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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.39 by root, Sun Jan 4 22:39:59 2009 UTC vs.
Revision 1.57 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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>
27 28
28#ifndef sqr 29#ifndef sqr
29# define sqr(x) ((x)*(x)) 30# define sqr(x) ((x)*(x))
30#endif 31#endif
31 32
32/* peterm: 33/* peterm:
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 * spell: spell object to put into the rune 39 * spell: spell object to put into the rune
39 * level: level of casting of the rune 40 * level: level of casting of the rune
40 * 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
41 * a rune of marking 42 * a rune of marking
42 */ 43 */
43int 44int
44write_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)
45{ 46{
46 object *tmp, *rune_spell, *rune; 47 object *tmp, *rune_spell, *rune;
69 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune."); 70 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
70 return 0; 71 return 0;
71 } 72 }
72 73
73 if (spell->other_arch) 74 if (spell->other_arch)
74 rune_spell = arch_to_object (spell->other_arch); 75 rune_spell = spell->other_arch->instance ();
75 else 76 else
76 { 77 {
77 /* Player specified spell. The player has to know the spell, so 78 /* Player specified spell. The player has to know the spell, so
78 * lets just look through the players inventory see if they know it 79 * lets just look through the players inventory see if they know it
79 * use the item_matched_string for our typical matching method. 80 * use the item_matched_string for our typical matching method.
141 /* 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 */
142 if (rune_spell->type == RUNE) 143 if (rune_spell->type == RUNE)
143 rune = rune_spell; 144 rune = rune_spell;
144 else 145 else
145 { 146 {
146 rune = get_archetype (GENERIC_RUNE); 147 rune = archetype::get (GENERIC_RUNE);
147 rune->msg = format ("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);
148 rune->insert (rune_spell->clone ()); 149 rune->insert (rune_spell->clone ());
149 150
150 if (spell->face != blank_face) 151 if (spell->face != blank_face)
151 rune->face = spell->face; 152 rune->face = spell->face;
180 if (!op->level) 181 if (!op->level)
181 return; 182 return;
182 183
183 int det = op->invisible; 184 int det = op->invisible;
184 185
185 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 186 if (!(rndm (0, max (0, op->stats.Cha - 1))))
186 { 187 {
187 op->invisible = 0; 188 op->invisible = 0;
188 op->speed_left -= 1; 189 op->speed_left -= 1;
189 } 190 }
190 else 191 else
193 if (op->invisible != det) 194 if (op->invisible != det)
194 update_object (op, UP_OBJ_CHANGE); 195 update_object (op, UP_OBJ_CHANGE);
195} 196}
196 197
197/* peterm: rune_attack 198/* peterm: rune_attack
198 * function handles those runes which detonate but do not cast spells. 199 * function handles those runes which detonate but do not cast spells.
199 */ 200 */
200void 201static void
201rune_attack (object *op, object *victim) 202rune_attack (object *op, object *victim)
202{ 203{
203 if (victim) 204 if (victim)
204 { 205 {
205 hit_player (victim, op->stats.dam, op, op->attacktype, 1); 206 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
222 else 223 else
223 hit_map (op, 0, op->attacktype, 1); 224 hit_map (op, 0, op->attacktype, 1);
224} 225}
225 226
226/* This function generalizes attacks by runes/traps. This ought to make 227/* This function generalizes attacks by runes/traps. This ought to make
227 * it possible for runes to attack from the inventory, 228 * it possible for runes to attack from the inventory,
228 * it'll spring the trap on the victim. 229 * it'll spring the trap on the victim.
229 */ 230 */
230void 231void
231spring_trap (object *trap, object *victim) 232spring_trap (object *trap, object *victim)
232{ 233{
236 237
237 /* Prevent recursion */ 238 /* Prevent recursion */
238 if (trap->stats.hp <= 0) 239 if (trap->stats.hp <= 0)
239 return; 240 return;
240 241
241 if (QUERY_FLAG (trap, FLAG_IS_LINKED)) 242 if (trap->flag [FLAG_IS_LINKED])
242 use_trigger (trap); 243 use_trigger (trap, victim);
243 244
244 /* 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
245 * 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.
246 * Typical example is an arrow attacking a door. 247 * Typical example is an arrow attacking a door.
247 */ 248 */
248 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) 249 if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch)
249 return; 250 return;
250 251
251 trap->stats.hp--; /*decrement detcount */ 252 trap->stats.hp--; /*decrement detcount */
252 253
253 if (victim && victim->type == PLAYER) 254 if (victim && victim->type == PLAYER)
254 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
255 256
256 /* 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
257 * knows what hit him. 258 * knows what hit him.
258 */ 259 */
259 env = trap->outer_env (); 260 env = trap->outer_env_or_self ();
260 261
261 /* 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.
262 * 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.
263 * At the same time, the trap will stick around until detonated 264 * At the same time, the trap will stick around until detonated
264 */ 265 */
284 // 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
285 // direction "0" to work at all. 286 // direction "0" to work at all.
286 //if (trap->direction) 287 //if (trap->direction)
287 // rv.direction = trap->direction; 288 // rv.direction = trap->direction;
288 289
289 for (i = 0; i < MAX (1, trap->stats.maxhp); i++) 290 for (i = 0; i < max (1, trap->stats.maxhp); i++)
290 { 291 {
291 if (trap->inv) 292 if (trap->inv)
292 cast_spell (env, trap, trap->direction, trap->inv, NULL); 293 cast_spell (env, trap, trap->direction, trap->inv, NULL);
293 else 294 else
294 { 295 {
295 object *spell = arch_to_object (trap->other_arch); 296 object *spell = trap->other_arch->instance ();
296 297
297 cast_spell (env, trap, trap->direction, spell, NULL); 298 cast_spell (env, trap, trap->direction, spell, NULL);
298 spell->destroy (); 299 spell->destroy ();
299 } 300 }
300 } 301 }
308 309
309 if (trap->stats.hp <= 0) 310 if (trap->stats.hp <= 0)
310 { 311 {
311 trap->type = SIGN; /* make the trap impotent */ 312 trap->type = SIGN; /* make the trap impotent */
312 trap->stats.food = 20; /* make it stick around until its spells are gone */ 313 trap->stats.food = 20; /* make it stick around until its spells are gone */
313 SET_FLAG (trap, FLAG_IS_USED_UP); 314 trap->set_flag (FLAG_IS_USED_UP);
314 } 315 }
315} 316}
316 317
317/* dispel_rune: by peterm 318/* dispel_rune: by peterm
318 * dispels the target rune, depending on the level of the actor 319 * dispels the target rune, depending on the level of the actor
319 * and the level of the rune risk flag, if true, means that there is 320 * and the level of the rune risk flag, if true, means that there is
320 * a chance that the trap/rune will detonate 321 * a chance that the trap/rune will detonate
321 */ 322 */
322int 323int
323dispel_rune (object *op, object *caster, object *spell, object *skill, int dir) 324dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
324{ 325{
325 object *tmp, *tmp2; 326 object *tmp, *tmp2;
332 m = op->map; 333 m = op->map;
333 334
334 mflags = get_map_flags (m, &m, x, y, &x, &y); 335 mflags = get_map_flags (m, &m, x, y, &x, &y);
335 336
336 /* Should we perhaps not allow player to disable traps if a monster/ 337 /* Should we perhaps not allow player to disable traps if a monster/
337 * player is standing on top? 338 * player is standing on top?
338 */ 339 */
339 if (mflags & P_OUT_OF_MAP) 340 if (mflags & P_OUT_OF_MAP)
340 { 341 {
341 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
342 return 0; 343 return 0;
387} 388}
388 389
389int 390int
390trap_see (object *op, object *trap) 391trap_see (object *op, object *trap)
391{ 392{
392 int chance;
393
394 chance = random_roll (0, 99, op, PREFER_HIGH);; 393 int chance = random_roll (0, 99, op, PREFER_HIGH);
395 394
396 /* decide if we see the rune or not */ 395 /* decide if we see the rune or not */
397 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty 396 if ((trap->stats.Cha == 1) || (chance > min (95, max (5, ((int) ((float) (op->map->difficulty
398 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 397 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
399 { 398 {
400 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name); 399 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
401 return 1; 400 return 1;
402 } 401 }
408trap_show (object *trap, object *where) 407trap_show (object *trap, object *where)
409{ 408{
410 if (where == NULL) 409 if (where == NULL)
411 return 0; 410 return 0;
412 411
413 object *tmp = get_archetype ("runedet"); 412 object *tmp = archetype::get (shstr_runedet);
414 tmp->face = GET_ANIMATION (trap, 0); 413 tmp->face = trap->get_anim_frame (0);
415 tmp->insert_at (where, 0); 414 tmp->insert_at (where, 0);
416 415
417 return 1; 416 return 1;
418} 417}
419 418
421trap_disarm (object *disarmer, object *trap, int risk, object *skill) 420trap_disarm (object *disarmer, object *trap, int risk, object *skill)
422{ 421{
423 int trapworth; /* need to compute the experience worth of the trap before we kill it */ 422 int trapworth; /* need to compute the experience worth of the trap before we kill it */
424 423
425 /* this formula awards a more reasonable amount of exp */ 424 /* this formula awards a more reasonable amount of exp */
426 trapworth = MAX (1, trap->level) 425 trapworth = max (1, trap->level)
427 * disarmer->map->difficulty 426 * disarmer->map->difficulty
428 * sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) 427 * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1))
429 / skill->level; 428 / skill->level;
430 429
431 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) 430 if (!(random_roll (0, (max (2, min (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
432 { 431 {
433 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); 432 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
434 trap->destroy (); 433 trap->destroy ();
435 434
436 /* If it is your own trap, (or any players trap), don't you don't 435 /* If it is your own trap, (or any players trap), don't you don't
442 return 1; /* give minimal exp and say success */ 441 return 1; /* give minimal exp and say success */
443 } 442 }
444 else 443 else
445 { 444 {
446 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name); 445 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) 446 if (!(random_roll (0, (max (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
448 { 447 {
449 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!"); 448 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
450 spring_trap (trap, disarmer); 449 spring_trap (trap, disarmer);
451 } 450 }
452 return 0; 451 return 0;
453 } 452 }
454} 453}
455 454
456/* traps need to be adjusted for the difficulty of the map. The 455/* traps need to be adjusted for the difficulty of the map. The
457 * default traps are too strong for wimpy level 1 players, and 456 * default traps are too strong for wimpy level 1 players, and
458 * unthreatening to anyone of high level 457 * unthreatening to anyone of high level
459 */ 458 */
460void 459void
461trap_adjust (object *trap, int difficulty) 460trap_adjust (object *trap, int difficulty)
462{ 461{
463 int i; 462 int i;
464 463
465 /* now we set the trap level to match the difficulty of the level 464 /* now we set the trap level to match the difficulty of the level
466 * the formula below will give a level from 1 to (2*difficulty) with 465 * the formula below will give a level from 1 to (2*difficulty) with
467 * a peak probability at difficulty 466 * a peak probability at difficulty
468 */ 467 */
469 468
470 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1); 469 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
471 if (trap->level < 1) 470 if (trap->level < 1)
472 trap->level = 1; 471 trap->level = 1;

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