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 (©) 2005,2006,2007,2008 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> |
… | |
… | |
101 | } |
101 | } |
102 | } |
102 | } |
103 | |
103 | |
104 | if (!rune_spell) |
104 | if (!rune_spell) |
105 | { |
105 | { |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); |
106 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename); |
107 | return 0; |
107 | return 0; |
108 | } |
108 | } |
109 | |
109 | |
110 | if (rune_spell->skill != spell->skill) |
110 | if (rune_spell->skill != spell->skill) |
111 | { |
111 | { |
112 | new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); |
112 | 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); |
113 | return 0; |
113 | return 0; |
114 | } |
114 | } |
115 | |
115 | |
116 | if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) |
116 | if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) |
117 | { |
117 | { |
118 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
118 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
119 | return 0; |
119 | return 0; |
120 | } |
120 | } |
121 | |
121 | |
122 | if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) |
122 | if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) |
123 | { |
123 | { |
124 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); |
124 | 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); |
125 | return 0; |
125 | return 0; |
126 | } |
126 | } |
127 | |
127 | |
128 | if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
128 | if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) |
129 | { |
129 | { |
… | |
… | |
153 | |
153 | |
154 | if (spell->face != blank_face) |
154 | if (spell->face != blank_face) |
155 | rune->face = spell->face; |
155 | rune->face = spell->face; |
156 | } |
156 | } |
157 | |
157 | |
158 | rune->level = caster_level (caster, spell); |
158 | rune->level = casting_level (caster, spell); |
159 | rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
159 | rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
160 | rune->direction = dir; /* where any spell will go upon detonation */ |
160 | rune->direction = dir; /* where any spell will go upon detonation */ |
161 | rune->set_owner (op); /* runes without need no owner */ |
161 | rune->set_owner (op); /* runes without need no owner */ |
162 | set_spell_skill (op, caster, spell, rune); |
162 | set_spell_skill (op, caster, spell, rune); |
163 | |
163 | |
… | |
… | |
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. |
278 | |
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->type == SPELL)) |
282 | if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL)) |
281 | { |
283 | { |
282 | |
|
|
283 | if (trap->destroyed ()) |
284 | if (trap->destroyed ()) |
284 | return; |
285 | return; |
285 | |
286 | |
286 | // breaks summon golem spells, which, for inexplicable reasons, |
287 | // breaks summon golem spells, which, for inexplicable reasons, |
287 | // do not work like summon golem spells at all but still require |
288 | // do not work like summon golem spells at all but still require |
… | |
… | |
352 | |
353 | |
353 | /* we could put a probability chance here, but since nothing happens |
354 | /* 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 |
355 | * 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. |
356 | * comparison so low level players can't erase high level players runes. |
356 | */ |
357 | */ |
357 | if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark")) |
358 | if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark) |
358 | { |
359 | { |
359 | tmp->destroy (); |
360 | tmp->destroy (); |
360 | new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
361 | new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); |
361 | return 1; |
362 | return 1; |
362 | } |
363 | } |
… | |
… | |
381 | if (tmp == NULL) |
382 | if (tmp == NULL) |
382 | { |
383 | { |
383 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
384 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
384 | return 0; |
385 | return 0; |
385 | } |
386 | } |
|
|
387 | |
386 | trap_disarm (op, tmp, 0, skill); |
388 | trap_disarm (op, tmp, 0, skill); |
387 | return 1; |
389 | return 1; |
388 | |
|
|
389 | } |
390 | } |
390 | |
391 | |
391 | int |
392 | int |
392 | trap_see (object *op, object *trap) |
393 | trap_see (object *op, object *trap) |
393 | { |
394 | { |
… | |
… | |
400 | + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
401 | + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
401 | { |
402 | { |
402 | new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); |
403 | new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); |
403 | return 1; |
404 | return 1; |
404 | } |
405 | } |
|
|
406 | |
405 | return 0; |
407 | return 0; |
406 | } |
408 | } |
407 | |
409 | |
408 | int |
410 | int |
409 | trap_show (object *trap, object *where) |
411 | trap_show (object *trap, object *where) |
… | |
… | |
419 | } |
421 | } |
420 | |
422 | |
421 | int |
423 | int |
422 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
424 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
423 | { |
425 | { |
424 | int trapworth; /* need to compute the experience worth of the trap |
426 | int trapworth; /* need to compute the experience worth of the trap before we kill it */ |
425 | before we kill it */ |
|
|
426 | |
427 | |
427 | /* this formula awards a more reasonable amount of exp */ |
428 | /* this formula awards a more reasonable amount of exp */ |
428 | trapworth = MAX (1, trap->level) * disarmer->map->difficulty * |
429 | trapworth = MAX (1, trap->level) |
|
|
430 | * disarmer->map->difficulty |
429 | 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)) |
|
|
432 | / skill->level; |
430 | |
433 | |
431 | if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
434 | if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
432 | { |
435 | { |
433 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
436 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
434 | trap->destroy (1); |
437 | trap->destroy (); |
435 | |
438 | |
436 | /* If it is your own trap, (or any players trap), don't you don't |
439 | /* If it is your own trap, (or any players trap), don't you don't |
437 | * get exp for it. |
440 | * get exp for it. |
438 | */ |
441 | */ |
439 | if (trap->owner && trap->owner->type != PLAYER && risk) |
442 | if (trap->owner && trap->owner->type != PLAYER && risk) |
… | |
… | |
451 | } |
454 | } |
452 | return 0; |
455 | return 0; |
453 | } |
456 | } |
454 | } |
457 | } |
455 | |
458 | |
456 | |
|
|
457 | /* traps need to be adjusted for the difficulty of the map. The |
459 | /* traps need to be adjusted for the difficulty of the map. The |
458 | * default traps are too strong for wimpy level 1 players, and |
460 | * default traps are too strong for wimpy level 1 players, and |
459 | * unthreatening to anyone of high level |
461 | * unthreatening to anyone of high level |
460 | */ |
462 | */ |
461 | |
|
|
462 | void |
463 | void |
463 | trap_adjust (object *trap, int difficulty) |
464 | trap_adjust (object *trap, int difficulty) |
464 | { |
465 | { |
465 | int i; |
466 | int i; |
466 | |
467 | |