasons, |
289 | // do not work like summon golem spells at all but still require |
284 | // do not work like summon golem spells at all but still require |
… | |
… | |
345 | { |
340 | { |
346 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
341 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
347 | return 0; |
342 | return 0; |
348 | } |
343 | } |
349 | |
344 | |
350 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
345 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
351 | { |
346 | { |
352 | if (tmp->type == RUNE || tmp->type == TRAP) |
347 | if (tmp->type == RUNE || tmp->type == TRAP) |
353 | break; |
348 | break; |
354 | |
349 | |
355 | /* we could put a probability chance here, but since nothing happens |
350 | /* 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 |
351 | * 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. |
352 | * comparison so low level players can't erase high level players runes. |
358 | */ |
353 | */ |
359 | if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) |
354 | if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark) |
360 | { |
355 | { |
361 | tmp->destroy (); |
356 | tmp->destroy (); |
362 | new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
357 | new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
363 | return 1; |
358 | return 1; |
364 | } |
359 | } |
365 | |
360 | |
366 | /* now search tmp's inventory for traps |
361 | /* now search tmp's inventory for traps |
367 | * This is for chests, where the rune is in the chests inventory. |
362 | * This is for chests, where the rune is in the chests inventory. |
368 | */ |
363 | */ |
369 | for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) |
364 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
370 | { |
365 | { |
371 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
366 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
372 | { |
367 | { |
373 | tmp = tmp2; |
368 | tmp = tmp2; |
374 | searchflag = 0; |
369 | searchflag = 0; |
375 | break; |
370 | break; |
376 | } |
371 | } |
377 | } |
372 | } |
|
|
373 | |
378 | if (!searchflag) |
374 | if (!searchflag) |
379 | break; |
375 | break; |
380 | } |
376 | } |
381 | |
377 | |
382 | /* no rune there. */ |
378 | /* no rune there. */ |
383 | if (tmp == NULL) |
379 | if (tmp == NULL) |
384 | { |
380 | { |
385 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
381 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
386 | return 0; |
382 | return 0; |
387 | } |
383 | } |
|
|
384 | |
388 | trap_disarm (op, tmp, 0, skill); |
385 | trap_disarm (op, tmp, 0, skill); |
389 | return 1; |
386 | return 1; |
390 | |
|
|
391 | } |
387 | } |
392 | |
388 | |
393 | int |
389 | int |
394 | trap_see (object *op, object *trap) |
390 | trap_see (object *op, object *trap) |
395 | { |
391 | { |
… | |
… | |
402 | + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
398 | + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
403 | { |
399 | { |
404 | new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); |
400 | new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); |
405 | return 1; |
401 | return 1; |
406 | } |
402 | } |
|
|
403 | |
407 | return 0; |
404 | return 0; |
408 | } |
405 | } |
409 | |
406 | |
410 | int |
407 | int |
411 | trap_show (object *trap, object *where) |
408 | trap_show (object *trap, object *where) |
412 | { |
409 | { |
413 | if (where == NULL) |
410 | if (where == NULL) |
414 | return 0; |
411 | return 0; |
415 | |
412 | |
416 | object *tmp = get_archetype ("runedet"); |
413 | object *tmp = get_archetype ("runedet"); |
417 | tmp->face = &new_faces[GET_ANIMATION (trap, 0)]; |
414 | tmp->face = GET_ANIMATION (trap, 0); |
418 | tmp->insert_at (where, 0); |
415 | tmp->insert_at (where, 0); |
419 | |
416 | |
420 | return 1; |
417 | return 1; |
421 | } |
418 | } |
422 | |
419 | |
423 | int |
420 | int |
424 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
421 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
425 | { |
422 | { |
426 | int trapworth; /* need to compute the experience worth of the trap |
423 | int trapworth; /* need to compute the experience worth of the trap before we kill it */ |
427 | before we kill it */ |
|
|
428 | |
424 | |
429 | /* this formula awards a more reasonable amount of exp */ |
425 | /* this formula awards a more reasonable amount of exp */ |
430 | trapworth = MAX (1, trap->level) * disarmer->map->difficulty * |
426 | trapworth = MAX (1, trap->level) |
|
|
427 | * disarmer->map->difficulty |
431 | sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; |
428 | * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) |
|
|
429 | / skill->level; |
432 | |
430 | |
433 | if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
431 | if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
434 | { |
432 | { |
435 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
433 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
436 | trap->destroy (1); |
434 | trap->destroy (); |
437 | |
435 | |
438 | /* If it is your own trap, (or any players trap), don't you don't |
436 | /* If it is your own trap, (or any players trap), don't you don't |
439 | * get exp for it. |
437 | * get exp for it. |
440 | */ |
438 | */ |
441 | if (trap->owner && trap->owner->type != PLAYER && risk) |
439 | if (trap->owner && trap->owner->type != PLAYER && risk) |
… | |
… | |
453 | } |
451 | } |
454 | return 0; |
452 | return 0; |
455 | } |
453 | } |
456 | } |
454 | } |
457 | |
455 | |
458 | |
|
|
459 | /* traps need to be adjusted for the difficulty of the map. The |
456 | /* traps need to be adjusted for the difficulty of the map. The |
460 | * default traps are too strong for wimpy level 1 players, and |
457 | * default traps are too strong for wimpy level 1 players, and |
461 | * unthreatening to anyone of high level |
458 | * unthreatening to anyone of high level |
462 | */ |
459 | */ |
463 | |
|
|
464 | void |
460 | void |
465 | trap_adjust (object *trap, int difficulty) |
461 | trap_adjust (object *trap, int difficulty) |
466 | { |
462 | { |
467 | int i; |
463 | int i; |
468 | |
464 | |