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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.22 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.39 by root, Sun Jan 4 22:39:59 2009 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 (©) 2005,2006,2007,2008 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>
34 * write_rune: 33 * write_rune:
35 * op: rune writer 34 * op: rune writer
36 * skop: skill object used for casting this rune 35 * skop: skill object used for casting this rune
37 * dir: orientation of rune, direction rune's contained spell will 36 * dir: orientation of rune, direction rune's contained spell will
38 * be cast in, if applicable 37 * be cast in, if applicable
39 * inspell: spell object to put into the rune, can be null if doing 38 * spell: spell object to put into the rune
40 * a marking rune.
41 * level: level of casting of the rune 39 * level: level of casting of the rune
42 * runename: name of the rune or message displayed by the rune for 40 * runename: name of the rune or message displayed by the rune for
43 * a rune of marking 41 * a rune of marking
44 */ 42 */
45
46int 43int
47write_rune (object *op, object *caster, object *spell, int dir, const char *runename) 44write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
48{ 45{
49 object *tmp, *rune_spell, *rune; 46 object *tmp, *rune_spell, *rune;
50 char buf[MAX_BUF];
51 maptile *m; 47 maptile *m;
52 sint16 nx, ny; 48 sint16 nx, ny;
53 49
54 if (!dir) 50 if (!dir)
55 dir = 1; 51 dir = 1;
102 } 98 }
103 } 99 }
104 100
105 if (!rune_spell) 101 if (!rune_spell)
106 { 102 {
107 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); 103 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
108 return 0; 104 return 0;
109 } 105 }
110 106
111 if (rune_spell->skill != spell->skill) 107 if (rune_spell->skill != spell->skill)
112 { 108 {
113 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name); 109 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);
114 return 0; 110 return 0;
115 } 111 }
116 112
117 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) 113 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
118 { 114 {
119 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); 115 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
120 return 0; 116 return 0;
121 } 117 }
122 118
123 if (caster_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) 119 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
124 { 120 {
125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name); 121 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);
126 return 0; 122 return 0;
127 } 123 }
128 124
129 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp) 125 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
130 { 126 {
137 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace."); 133 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
138 return 0; 134 return 0;
139 } 135 }
140 136
141 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE); 137 op->stats.grace -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE);
142 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA); 138 op->stats.sp -= SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA);
143 } 139 }
144 140
145 /* already proper rune. Note this should only be the case if other_arch was set */ 141 /* already proper rune. Note this should only be the case if other_arch was set */
146 if (rune_spell->type == RUNE) 142 if (rune_spell->type == RUNE)
147 rune = rune_spell; 143 rune = rune_spell;
148 else 144 else
149 { 145 {
150 rune = get_archetype (GENERIC_RUNE); 146 rune = get_archetype (GENERIC_RUNE);
151 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name); 147 rune->msg = format ("You set off a rune of %s\n", &rune_spell->name);
152 rune->msg = buf;
153 rune->insert (rune_spell->clone ()); 148 rune->insert (rune_spell->clone ());
154 149
155 if (spell->face != blank_face) 150 if (spell->face != blank_face)
156 rune->face = spell->face; 151 rune->face = spell->face;
157 } 152 }
158 153
159 rune->level = caster_level (caster, spell); 154 rune->level = casting_level (caster, spell);
160 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 155 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
161 rune->direction = dir; /* where any spell will go upon detonation */ 156 rune->direction = dir; /* where any spell will go upon detonation */
162 rune->set_owner (op); /* runes without need no owner */ 157 rune->set_owner (op); /* runes without need no owner */
163 set_spell_skill (op, caster, spell, rune); 158 set_spell_skill (op, caster, spell, rune);
164 159
259 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 254 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
260 255
261 /* Flash an image of the trap on the map so the poor sod 256 /* Flash an image of the trap on the map so the poor sod
262 * knows what hit him. 257 * knows what hit him.
263 */ 258 */
264 env = object_get_env_recursive (trap); 259 env = trap->outer_env ();
265 260
266 /* If the victim is not next to this trap, don't set it off. 261 /* If the victim is not next to this trap, don't set it off.
267 * players shouldn't get hit by firing arrows at a door for example. 262 * players shouldn't get hit by firing arrows at a door for example.
268 * At the same time, the trap will stick around until detonated 263 * At the same time, the trap will stick around until detonated
269 */ 264 */
270 get_rangevector (env, victim, &rv, 0); 265 get_rangevector (env, victim, &rv, 0);
271 if (rv.distance > 1) 266 if (rv.distance > 1)
272 return; 267 return;
273 268
269 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
270
274 trap_show (trap, env); 271 trap_show (trap, env);
275 272
273 if (victim->type == PLAYER) // only count players as enemies
274 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
275 // creatures know who to attack.
276
276 /* Only if it is a spell do we proceed here */ 277 /* Only if it is a spell do we proceed here */
277 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)) 278 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
278 { 279 {
279
280 if (trap->destroyed ()) 280 if (trap->destroyed ())
281 return; 281 return;
282 282
283 // breaks summon golem spells, which, for inexplicable reasons, 283 // breaks summon golem spells, which, for inexplicable reasons,
284 // do not work like summon golem spells at all but still require 284 // do not work like summon golem spells at all but still require
340 { 340 {
341 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 341 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
342 return 0; 342 return 0;
343 } 343 }
344 344
345 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
346 { 346 {
347 if (tmp->type == RUNE || tmp->type == TRAP) 347 if (tmp->type == RUNE || tmp->type == TRAP)
348 break; 348 break;
349 349
350 /* we could put a probability chance here, but since nothing happens 350 /* we could put a probability chance here, but since nothing happens
351 * if you fail, no point on that. I suppose we could do a level 351 * if you fail, no point on that. I suppose we could do a level
352 * comparison so low level players can't erase high level players runes. 352 * comparison so low level players can't erase high level players runes.
353 */ 353 */
354 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 354 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
355 { 355 {
356 tmp->destroy (); 356 tmp->destroy ();
357 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!"); 357 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
358 return 1; 358 return 1;
359 } 359 }
360 360
361 /* now search tmp's inventory for traps 361 /* now search tmp's inventory for traps
362 * This is for chests, where the rune is in the chests inventory. 362 * This is for chests, where the rune is in the chests inventory.
363 */ 363 */
364 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 364 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
365 { 365 {
366 if (tmp2->type == RUNE || tmp2->type == TRAP) 366 if (tmp2->type == RUNE || tmp2->type == TRAP)
367 { 367 {
368 tmp = tmp2; 368 tmp = tmp2;
369 searchflag = 0; 369 searchflag = 0;
370 break; 370 break;
371 } 371 }
372 } 372 }
373
373 if (!searchflag) 374 if (!searchflag)
374 break; 375 break;
375 } 376 }
376 377
377 /* no rune there. */ 378 /* no rune there. */
378 if (tmp == NULL) 379 if (tmp == NULL)
379 { 380 {
380 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 381 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
381 return 0; 382 return 0;
382 } 383 }
384
383 trap_disarm (op, tmp, 0, skill); 385 trap_disarm (op, tmp, 0, skill);
384 return 1; 386 return 1;
385
386} 387}
387 388
388int 389int
389trap_see (object *op, object *trap) 390trap_see (object *op, object *trap)
390{ 391{
397 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 398 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
398 { 399 {
399 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 400 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
400 return 1; 401 return 1;
401 } 402 }
403
402 return 0; 404 return 0;
403} 405}
404 406
405int 407int
406trap_show (object *trap, object *where) 408trap_show (object *trap, object *where)
416} 418}
417 419
418int 420int
419trap_disarm (object *disarmer, object *trap, int risk, object *skill) 421trap_disarm (object *disarmer, object *trap, int risk, object *skill)
420{ 422{
421 int trapworth; /* need to compute the experience worth of the trap 423 int trapworth; /* need to compute the experience worth of the trap before we kill it */
422 before we kill it */
423 424
424 /* this formula awards a more reasonable amount of exp */ 425 /* this formula awards a more reasonable amount of exp */
425 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 426 trapworth = MAX (1, trap->level)
427 * disarmer->map->difficulty
426 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 428 * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1))
429 / skill->level;
427 430
428 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 431 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
429 { 432 {
430 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 433 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
431 trap->destroy (1); 434 trap->destroy ();
432 435
433 /* If it is your own trap, (or any players trap), don't you don't 436 /* If it is your own trap, (or any players trap), don't you don't
434 * get exp for it. 437 * get exp for it.
435 */ 438 */
436 if (trap->owner && trap->owner->type != PLAYER && risk) 439 if (trap->owner && trap->owner->type != PLAYER && risk)
448 } 451 }
449 return 0; 452 return 0;
450 } 453 }
451} 454}
452 455
453
454/* traps need to be adjusted for the difficulty of the map. The 456/* traps need to be adjusted for the difficulty of the map. The
455 * default traps are too strong for wimpy level 1 players, and 457 * default traps are too strong for wimpy level 1 players, and
456 * unthreatening to anyone of high level 458 * unthreatening to anyone of high level
457 */ 459 */
458
459void 460void
460trap_adjust (object *trap, int difficulty) 461trap_adjust (object *trap, int difficulty)
461{ 462{
462 int i; 463 int i;
463 464

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