1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #include <sproto.h> |
25 | #include <sproto.h> |
26 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
258 | new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
258 | new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
259 | |
259 | |
260 | /* 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 |
261 | * knows what hit him. |
261 | * knows what hit him. |
262 | */ |
262 | */ |
263 | env = object_get_env_recursive (trap); |
263 | env = trap->outer_env (); |
264 | |
264 | |
265 | /* 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. |
266 | * 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. |
267 | * At the same time, the trap will stick around until detonated |
267 | * At the same time, the trap will stick around until detonated |
268 | */ |
268 | */ |
269 | get_rangevector (env, victim, &rv, 0); |
269 | get_rangevector (env, victim, &rv, 0); |
270 | if (rv.distance > 1) |
270 | if (rv.distance > 1) |
271 | return; |
271 | return; |
272 | |
272 | |
|
|
273 | env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring")); |
|
|
274 | |
273 | trap_show (trap, env); |
275 | trap_show (trap, env); |
274 | |
276 | |
275 | if (victim->type == PLAYER) // only count players as enemies |
277 | if (victim->type == PLAYER) // only count players as enemies |
276 | trap->enemy = victim; // set the victim as the traps enemy, so that summoned |
278 | trap->enemy = victim; // set the victim as the traps enemy, so that summoned |
277 | // creatures know who to attack. |
279 | // creatures know who to attack. |
… | |
… | |
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 | |
391 | int |
393 | int |
392 | trap_see (object *op, object *trap) |
394 | trap_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 | |
408 | int |
411 | int |
409 | trap_show (object *trap, object *where) |
412 | trap_show (object *trap, object *where) |
… | |
… | |
419 | } |
422 | } |
420 | |
423 | |
421 | int |
424 | int |
422 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
425 | trap_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 | |
|
|
462 | void |
464 | void |
463 | trap_adjust (object *trap, int difficulty) |
465 | trap_adjust (object *trap, int difficulty) |
464 | { |
466 | { |
465 | int i; |
467 | int i; |
466 | |
468 | |