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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 1.51 by root, Sat Apr 23 04:56:57 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <spells.h> 27#include <spells.h>
34 * write_rune: 34 * write_rune:
35 * op: rune writer 35 * op: rune writer
36 * skop: skill object used for casting this rune 36 * skop: skill object used for casting this rune
37 * dir: orientation of rune, direction rune's contained spell will 37 * dir: orientation of rune, direction rune's contained spell will
38 * be cast in, if applicable 38 * be cast in, if applicable
39 * inspell: spell object to put into the rune, can be null if doing 39 * spell: spell object to put into the rune
40 * a marking rune.
41 * level: level of casting of the rune 40 * level: level of casting of the rune
42 * runename: name of the rune or message displayed by the rune for 41 * runename: name of the rune or message displayed by the rune for
43 * a rune of marking 42 * a rune of marking
44 */ 43 */
45
46int 44int
47write_rune (object *op, object *caster, object *spell, int dir, const char *runename) 45write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
48{ 46{
49 object *tmp, *rune_spell, *rune; 47 object *tmp, *rune_spell, *rune;
50 char buf[MAX_BUF];
51 maptile *m; 48 maptile *m;
52 sint16 nx, ny; 49 sint16 nx, ny;
53 50
54 if (!dir) 51 if (!dir)
55 dir = 1; 52 dir = 1;
56 53
57 nx = op->x + freearr_x[dir]; 54 nx = op->x + freearr_x[dir];
58 ny = op->y + freearr_y[dir]; 55 ny = op->y + freearr_y[dir];
59 m = op->map; 56 m = op->map;
60 57
61 if (get_map_flags (m, &m, nx, ny, &nx, &ny) && (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) 58 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
62 { 59 {
63 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); 60 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
64 return 0; 61 return 0;
65 } 62 }
66 63
68 if (tmp->type == RUNE) 65 if (tmp->type == RUNE)
69 break; 66 break;
70 67
71 if (tmp) 68 if (tmp)
72 { 69 {
73 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); 70 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
74 return 0; 71 return 0;
75 } 72 }
76 73
77 if (spell->other_arch) 74 if (spell->other_arch)
78 rune_spell = arch_to_object (spell->other_arch); 75 rune_spell = spell->other_arch->instance ();
79 else 76 else
80 { 77 {
81 /* Player specified spell. The player has to know the spell, so 78 /* Player specified spell. The player has to know the spell, so
82 * lets just look through the players inventory see if they know it 79 * lets just look through the players inventory see if they know it
83 * use the item_matched_string for our typical matching method. 80 * use the item_matched_string for our typical matching method.
90 return 0; 87 return 0;
91 } 88 }
92 89
93 rune_spell = NULL; 90 rune_spell = NULL;
94 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (tmp = op->inv; tmp; tmp = tmp->below)
95 {
96 if (tmp->type == SPELL) 92 if (tmp->type == SPELL)
97 { 93 {
98 ms = item_matched_string (op, tmp, runename); 94 ms = item_matched_string (op, tmp, runename);
99 if (ms > bestmatch) 95 if (ms > bestmatch)
100 { 96 {
101 bestmatch = ms; 97 bestmatch = ms;
102 rune_spell = tmp; 98 rune_spell = tmp;
103 } 99 }
104 } 100 }
105 }
106 101
107 if (!rune_spell) 102 if (!rune_spell)
108 { 103 {
109 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 104 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
110 return 0; 105 return 0;
111 } 106 }
112 107
113 if (rune_spell->skill != spell->skill) 108 if (rune_spell->skill != spell->skill)
114 { 109 {
115 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 110 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; 111 return 0;
117 } 112 }
118 113
119 if (caster->path_denied & spell->path_attuned) 114 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
120 { 115 {
121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 116 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
122 return 0; 117 return 0;
123 } 118 }
124 119
125 if (caster_level (caster, rune_spell) < rune_spell->level) 120 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
126 { 121 {
127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 122 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; 123 return 0;
129 } 124 }
130 125
131 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) 126 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
132 { 127 {
139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); 134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140 return 0; 135 return 0;
141 } 136 }
142 137
143 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); 138 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); 139 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
145 } 140 }
146 141
147 /* already proper rune. Note this should only be the case if other_arch was set */ 142 /* already proper rune. Note this should only be the case if other_arch was set */
148 if (rune_spell->type == RUNE) 143 if (rune_spell->type == RUNE)
149 rune = rune_spell; 144 rune = rune_spell;
150 else 145 else
151 { 146 {
152 rune = get_archetype (GENERIC_RUNE); 147 rune = get_archetype (GENERIC_RUNE);
153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); 148 rune->msg = format ("You set off a rune of %s\n", &rune_spell->name);
154 rune->msg = buf;
155 rune->insert (rune_spell->clone ()); 149 rune->insert (rune_spell->clone ());
156 150
157 if (spell->face != blank_face) 151 if (spell->face != blank_face)
158 rune->face = spell->face; 152 rune->face = spell->face;
159 } 153 }
160 154
161 rune->level = caster_level (caster, spell); 155 rune->level = casting_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 156 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163 rune->direction = dir; /* where any spell will go upon detonation */ 157 rune->direction = dir; /* where any spell will go upon detonation */
164 rune->set_owner (op); /* runes without need no owner */ 158 rune->set_owner (op); /* runes without need no owner */
165 set_spell_skill (op, caster, spell, rune); 159 set_spell_skill (op, caster, spell, rune);
166 160
187 if (!op->level) 181 if (!op->level)
188 return; 182 return;
189 183
190 int det = op->invisible; 184 int det = op->invisible;
191 185
192 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 186 if (!(rndm (0, max (1, (op->stats.Cha)) - 1)))
193 { 187 {
194 op->invisible = 0; 188 op->invisible = 0;
195 op->speed_left -= 1; 189 op->speed_left -= 1;
196 } 190 }
197 else 191 else
198 op->invisible = 1; 192 op->invisible = 1;
199 193
200 if (op->invisible != det) 194 if (op->invisible != det)
201 update_object (op, UP_OBJ_FACE); 195 update_object (op, UP_OBJ_CHANGE);
202} 196}
203
204 197
205/* peterm: rune_attack 198/* peterm: rune_attack
206 * function handles those runes which detonate but do not cast spells. 199 * function handles those runes which detonate but do not cast spells.
207 */ 200 */
208 201static void
209
210void
211rune_attack (object *op, object *victim) 202rune_attack (object *op, object *victim)
212{ 203{
213 if (victim) 204 if (victim)
214 { 205 {
215 hit_player (victim, op->stats.dam, op, op->attacktype, 1); 206 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
246 237
247 /* Prevent recursion */ 238 /* Prevent recursion */
248 if (trap->stats.hp <= 0) 239 if (trap->stats.hp <= 0)
249 return; 240 return;
250 241
251 if (QUERY_FLAG (trap, FLAG_IS_LINKED)) 242 if (trap->flag [FLAG_IS_LINKED])
252 use_trigger (trap); 243 use_trigger (trap, victim);
253 244
254 /* Only living objects can trigger runes that don't cast spells, as 245 /* Only living objects can trigger runes that don't cast spells, as
255 * doing direct damage to a non-living object doesn't work anyway. 246 * doing direct damage to a non-living object doesn't work anyway.
256 * Typical example is an arrow attacking a door. 247 * Typical example is an arrow attacking a door.
257 */ 248 */
258 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) 249 if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch)
259 return; 250 return;
260 251
261 trap->stats.hp--; /*decrement detcount */ 252 trap->stats.hp--; /*decrement detcount */
262 253
263 if (victim && victim->type == PLAYER) 254 if (victim && victim->type == PLAYER)
264 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
265 256
266 /* Flash an image of the trap on the map so the poor sod 257 /* Flash an image of the trap on the map so the poor sod
267 * knows what hit him. 258 * knows what hit him.
268 */ 259 */
269 env = object_get_env_recursive (trap); 260 env = trap->outer_env_or_self ();
270 261
271 /* If the victim is not next to this trap, don't set it off. 262 /* 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. 263 * 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 264 * At the same time, the trap will stick around until detonated
274 */ 265 */
275 get_rangevector (env, victim, &rv, 0); 266 get_rangevector (env, victim, &rv, 0);
276 if (rv.distance > 1) 267 if (rv.distance > 1)
277 return; 268 return;
278 269
270 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
271
279 trap_show (trap, env); 272 trap_show (trap, env);
280 273
274 if (victim->type == PLAYER) // only count players as enemies
275 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
276 // creatures know who to attack.
277
281 /* Only if it is a spell do we proceed here */ 278 /* 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)) 279 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
283 { 280 {
284
285 if (trap->destroyed ()) 281 if (trap->destroyed ())
286 return; 282 return;
287 283
288 // breaks summon golem spells, which, for inexplicable reasons, 284 // breaks summon golem spells, which, for inexplicable reasons,
289 // do not work like summon golem spells at all but still require 285 // do not work like summon golem spells at all but still require
290 // direction "0" to work at all. 286 // direction "0" to work at all.
291 //if (trap->direction) 287 //if (trap->direction)
292 // rv.direction = trap->direction; 288 // rv.direction = trap->direction;
293 289
294 for (i = 0; i < MAX (1, trap->stats.maxhp); i++) 290 for (i = 0; i < max (1, trap->stats.maxhp); i++)
295 { 291 {
296 if (trap->inv) 292 if (trap->inv)
297 cast_spell (env, trap, trap->direction, trap->inv, NULL); 293 cast_spell (env, trap, trap->direction, trap->inv, NULL);
298 else 294 else
299 { 295 {
300 object *spell = arch_to_object (trap->other_arch); 296 object *spell = trap->other_arch->instance ();
301 297
302 cast_spell (env, trap, trap->direction, spell, NULL); 298 cast_spell (env, trap, trap->direction, spell, NULL);
303 spell->destroy (); 299 spell->destroy ();
304 } 300 }
305 } 301 }
313 309
314 if (trap->stats.hp <= 0) 310 if (trap->stats.hp <= 0)
315 { 311 {
316 trap->type = SIGN; /* make the trap impotent */ 312 trap->type = SIGN; /* make the trap impotent */
317 trap->stats.food = 20; /* make it stick around until its spells are gone */ 313 trap->stats.food = 20; /* make it stick around until its spells are gone */
318 SET_FLAG (trap, FLAG_IS_USED_UP); 314 trap->set_flag (FLAG_IS_USED_UP);
319 } 315 }
320} 316}
321 317
322/* dispel_rune: by peterm 318/* dispel_rune: by peterm
323 * dispels the target rune, depending on the level of the actor 319 * dispels the target rune, depending on the level of the actor
345 { 341 {
346 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
347 return 0; 343 return 0;
348 } 344 }
349 345
350 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 346 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
351 { 347 {
352 if (tmp->type == RUNE || tmp->type == TRAP) 348 if (tmp->type == RUNE || tmp->type == TRAP)
353 break; 349 break;
354 350
355 /* we could put a probability chance here, but since nothing happens 351 /* 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 352 * 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. 353 * comparison so low level players can't erase high level players runes.
358 */ 354 */
359 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 355 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
360 { 356 {
361 tmp->destroy (); 357 tmp->destroy ();
362 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); 358 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
363 return 1; 359 return 1;
364 } 360 }
365 361
366 /* now search tmp's inventory for traps 362 /* now search tmp's inventory for traps
367 * This is for chests, where the rune is in the chests inventory. 363 * This is for chests, where the rune is in the chests inventory.
368 */ 364 */
369 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 365 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
370 { 366 {
371 if (tmp2->type == RUNE || tmp2->type == TRAP) 367 if (tmp2->type == RUNE || tmp2->type == TRAP)
372 { 368 {
373 tmp = tmp2; 369 tmp = tmp2;
374 searchflag = 0; 370 searchflag = 0;
375 break; 371 break;
376 } 372 }
377 } 373 }
374
378 if (!searchflag) 375 if (!searchflag)
379 break; 376 break;
380 } 377 }
381 378
382 /* no rune there. */ 379 /* no rune there. */
383 if (tmp == NULL) 380 if (tmp == NULL)
384 { 381 {
385 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 382 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
386 return 0; 383 return 0;
387 } 384 }
385
388 trap_disarm (op, tmp, 0, skill); 386 trap_disarm (op, tmp, 0, skill);
389 return 1; 387 return 1;
390
391} 388}
392 389
393int 390int
394trap_see (object *op, object *trap) 391trap_see (object *op, object *trap)
395{ 392{
396 int chance;
397
398 chance = random_roll (0, 99, op, PREFER_HIGH);; 393 int chance = random_roll (0, 99, op, PREFER_HIGH);
399 394
400 /* decide if we see the rune or not */ 395 /* decide if we see the rune or not */
401 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty 396 if ((trap->stats.Cha == 1) || (chance > min (95, max (5, ((int) ((float) (op->map->difficulty
402 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 397 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
403 { 398 {
404 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 399 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
405 return 1; 400 return 1;
406 } 401 }
402
407 return 0; 403 return 0;
408} 404}
409 405
410int 406int
411trap_show (object *trap, object *where) 407trap_show (object *trap, object *where)
412{ 408{
413 if (where == NULL) 409 if (where == NULL)
414 return 0; 410 return 0;
415 411
416 object *tmp = get_archetype ("runedet"); 412 object *tmp = get_archetype (shstr_runedet);
417 tmp->face = &new_faces[GET_ANIMATION (trap, 0)]; 413 tmp->face = trap->get_anim_frame (0);
418 tmp->insert_at (where, 0); 414 tmp->insert_at (where, 0);
419 415
420 return 1; 416 return 1;
421} 417}
422 418
423int 419int
424trap_disarm (object *disarmer, object *trap, int risk, object *skill) 420trap_disarm (object *disarmer, object *trap, int risk, object *skill)
425{ 421{
426 int trapworth; /* need to compute the experience worth of the trap 422 int trapworth; /* need to compute the experience worth of the trap before we kill it */
427 before we kill it */
428 423
429 /* this formula awards a more reasonable amount of exp */ 424 /* this formula awards a more reasonable amount of exp */
430 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 425 trapworth = max (1, trap->level)
426 * disarmer->map->difficulty
431 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 427 * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1))
428 / skill->level;
432 429
433 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 430 if (!(random_roll (0, (max (2, min (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
434 { 431 {
435 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 432 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
436 trap->destroy (1); 433 trap->destroy ();
437 434
438 /* If it is your own trap, (or any players trap), don't you don't 435 /* If it is your own trap, (or any players trap), don't you don't
439 * get exp for it. 436 * get exp for it.
440 */ 437 */
441 if (trap->owner && trap->owner->type != PLAYER && risk) 438 if (trap->owner && trap->owner->type != PLAYER && risk)
444 return 1; /* give minimal exp and say success */ 441 return 1; /* give minimal exp and say success */
445 } 442 }
446 else 443 else
447 { 444 {
448 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name); 445 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
449 if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk) 446 if (!(random_roll (0, (max (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
450 { 447 {
451 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!"); 448 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
452 spring_trap (trap, disarmer); 449 spring_trap (trap, disarmer);
453 } 450 }
454 return 0; 451 return 0;
455 } 452 }
456} 453}
457
458 454
459/* traps need to be adjusted for the difficulty of the map. The 455/* traps need to be adjusted for the difficulty of the map. The
460 * default traps are too strong for wimpy level 1 players, and 456 * default traps are too strong for wimpy level 1 players, and
461 * unthreatening to anyone of high level 457 * unthreatening to anyone of high level
462 */ 458 */
463
464void 459void
465trap_adjust (object *trap, int difficulty) 460trap_adjust (object *trap, int difficulty)
466{ 461{
467 int i; 462 int i;
468 463

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