ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/rune.C
(Generate patch)

Comparing deliantra/server/server/rune.C (file contents):
Revision 1.20 by root, Sun Feb 18 18:30:28 2007 UTC vs.
Revision 1.32 by root, Wed Apr 23 07:13:23 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 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>
194 } 193 }
195 else 194 else
196 op->invisible = 1; 195 op->invisible = 1;
197 196
198 if (op->invisible != det) 197 if (op->invisible != det)
199 update_object (op, UP_OBJ_FACE); 198 update_object (op, UP_OBJ_CHANGE);
200} 199}
201
202 200
203/* peterm: rune_attack 201/* peterm: rune_attack
204 * function handles those runes which detonate but do not cast spells. 202 * function handles those runes which detonate but do not cast spells.
205 */ 203 */
206
207
208void 204void
209rune_attack (object *op, object *victim) 205rune_attack (object *op, object *victim)
210{ 206{
211 if (victim) 207 if (victim)
212 { 208 {
262 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 258 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
263 259
264 /* 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
265 * knows what hit him. 261 * knows what hit him.
266 */ 262 */
267 env = object_get_env_recursive (trap); 263 env = trap->outer_env ();
268 264
269 /* 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.
270 * 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.
271 * At the same time, the trap will stick around until detonated 267 * At the same time, the trap will stick around until detonated
272 */ 268 */
273 get_rangevector (env, victim, &rv, 0); 269 get_rangevector (env, victim, &rv, 0);
274 if (rv.distance > 1) 270 if (rv.distance > 1)
275 return; 271 return;
276 272
273 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
274
277 trap_show (trap, env); 275 trap_show (trap, env);
278 276
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
279 /* Only if it is a spell do we proceed here */ 281 /* Only if it is a spell do we proceed here */
280 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))
281 { 283 {
282 284
283 if (trap->destroyed ()) 285 if (trap->destroyed ())
284 return; 286 return;
285 287
352 354
353 /* we could put a probability chance here, but since nothing happens 355 /* we could put a probability chance here, but since nothing happens
354 * 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
355 * 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.
356 */ 358 */
357 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 359 if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark"))
358 { 360 {
359 tmp->destroy (); 361 tmp->destroy ();
360 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!");
361 return 1; 363 return 1;
362 } 364 }
381 if (tmp == NULL) 383 if (tmp == NULL)
382 { 384 {
383 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 385 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
384 return 0; 386 return 0;
385 } 387 }
388
386 trap_disarm (op, tmp, 0, skill); 389 trap_disarm (op, tmp, 0, skill);
387 return 1; 390 return 1;
388
389} 391}
390 392
391int 393int
392trap_see (object *op, object *trap) 394trap_see (object *op, object *trap)
393{ 395{
400 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 402 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
401 { 403 {
402 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 404 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
403 return 1; 405 return 1;
404 } 406 }
407
405 return 0; 408 return 0;
406} 409}
407 410
408int 411int
409trap_show (object *trap, object *where) 412trap_show (object *trap, object *where)
410{ 413{
411 if (where == NULL) 414 if (where == NULL)
412 return 0; 415 return 0;
413 416
414 object *tmp = get_archetype ("runedet"); 417 object *tmp = get_archetype ("runedet");
415 tmp->face = &new_faces[GET_ANIMATION (trap, 0)]; 418 tmp->face = GET_ANIMATION (trap, 0);
416 tmp->insert_at (where, 0); 419 tmp->insert_at (where, 0);
417 420
418 return 1; 421 return 1;
419} 422}
420 423
421int 424int
422trap_disarm (object *disarmer, object *trap, int risk, object *skill) 425trap_disarm (object *disarmer, object *trap, int risk, object *skill)
423{ 426{
424 int trapworth; /* need to compute the experience worth of the trap 427 int trapworth; /* need to compute the experience worth of the trap before we kill it */
425 before we kill it */
426 428
427 /* this formula awards a more reasonable amount of exp */ 429 /* this formula awards a more reasonable amount of exp */
428 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 430 trapworth = MAX (1, trap->level)
431 * disarmer->map->difficulty
429 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 432 * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1))
433 / skill->level;
430 434
431 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 435 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
432 { 436 {
433 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 437 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
434 trap->destroy (1); 438 trap->destroy (1);
451 } 455 }
452 return 0; 456 return 0;
453 } 457 }
454} 458}
455 459
456
457/* traps need to be adjusted for the difficulty of the map. The 460/* traps need to be adjusted for the difficulty of the map. The
458 * default traps are too strong for wimpy level 1 players, and 461 * default traps are too strong for wimpy level 1 players, and
459 * unthreatening to anyone of high level 462 * unthreatening to anyone of high level
460 */ 463 */
461
462void 464void
463trap_adjust (object *trap, int difficulty) 465trap_adjust (object *trap, int difficulty)
464{ 466{
465 int i; 467 int i;
466 468

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines