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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.28 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.45 by root, Sat Nov 7 18:30:06 2009 UTC

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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <sproto.h> 26#include <sproto.h>
26#include <spells.h> 27#include <spells.h>
33 * write_rune: 34 * write_rune:
34 * op: rune writer 35 * op: rune writer
35 * skop: skill object used for casting this rune 36 * skop: skill object used for casting this rune
36 * dir: orientation of rune, direction rune's contained spell will 37 * dir: orientation of rune, direction rune's contained spell will
37 * be cast in, if applicable 38 * be cast in, if applicable
38 * inspell: spell object to put into the rune, can be null if doing 39 * spell: spell object to put into the rune
39 * a marking rune.
40 * level: level of casting of the rune 40 * level: level of casting of the rune
41 * runename: name of the rune or message displayed by the rune for 41 * runename: name of the rune or message displayed by the rune for
42 * a rune of marking 42 * a rune of marking
43 */ 43 */
44
45int 44int
46write_rune (object *op, object *caster, object *spell, int dir, const char *runename) 45write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
47{ 46{
48 object *tmp, *rune_spell, *rune; 47 object *tmp, *rune_spell, *rune;
49 char buf[MAX_BUF];
50 maptile *m; 48 maptile *m;
51 sint16 nx, ny; 49 sint16 nx, ny;
52 50
53 if (!dir) 51 if (!dir)
54 dir = 1; 52 dir = 1;
101 } 99 }
102 } 100 }
103 101
104 if (!rune_spell) 102 if (!rune_spell)
105 { 103 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 104 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
107 return 0; 105 return 0;
108 } 106 }
109 107
110 if (rune_spell->skill != spell->skill) 108 if (rune_spell->skill != spell->skill)
111 { 109 {
112 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 110 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; 111 return 0;
114 } 112 }
115 113
116 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) 114 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
117 { 115 {
118 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 116 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
119 return 0; 117 return 0;
120 } 118 }
121 119
122 if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) 120 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
123 { 121 {
124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 122 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; 123 return 0;
126 } 124 }
127 125
128 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) 126 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
129 { 127 {
136 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); 134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
137 return 0; 135 return 0;
138 } 136 }
139 137
140 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); 138 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
141 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); 139 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
142 } 140 }
143 141
144 /* already proper rune. Note this should only be the case if other_arch was set */ 142 /* already proper rune. Note this should only be the case if other_arch was set */
145 if (rune_spell->type == RUNE) 143 if (rune_spell->type == RUNE)
146 rune = rune_spell; 144 rune = rune_spell;
147 else 145 else
148 { 146 {
149 rune = get_archetype (GENERIC_RUNE); 147 rune = get_archetype (GENERIC_RUNE);
150 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); 148 rune->msg = format ("You set off a rune of %s\n", &rune_spell->name);
151 rune->msg = buf;
152 rune->insert (rune_spell->clone ()); 149 rune->insert (rune_spell->clone ());
153 150
154 if (spell->face != blank_face) 151 if (spell->face != blank_face)
155 rune->face = spell->face; 152 rune->face = spell->face;
156 } 153 }
157 154
158 rune->level = caster_level (caster, spell); 155 rune->level = casting_level (caster, spell);
159 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 156 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
160 rune->direction = dir; /* where any spell will go upon detonation */ 157 rune->direction = dir; /* where any spell will go upon detonation */
161 rune->set_owner (op); /* runes without need no owner */ 158 rune->set_owner (op); /* runes without need no owner */
162 set_spell_skill (op, caster, spell, rune); 159 set_spell_skill (op, caster, spell, rune);
163 160
184 if (!op->level) 181 if (!op->level)
185 return; 182 return;
186 183
187 int det = op->invisible; 184 int det = op->invisible;
188 185
189 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 186 if (!(rndm (0, max (1, (op->stats.Cha)) - 1)))
190 { 187 {
191 op->invisible = 0; 188 op->invisible = 0;
192 op->speed_left -= 1; 189 op->speed_left -= 1;
193 } 190 }
194 else 191 else
199} 196}
200 197
201/* peterm: rune_attack 198/* peterm: rune_attack
202 * function handles those runes which detonate but do not cast spells. 199 * function handles those runes which detonate but do not cast spells.
203 */ 200 */
204void 201static void
205rune_attack (object *op, object *victim) 202rune_attack (object *op, object *victim)
206{ 203{
207 if (victim) 204 if (victim)
208 { 205 {
209 hit_player (victim, op->stats.dam, op, op->attacktype, 1); 206 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
241 /* Prevent recursion */ 238 /* Prevent recursion */
242 if (trap->stats.hp <= 0) 239 if (trap->stats.hp <= 0)
243 return; 240 return;
244 241
245 if (QUERY_FLAG (trap, FLAG_IS_LINKED)) 242 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
246 use_trigger (trap); 243 use_trigger (trap, victim);
247 244
248 /* Only living objects can trigger runes that don't cast spells, as 245 /* Only living objects can trigger runes that don't cast spells, as
249 * doing direct damage to a non-living object doesn't work anyway. 246 * doing direct damage to a non-living object doesn't work anyway.
250 * Typical example is an arrow attacking a door. 247 * Typical example is an arrow attacking a door.
251 */ 248 */
258 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
259 256
260 /* Flash an image of the trap on the map so the poor sod 257 /* Flash an image of the trap on the map so the poor sod
261 * knows what hit him. 258 * knows what hit him.
262 */ 259 */
263 env = object_get_env_recursive (trap); 260 env = trap->outer_env_or_self ();
264 261
265 /* If the victim is not next to this trap, don't set it off. 262 /* 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. 263 * 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 264 * At the same time, the trap will stick around until detonated
268 */ 265 */
269 get_rangevector (env, victim, &rv, 0); 266 get_rangevector (env, victim, &rv, 0);
270 if (rv.distance > 1) 267 if (rv.distance > 1)
271 return; 268 return;
272 269
270 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
271
273 trap_show (trap, env); 272 trap_show (trap, env);
274 273
275 if (victim->type == PLAYER) // only count players as enemies 274 if (victim->type == PLAYER) // only count players as enemies
276 trap->enemy = victim; // set the victim as the traps enemy, so that summoned 275 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
277 // creatures know who to attack. 276 // creatures know who to attack.
278 277
279 /* Only if it is a spell do we proceed here */ 278 /* 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)) 279 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
281 { 280 {
282
283 if (trap->destroyed ()) 281 if (trap->destroyed ())
284 return; 282 return;
285 283
286 // breaks summon golem spells, which, for inexplicable reasons, 284 // breaks summon golem spells, which, for inexplicable reasons,
287 // do not work like summon golem spells at all but still require 285 // do not work like summon golem spells at all but still require
288 // direction "0" to work at all. 286 // direction "0" to work at all.
289 //if (trap->direction) 287 //if (trap->direction)
290 // rv.direction = trap->direction; 288 // rv.direction = trap->direction;
291 289
292 for (i = 0; i < MAX (1, trap->stats.maxhp); i++) 290 for (i = 0; i < max (1, trap->stats.maxhp); i++)
293 { 291 {
294 if (trap->inv) 292 if (trap->inv)
295 cast_spell (env, trap, trap->direction, trap->inv, NULL); 293 cast_spell (env, trap, trap->direction, trap->inv, NULL);
296 else 294 else
297 { 295 {
343 { 341 {
344 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
345 return 0; 343 return 0;
346 } 344 }
347 345
348 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 346 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
349 { 347 {
350 if (tmp->type == RUNE || tmp->type == TRAP) 348 if (tmp->type == RUNE || tmp->type == TRAP)
351 break; 349 break;
352 350
353 /* we could put a probability chance here, but since nothing happens 351 /* 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 352 * 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. 353 * comparison so low level players can't erase high level players runes.
356 */ 354 */
357 if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark")) 355 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
358 { 356 {
359 tmp->destroy (); 357 tmp->destroy ();
360 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); 358 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
361 return 1; 359 return 1;
362 } 360 }
363 361
364 /* now search tmp's inventory for traps 362 /* now search tmp's inventory for traps
365 * This is for chests, where the rune is in the chests inventory. 363 * This is for chests, where the rune is in the chests inventory.
366 */ 364 */
367 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 365 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
368 { 366 {
369 if (tmp2->type == RUNE || tmp2->type == TRAP) 367 if (tmp2->type == RUNE || tmp2->type == TRAP)
370 { 368 {
371 tmp = tmp2; 369 tmp = tmp2;
372 searchflag = 0; 370 searchflag = 0;
373 break; 371 break;
374 } 372 }
375 } 373 }
374
376 if (!searchflag) 375 if (!searchflag)
377 break; 376 break;
378 } 377 }
379 378
380 /* no rune there. */ 379 /* no rune there. */
381 if (tmp == NULL) 380 if (tmp == NULL)
382 { 381 {
383 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 382 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
384 return 0; 383 return 0;
385 } 384 }
385
386 trap_disarm (op, tmp, 0, skill); 386 trap_disarm (op, tmp, 0, skill);
387 return 1; 387 return 1;
388
389} 388}
390 389
391int 390int
392trap_see (object *op, object *trap) 391trap_see (object *op, object *trap)
393{ 392{
394 int chance; 393 int chance;
395 394
396 chance = random_roll (0, 99, op, PREFER_HIGH);; 395 chance = random_roll (0, 99, op, PREFER_HIGH);;
397 396
398 /* decide if we see the rune or not */ 397 /* decide if we see the rune or not */
399 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty 398 if ((trap->stats.Cha == 1) || (chance > min (95, max (5, ((int) ((float) (op->map->difficulty
400 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 399 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
401 { 400 {
402 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 401 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
403 return 1; 402 return 1;
404 } 403 }
404
405 return 0; 405 return 0;
406} 406}
407 407
408int 408int
409trap_show (object *trap, object *where) 409trap_show (object *trap, object *where)
410{ 410{
411 if (where == NULL) 411 if (where == NULL)
412 return 0; 412 return 0;
413 413
414 object *tmp = get_archetype ("runedet"); 414 object *tmp = get_archetype (shstr_runedet);
415 tmp->face = GET_ANIMATION (trap, 0); 415 tmp->face = trap->get_anim_frame (0);
416 tmp->insert_at (where, 0); 416 tmp->insert_at (where, 0);
417 417
418 return 1; 418 return 1;
419} 419}
420 420
421int 421int
422trap_disarm (object *disarmer, object *trap, int risk, object *skill) 422trap_disarm (object *disarmer, object *trap, int risk, object *skill)
423{ 423{
424 int trapworth; /* need to compute the experience worth of the trap 424 int trapworth; /* need to compute the experience worth of the trap before we kill it */
425 before we kill it */
426 425
427 /* this formula awards a more reasonable amount of exp */ 426 /* this formula awards a more reasonable amount of exp */
428 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 427 trapworth = max (1, trap->level)
428 * disarmer->map->difficulty
429 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 429 * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1))
430 / skill->level;
430 431
431 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 432 if (!(random_roll (0, (max (2, min (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
432 { 433 {
433 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 434 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
434 trap->destroy (1); 435 trap->destroy ();
435 436
436 /* If it is your own trap, (or any players trap), don't you don't 437 /* If it is your own trap, (or any players trap), don't you don't
437 * get exp for it. 438 * get exp for it.
438 */ 439 */
439 if (trap->owner && trap->owner->type != PLAYER && risk) 440 if (trap->owner && trap->owner->type != PLAYER && risk)
442 return 1; /* give minimal exp and say success */ 443 return 1; /* give minimal exp and say success */
443 } 444 }
444 else 445 else
445 { 446 {
446 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name); 447 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
447 if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk) 448 if (!(random_roll (0, (max (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
448 { 449 {
449 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!"); 450 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
450 spring_trap (trap, disarmer); 451 spring_trap (trap, disarmer);
451 } 452 }
452 return 0; 453 return 0;
453 } 454 }
454} 455}
455
456 456
457/* traps need to be adjusted for the difficulty of the map. The 457/* traps need to be adjusted for the difficulty of the map. The
458 * default traps are too strong for wimpy level 1 players, and 458 * default traps are too strong for wimpy level 1 players, and
459 * unthreatening to anyone of high level 459 * unthreatening to anyone of high level
460 */ 460 */
461
462void 461void
463trap_adjust (object *trap, int difficulty) 462trap_adjust (object *trap, int difficulty)
464{ 463{
465 int i; 464 int i;
466 465

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