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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.9 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.20 by root, Sun Feb 18 18:30:28 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 on top of another rune.");
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.
96 return 0; 90 return 0;
97 } 91 }
98 92
99 rune_spell = NULL; 93 rune_spell = NULL;
100 for (tmp = op->inv; tmp; tmp = tmp->below) 94 for (tmp = op->inv; tmp; tmp = tmp->below)
101 {
102 if (tmp->type == SPELL) 95 if (tmp->type == SPELL)
103 { 96 {
104 ms = item_matched_string (op, tmp, runename); 97 ms = item_matched_string (op, tmp, runename);
105 if (ms > bestmatch) 98 if (ms > bestmatch)
106 { 99 {
107 bestmatch = ms; 100 bestmatch = ms;
108 rune_spell = tmp; 101 rune_spell = tmp;
109 } 102 }
110 } 103 }
111 } 104
112 if (!rune_spell) 105 if (!rune_spell)
113 { 106 {
114 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
115 return 0; 108 return 0;
116 } 109 }
110
117 if (rune_spell->skill != spell->skill) 111 if (rune_spell->skill != spell->skill)
118 { 112 {
119 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 113 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
120 return 0; 114 return 0;
121 } 115 }
116
122 if (caster->path_denied & spell->path_attuned) 117 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
123 { 118 {
124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 119 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
125 return 0; 120 return 0;
126 } 121 }
122
127 if (caster_level (caster, rune_spell) < rune_spell->level) 123 if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
128 { 124 {
129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
130 return 0; 126 return 0;
131 } 127 }
128
132 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) 129 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
133 { 130 {
134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); 131 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
135 return 0; 132 return 0;
136 } 133 }
134
137 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace) 135 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
138 { 136 {
139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); 137 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140 return 0; 138 return 0;
141 } 139 }
140
142 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); 141 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); 142 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
144 } 143 }
144
145 /* already proper rune. Note this should only be the case if other_arch was set */ 145 /* already proper rune. Note this should only be the case if other_arch was set */
146 if (rune_spell->type == RUNE) 146 if (rune_spell->type == RUNE)
147 {
148 rune = rune_spell; 147 rune = rune_spell;
149 }
150 else 148 else
151 { 149 {
152 rune = get_archetype (GENERIC_RUNE); 150 rune = get_archetype (GENERIC_RUNE);
153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); 151 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
154 rune->msg = buf; 152 rune->msg = buf;
155 tmp = object::create (); 153 rune->insert (rune_spell->clone ());
156 rune_spell->copy_to (tmp); 154
157 insert_ob_in_ob (tmp, rune);
158 if (spell->face != blank_face) 155 if (spell->face != blank_face)
159 rune->face = spell->face; 156 rune->face = spell->face;
160 } 157 }
158
161 rune->level = caster_level (caster, spell); 159 rune->level = caster_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 160 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 */ 161 rune->direction = dir; /* where any spell will go upon detonation */
167 set_owner (rune, op); /* runes without need no owner */ 162 rune->set_owner (op); /* runes without need no owner */
168 set_spell_skill (op, caster, spell, rune); 163 set_spell_skill (op, caster, spell, rune);
169 insert_ob_in_map (rune, m, op, 0); 164
165 m->insert (rune, nx, ny, op);
170 return 1; 166 return 1;
171
172} 167}
173
174
175 168
176/* move_rune: peterm 169/* move_rune: peterm
177 comments on runes: 170 comments on runes:
178 rune->level : level at which rune will cast its spell. 171 rune->level : level at which rune will cast its spell.
179 rune->hp : number of detonations before rune goes away 172 rune->hp : number of detonations before rune goes away
183 rune->attacktype: type of damage it does, if not casting spells 176 rune->attacktype: type of damage it does, if not casting spells
184 rune->other_arch: spell in the rune 177 rune->other_arch: spell in the rune
185 rune->Cha : how hidden the rune is 178 rune->Cha : how hidden the rune is
186 rune->maxhp : number of spells the rune casts 179 rune->maxhp : number of spells the rune casts
187*/ 180*/
188
189void 181void
190move_rune (object *op) 182move_rune (object *op)
191{ 183{
192 int det = 0; 184 /* runes of level zero cannot detonate. */
193
194 if (!op->level) 185 if (!op->level)
195 {
196 return; 186 return;
197 } /* runes of level zero cannot detonate. */ 187
198 det = op->invisible; 188 int det = op->invisible;
189
199 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 190 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
200 { 191 {
201 op->invisible = 0; 192 op->invisible = 0;
202 op->speed_left -= 1; 193 op->speed_left -= 1;
203 } 194 }
204 else 195 else
205 op->invisible = 1; 196 op->invisible = 1;
197
206 if (op->invisible != det) 198 if (op->invisible != det)
207 update_object (op, UP_OBJ_FACE); 199 update_object (op, UP_OBJ_FACE);
208} 200}
209 201
210 202
222 214
223 if (victim->destroyed ()) 215 if (victim->destroyed ())
224 return; 216 return;
225 217
226 /* if there's a disease in the needle, put it in the player */ 218 /* if there's a disease in the needle, put it in the player */
227 if (HAS_RANDOM_ITEMS (op)) 219 if (op->has_random_items ())
228 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); 220 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
229 221
230 if (op->inv && op->inv->type == DISEASE) 222 if (op->inv && op->inv->type == DISEASE)
231 { 223 {
232 object *disease = op->inv; 224 object *disease = op->inv;
351 { 343 {
352 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 344 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
353 return 0; 345 return 0;
354 } 346 }
355 347
356 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 348 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
357 { 349 {
358 if (tmp->type == RUNE || tmp->type == TRAP) 350 if (tmp->type == RUNE || tmp->type == TRAP)
359 break; 351 break;
360 352
361 /* we could put a probability chance here, but since nothing happens 353 /* we could put a probability chance here, but since nothing happens
414} 406}
415 407
416int 408int
417trap_show (object *trap, object *where) 409trap_show (object *trap, object *where)
418{ 410{
419 object *tmp2;
420
421 if (where == NULL) 411 if (where == NULL)
422 return 0; 412 return 0;
413
423 tmp2 = get_archetype ("runedet"); 414 object *tmp = get_archetype ("runedet");
424 tmp2->face = &new_faces[GET_ANIMATION (trap, 0)]; 415 tmp->face = &new_faces[GET_ANIMATION (trap, 0)];
425 tmp2->x = where->x; 416 tmp->insert_at (where, 0);
426 tmp2->y = where->y; 417
427 tmp2->map = where->map;
428 insert_ob_in_map (tmp2, where->map, NULL, 0);
429 return 1; 418 return 1;
430
431} 419}
432
433 420
434int 421int
435trap_disarm (object *disarmer, object *trap, int risk, object *skill) 422trap_disarm (object *disarmer, object *trap, int risk, object *skill)
436{ 423{
437 int trapworth; /* need to compute the experience worth of the trap 424 int trapworth; /* need to compute the experience worth of the trap

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