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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.26 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.55 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <spells.h> 27#include <spells.h>
34 * write_rune: 34 * write_rune:
35 * op: rune writer 35 * op: rune writer
36 * skop: skill object used for casting this rune 36 * skop: skill object used for casting this rune
37 * dir: orientation of rune, direction rune's contained spell will 37 * dir: orientation of rune, direction rune's contained spell will
38 * be cast in, if applicable 38 * be cast in, if applicable
39 * inspell: spell object to put into the rune, can be null if doing 39 * spell: spell object to put into the rune
40 * a marking rune.
41 * level: level of casting of the rune 40 * level: level of casting of the rune
42 * 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
43 * a rune of marking 42 * a rune of marking
44 */ 43 */
45
46int 44int
47write_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)
48{ 46{
49 object *tmp, *rune_spell, *rune; 47 object *tmp, *rune_spell, *rune;
50 char buf[MAX_BUF];
51 maptile *m; 48 maptile *m;
52 sint16 nx, ny; 49 sint16 nx, ny;
53 50
54 if (!dir) 51 if (!dir)
55 dir = 1; 52 dir = 1;
73 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.");
74 return 0; 71 return 0;
75 } 72 }
76 73
77 if (spell->other_arch) 74 if (spell->other_arch)
78 rune_spell = arch_to_object (spell->other_arch); 75 rune_spell = spell->other_arch->instance ();
79 else 76 else
80 { 77 {
81 /* Player specified spell. The player has to know the spell, so 78 /* Player specified spell. The player has to know the spell, so
82 * 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
83 * use the item_matched_string for our typical matching method. 80 * use the item_matched_string for our typical matching method.
102 } 99 }
103 } 100 }
104 101
105 if (!rune_spell) 102 if (!rune_spell)
106 { 103 {
107 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);
108 return 0; 105 return 0;
109 } 106 }
110 107
111 if (rune_spell->skill != spell->skill) 108 if (rune_spell->skill != spell->skill)
112 { 109 {
113 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);
114 return 0; 111 return 0;
115 } 112 }
116 113
117 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) 114 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
118 { 115 {
119 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);
120 return 0; 117 return 0;
121 } 118 }
122 119
123 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])
124 { 121 {
125 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);
126 return 0; 123 return 0;
127 } 124 }
128 125
129 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)
130 { 127 {
137 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.");
138 return 0; 135 return 0;
139 } 136 }
140 137
141 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);
142 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);
143 } 140 }
144 141
145 /* 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 */
146 if (rune_spell->type == RUNE) 143 if (rune_spell->type == RUNE)
147 rune = rune_spell; 144 rune = rune_spell;
148 else 145 else
149 { 146 {
150 rune = get_archetype (GENERIC_RUNE); 147 rune = archetype::get (GENERIC_RUNE);
151 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);
152 rune->msg = buf;
153 rune->insert (rune_spell->clone ()); 149 rune->insert (rune_spell->clone ());
154 150
155 if (spell->face != blank_face) 151 if (spell->face != blank_face)
156 rune->face = spell->face; 152 rune->face = spell->face;
157 } 153 }
158 154
159 rune->level = caster_level (caster, spell); 155 rune->level = casting_level (caster, spell);
160 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 156 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
161 rune->direction = dir; /* where any spell will go upon detonation */ 157 rune->direction = dir; /* where any spell will go upon detonation */
162 rune->set_owner (op); /* runes without need no owner */ 158 rune->set_owner (op); /* runes without need no owner */
163 set_spell_skill (op, caster, spell, rune); 159 set_spell_skill (op, caster, spell, rune);
164 160
185 if (!op->level) 181 if (!op->level)
186 return; 182 return;
187 183
188 int det = op->invisible; 184 int det = op->invisible;
189 185
190 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 186 if (!(rndm (0, max (0, op->stats.Cha - 1))))
191 { 187 {
192 op->invisible = 0; 188 op->invisible = 0;
193 op->speed_left -= 1; 189 op->speed_left -= 1;
194 } 190 }
195 else 191 else
200} 196}
201 197
202/* peterm: rune_attack 198/* peterm: rune_attack
203 * function handles those runes which detonate but do not cast spells. 199 * function handles those runes which detonate but do not cast spells.
204 */ 200 */
205void 201static void
206rune_attack (object *op, object *victim) 202rune_attack (object *op, object *victim)
207{ 203{
208 if (victim) 204 if (victim)
209 { 205 {
210 hit_player (victim, op->stats.dam, op, op->attacktype, 1); 206 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
241 237
242 /* Prevent recursion */ 238 /* Prevent recursion */
243 if (trap->stats.hp <= 0) 239 if (trap->stats.hp <= 0)
244 return; 240 return;
245 241
246 if (QUERY_FLAG (trap, FLAG_IS_LINKED)) 242 if (trap->flag [FLAG_IS_LINKED])
247 use_trigger (trap); 243 use_trigger (trap, victim);
248 244
249 /* 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
250 * 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.
251 * Typical example is an arrow attacking a door. 247 * Typical example is an arrow attacking a door.
252 */ 248 */
253 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) 249 if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch)
254 return; 250 return;
255 251
256 trap->stats.hp--; /*decrement detcount */ 252 trap->stats.hp--; /*decrement detcount */
257 253
258 if (victim && victim->type == PLAYER) 254 if (victim && victim->type == PLAYER)
259 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
260 256
261 /* 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
262 * knows what hit him. 258 * knows what hit him.
263 */ 259 */
264 env = object_get_env_recursive (trap); 260 env = trap->outer_env_or_self ();
265 261
266 /* 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.
267 * 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.
268 * At the same time, the trap will stick around until detonated 264 * At the same time, the trap will stick around until detonated
269 */ 265 */
270 get_rangevector (env, victim, &rv, 0); 266 get_rangevector (env, victim, &rv, 0);
271 if (rv.distance > 1) 267 if (rv.distance > 1)
272 return; 268 return;
273 269
270 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
271
274 trap_show (trap, env); 272 trap_show (trap, env);
275 273
276 if (victim->type == PLAYER) // only count players as enemies 274 if (victim->type == PLAYER) // only count players as enemies
277 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
278 // creatures know who to attack. 276 // creatures know who to attack.
279 277
280 /* Only if it is a spell do we proceed here */ 278 /* Only if it is a spell do we proceed here */
281 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)) 279 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
282 { 280 {
283
284 if (trap->destroyed ()) 281 if (trap->destroyed ())
285 return; 282 return;
286 283
287 // breaks summon golem spells, which, for inexplicable reasons, 284 // breaks summon golem spells, which, for inexplicable reasons,
288 // 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
289 // direction "0" to work at all. 286 // direction "0" to work at all.
290 //if (trap->direction) 287 //if (trap->direction)
291 // rv.direction = trap->direction; 288 // rv.direction = trap->direction;
292 289
293 for (i = 0; i < MAX (1, trap->stats.maxhp); i++) 290 for (i = 0; i < max (1, trap->stats.maxhp); i++)
294 { 291 {
295 if (trap->inv) 292 if (trap->inv)
296 cast_spell (env, trap, trap->direction, trap->inv, NULL); 293 cast_spell (env, trap, trap->direction, trap->inv, NULL);
297 else 294 else
298 { 295 {
299 object *spell = arch_to_object (trap->other_arch); 296 object *spell = trap->other_arch->instance ();
300 297
301 cast_spell (env, trap, trap->direction, spell, NULL); 298 cast_spell (env, trap, trap->direction, spell, NULL);
302 spell->destroy (); 299 spell->destroy ();
303 } 300 }
304 } 301 }
312 309
313 if (trap->stats.hp <= 0) 310 if (trap->stats.hp <= 0)
314 { 311 {
315 trap->type = SIGN; /* make the trap impotent */ 312 trap->type = SIGN; /* make the trap impotent */
316 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 */
317 SET_FLAG (trap, FLAG_IS_USED_UP); 314 trap->set_flag (FLAG_IS_USED_UP);
318 } 315 }
319} 316}
320 317
321/* dispel_rune: by peterm 318/* dispel_rune: by peterm
322 * dispels the target rune, depending on the level of the actor 319 * dispels the target rune, depending on the level of the actor
344 { 341 {
345 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
346 return 0; 343 return 0;
347 } 344 }
348 345
349 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)
350 { 347 {
351 if (tmp->type == RUNE || tmp->type == TRAP) 348 if (tmp->type == RUNE || tmp->type == TRAP)
352 break; 349 break;
353 350
354 /* we could put a probability chance here, but since nothing happens 351 /* we could put a probability chance here, but since nothing happens
355 * 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
356 * 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.
357 */ 354 */
358 if (tmp->type == SIGN && !strcmp (tmp->arch->archname, "rune_mark")) 355 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
359 { 356 {
360 tmp->destroy (); 357 tmp->destroy ();
361 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!");
362 return 1; 359 return 1;
363 } 360 }
364 361
365 /* now search tmp's inventory for traps 362 /* now search tmp's inventory for traps
366 * 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.
367 */ 364 */
368 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 365 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
369 { 366 {
370 if (tmp2->type == RUNE || tmp2->type == TRAP) 367 if (tmp2->type == RUNE || tmp2->type == TRAP)
371 { 368 {
372 tmp = tmp2; 369 tmp = tmp2;
373 searchflag = 0; 370 searchflag = 0;
374 break; 371 break;
375 } 372 }
376 } 373 }
374
377 if (!searchflag) 375 if (!searchflag)
378 break; 376 break;
379 } 377 }
380 378
381 /* no rune there. */ 379 /* no rune there. */
382 if (tmp == NULL) 380 if (tmp == NULL)
383 { 381 {
384 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 382 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
385 return 0; 383 return 0;
386 } 384 }
385
387 trap_disarm (op, tmp, 0, skill); 386 trap_disarm (op, tmp, 0, skill);
388 return 1; 387 return 1;
389
390} 388}
391 389
392int 390int
393trap_see (object *op, object *trap) 391trap_see (object *op, object *trap)
394{ 392{
395 int chance;
396
397 chance = random_roll (0, 99, op, PREFER_HIGH);; 393 int chance = random_roll (0, 99, op, PREFER_HIGH);
398 394
399 /* decide if we see the rune or not */ 395 /* decide if we see the rune or not */
400 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
401 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 397 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
402 { 398 {
403 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);
404 return 1; 400 return 1;
405 } 401 }
402
406 return 0; 403 return 0;
407} 404}
408 405
409int 406int
410trap_show (object *trap, object *where) 407trap_show (object *trap, object *where)
411{ 408{
412 if (where == NULL) 409 if (where == NULL)
413 return 0; 410 return 0;
414 411
415 object *tmp = get_archetype ("runedet"); 412 object *tmp = archetype::get (shstr_runedet);
416 tmp->face = GET_ANIMATION (trap, 0); 413 tmp->face = trap->get_anim_frame (0);
417 tmp->insert_at (where, 0); 414 tmp->insert_at (where, 0);
418 415
419 return 1; 416 return 1;
420} 417}
421 418
422int 419int
423trap_disarm (object *disarmer, object *trap, int risk, object *skill) 420trap_disarm (object *disarmer, object *trap, int risk, object *skill)
424{ 421{
425 int trapworth; /* need to compute the experience worth of the trap 422 int trapworth; /* need to compute the experience worth of the trap before we kill it */
426 before we kill it */
427 423
428 /* this formula awards a more reasonable amount of exp */ 424 /* this formula awards a more reasonable amount of exp */
429 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 425 trapworth = max (1, trap->level)
426 * disarmer->map->difficulty
430 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level; 427 * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1))
428 / skill->level;
431 429
432 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)))
433 { 431 {
434 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);
435 trap->destroy (1); 433 trap->destroy ();
436 434
437 /* 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
438 * get exp for it. 436 * get exp for it.
439 */ 437 */
440 if (trap->owner && trap->owner->type != PLAYER && risk) 438 if (trap->owner && trap->owner->type != PLAYER && risk)
443 return 1; /* give minimal exp and say success */ 441 return 1; /* give minimal exp and say success */
444 } 442 }
445 else 443 else
446 { 444 {
447 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);
448 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)
449 { 447 {
450 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!");
451 spring_trap (trap, disarmer); 449 spring_trap (trap, disarmer);
452 } 450 }
453 return 0; 451 return 0;
454 } 452 }
455} 453}
456
457 454
458/* 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
459 * default traps are too strong for wimpy level 1 players, and 456 * default traps are too strong for wimpy level 1 players, and
460 * unthreatening to anyone of high level 457 * unthreatening to anyone of high level
461 */ 458 */
462
463void 459void
464trap_adjust (object *trap, int difficulty) 460trap_adjust (object *trap, int difficulty)
465{ 461{
466 int i; 462 int i;
467 463

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