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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.19 by root, Fri Feb 2 22:49:11 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#ifndef __CEXTRACT__
26# include <sproto.h> 26#include <sproto.h>
27#endif
28#include <spells.h> 27#include <spells.h>
29
30 28
31#ifndef sqr 29#ifndef sqr
32# define sqr(x) ((x)*(x)) 30# define sqr(x) ((x)*(x))
33#endif 31#endif
34
35 32
36/* peterm: 33/* peterm:
37 * write_rune: 34 * write_rune:
38 * op: rune writer 35 * op: rune writer
39 * skop: skill object used for casting this rune 36 * skop: skill object used for casting this rune
53 char buf[MAX_BUF]; 50 char buf[MAX_BUF];
54 maptile *m; 51 maptile *m;
55 sint16 nx, ny; 52 sint16 nx, ny;
56 53
57 if (!dir) 54 if (!dir)
58 {
59 dir = 1; 55 dir = 1;
60 }
61 56
62 nx = op->x + freearr_x[dir]; 57 nx = op->x + freearr_x[dir];
63 ny = op->y + freearr_y[dir]; 58 ny = op->y + freearr_y[dir];
64 m = op->map; 59 m = op->map;
65 60
66 if (get_map_flags (m, &m, nx, ny, &nx, &ny)) 61 if (get_map_flags (m, &m, nx, ny, &nx, &ny) && (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
67 { 62 {
68 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); 63 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
69 return 0; 64 return 0;
70 } 65 }
66
71 for (tmp = get_map_ob (m, nx, ny); tmp != NULL; tmp = tmp->above) 67 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
72 if (tmp->type == RUNE) 68 if (tmp->type == RUNE)
73 break; 69 break;
74 70
75 if (tmp) 71 if (tmp)
76 { 72 {
77 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); 73 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
78 return 0; 74 return 0;
79 } 75 }
80 76
81 if (spell->other_arch) 77 if (spell->other_arch)
82 {
83 rune_spell = arch_to_object (spell->other_arch); 78 rune_spell = arch_to_object (spell->other_arch);
84 }
85 else 79 else
86 { 80 {
87 /* Player specified spell. The player has to know the spell, so 81 /* Player specified spell. The player has to know the spell, so
88 * lets just look through the players inventory see if they know it 82 * lets just look through the players inventory see if they know it
89 * use the item_matched_string for our typical matching method. 83 * use the item_matched_string for our typical matching method.
107 bestmatch = ms; 101 bestmatch = ms;
108 rune_spell = tmp; 102 rune_spell = tmp;
109 } 103 }
110 } 104 }
111 } 105 }
106
112 if (!rune_spell) 107 if (!rune_spell)
113 { 108 {
114 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 109 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
115 return 0; 110 return 0;
116 } 111 }
112
117 if (rune_spell->skill != spell->skill) 113 if (rune_spell->skill != spell->skill)
118 { 114 {
119 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 115 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
120 return 0; 116 return 0;
121 } 117 }
118
122 if (caster->path_denied & spell->path_attuned) 119 if (caster->path_denied & spell->path_attuned)
123 { 120 {
124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 121 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
125 return 0; 122 return 0;
126 } 123 }
124
127 if (caster_level (caster, rune_spell) < rune_spell->level) 125 if (caster_level (caster, rune_spell) < rune_spell->level)
128 { 126 {
129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 127 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
130 return 0; 128 return 0;
131 } 129 }
130
132 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) 131 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
133 { 132 {
134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 133 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
135 return 0; 134 return 0;
136 } 135 }
136
137 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace) 137 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
138 { 138 {
139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); 139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140 return 0; 140 return 0;
141 } 141 }
142
142 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); 143 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
143 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); 144 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
144 } 145 }
146
145 /* already proper rune. Note this should only be the case if other_arch was set */ 147 /* already proper rune. Note this should only be the case if other_arch was set */
146 if (rune_spell->type == RUNE) 148 if (rune_spell->type == RUNE)
147 {
148 rune = rune_spell; 149 rune = rune_spell;
149 }
150 else 150 else
151 { 151 {
152 rune = get_archetype (GENERIC_RUNE); 152 rune = get_archetype (GENERIC_RUNE);
153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); 153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
154 rune->msg = buf; 154 rune->msg = buf;
155 tmp = get_object (); 155 rune->insert (rune_spell->clone ());
156 copy_object (rune_spell, tmp); 156
157 insert_ob_in_ob (tmp, rune);
158 if (spell->face != blank_face) 157 if (spell->face != blank_face)
159 rune->face = spell->face; 158 rune->face = spell->face;
160 } 159 }
160
161 rune->level = caster_level (caster, spell); 161 rune->level = caster_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163 rune->x = nx;
164 rune->y = ny;
165 rune->map = m;
166 rune->direction = dir; /* where any spell will go upon detonation */ 163 rune->direction = dir; /* where any spell will go upon detonation */
167 set_owner (rune, op); /* runes without need no owner */ 164 rune->set_owner (op); /* runes without need no owner */
168 set_spell_skill (op, caster, spell, rune); 165 set_spell_skill (op, caster, spell, rune);
169 insert_ob_in_map (rune, m, op, 0); 166
167 m->insert (rune, nx, ny, op);
170 return 1; 168 return 1;
171
172} 169}
173
174
175 170
176/* move_rune: peterm 171/* move_rune: peterm
177 comments on runes: 172 comments on runes:
178 rune->level : level at which rune will cast its spell. 173 rune->level : level at which rune will cast its spell.
179 rune->hp : number of detonations before rune goes away 174 rune->hp : number of detonations before rune goes away
183 rune->attacktype: type of damage it does, if not casting spells 178 rune->attacktype: type of damage it does, if not casting spells
184 rune->other_arch: spell in the rune 179 rune->other_arch: spell in the rune
185 rune->Cha : how hidden the rune is 180 rune->Cha : how hidden the rune is
186 rune->maxhp : number of spells the rune casts 181 rune->maxhp : number of spells the rune casts
187*/ 182*/
188
189void 183void
190move_rune (object *op) 184move_rune (object *op)
191{ 185{
192 int det = 0; 186 /* runes of level zero cannot detonate. */
193
194 if (!op->level) 187 if (!op->level)
195 {
196 return; 188 return;
197 } /* runes of level zero cannot detonate. */ 189
198 det = op->invisible; 190 int det = op->invisible;
191
199 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 192 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
200 { 193 {
201 op->invisible = 0; 194 op->invisible = 0;
202 op->speed_left -= 1; 195 op->speed_left -= 1;
203 } 196 }
204 else 197 else
205 op->invisible = 1; 198 op->invisible = 1;
199
206 if (op->invisible != det) 200 if (op->invisible != det)
207 update_object (op, UP_OBJ_FACE); 201 update_object (op, UP_OBJ_FACE);
208} 202}
209 203
210 204
222 216
223 if (victim->destroyed ()) 217 if (victim->destroyed ())
224 return; 218 return;
225 219
226 /* if there's a disease in the needle, put it in the player */ 220 /* if there's a disease in the needle, put it in the player */
227 if (HAS_RANDOM_ITEMS (op)) 221 if (op->has_random_items ())
228 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); 222 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
229 223
230 if (op->inv && op->inv->type == DISEASE) 224 if (op->inv && op->inv->type == DISEASE)
231 { 225 {
232 object *disease = op->inv; 226 object *disease = op->inv;
233 227
234 infect_object (victim, disease, 1); 228 infect_object (victim, disease, 1);
235 disease->remove ();
236 disease->destroy (0); 229 disease->destroy ();
237 } 230 }
238 } 231 }
239 else 232 else
240 hit_map (op, 0, op->attacktype, 1); 233 hit_map (op, 0, op->attacktype, 1);
241} 234}
305 else 298 else
306 { 299 {
307 object *spell = arch_to_object (trap->other_arch); 300 object *spell = arch_to_object (trap->other_arch);
308 301
309 cast_spell (env, trap, trap->direction, spell, NULL); 302 cast_spell (env, trap, trap->direction, spell, NULL);
310 spell->destroy (0); 303 spell->destroy ();
311 } 304 }
312 } 305 }
313 } 306 }
314 else 307 else
315 { 308 {
352 { 345 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 346 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
354 return 0; 347 return 0;
355 } 348 }
356 349
357 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 350 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
358 { 351 {
359 if (tmp->type == RUNE || tmp->type == TRAP) 352 if (tmp->type == RUNE || tmp->type == TRAP)
360 break; 353 break;
361 354
362 /* we could put a probability chance here, but since nothing happens 355 /* we could put a probability chance here, but since nothing happens
363 * if you fail, no point on that. I suppose we could do a level 356 * if you fail, no point on that. I suppose we could do a level
364 * comparison so low level players can't erase high level players runes. 357 * comparison so low level players can't erase high level players runes.
365 */ 358 */
366 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 359 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
367 { 360 {
368 tmp->remove ();
369 tmp->destroy (0); 361 tmp->destroy ();
370 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); 362 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
371 return 1; 363 return 1;
372 } 364 }
373 365
374 /* now search tmp's inventory for traps 366 /* now search tmp's inventory for traps
416} 408}
417 409
418int 410int
419trap_show (object *trap, object *where) 411trap_show (object *trap, object *where)
420{ 412{
421 object *tmp2;
422
423 if (where == NULL) 413 if (where == NULL)
424 return 0; 414 return 0;
415
425 tmp2 = get_archetype ("runedet"); 416 object *tmp = get_archetype ("runedet");
426 tmp2->face = &new_faces[GET_ANIMATION (trap, 0)]; 417 tmp->face = &new_faces[GET_ANIMATION (trap, 0)];
427 tmp2->x = where->x; 418 tmp->insert_at (where, 0);
428 tmp2->y = where->y; 419
429 tmp2->map = where->map;
430 insert_ob_in_map (tmp2, where->map, NULL, 0);
431 return 1; 420 return 1;
432
433} 421}
434
435 422
436int 423int
437trap_disarm (object *disarmer, object *trap, int risk, object *skill) 424trap_disarm (object *disarmer, object *trap, int risk, object *skill)
438{ 425{
439 int trapworth; /* need to compute the experience worth of the trap 426 int trapworth; /* need to compute the experience worth of the trap
444 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)) / skill->level;
445 432
446 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 433 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
447 { 434 {
448 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 435 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
449 destroy_object (trap); 436 trap->destroy (1);
437
450 /* If it is your own trap, (or any players trap), don't you don't 438 /* If it is your own trap, (or any players trap), don't you don't
451 * get exp for it. 439 * get exp for it.
452 */ 440 */
453 if (trap->owner && trap->owner->type != PLAYER && risk) 441 if (trap->owner && trap->owner->type != PLAYER && risk)
454 return trapworth; 442 return trapworth;

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