1 | /* |
1 | /* |
2 | * static char *rcsid_rune_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: rune.C,v 1.3 2006/09/03 00:18:42 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
26 | #include <sproto.h> |
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27 | #include <spells.h> |
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28 | |
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29 | #ifndef sqr |
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30 | # define sqr(x) ((x)*(x)) |
32 | #endif |
31 | #endif |
33 | #include <spells.h> |
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34 | |
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35 | |
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36 | #ifndef sqr |
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37 | #define sqr(x) ((x)*(x)) |
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38 | #endif |
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39 | |
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40 | |
32 | |
41 | /* peterm: |
33 | /* peterm: |
42 | * write_rune: |
34 | * write_rune: |
43 | * op: rune writer |
35 | * op: rune writer |
44 | * skop: skill object used for casting this rune |
36 | * skop: skill object used for casting this rune |
45 | * dir: orientation of rune, direction rune's contained spell will |
37 | * dir: orientation of rune, direction rune's contained spell will |
46 | * be cast in, if applicable |
38 | * be cast in, if applicable |
47 | * inspell: spell object to put into the rune, can be null if doing |
39 | * spell: spell object to put into the rune |
48 | * a marking rune. |
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49 | * level: level of casting of the rune |
40 | * level: level of casting of the rune |
50 | * 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 |
51 | * a rune of marking |
42 | * a rune of marking |
52 | */ |
43 | */ |
53 | |
44 | int |
54 | int write_rune(object *op,object *caster, object *spell, int dir, const char *runename) { |
45 | write_rune (object *op, object *caster, object *spell, int dir, const char *runename) |
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46 | { |
55 | object *tmp, *rune_spell, *rune; |
47 | object *tmp, *rune_spell, *rune; |
56 | char buf[MAX_BUF]; |
48 | maptile *m; |
57 | mapstruct *m; |
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58 | sint16 nx,ny; |
49 | sint16 nx, ny; |
59 | |
50 | |
60 | if(!dir) { |
51 | if (!dir) |
61 | dir=1; |
52 | dir = 1; |
62 | } |
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63 | |
53 | |
64 | nx=op->x+freearr_x[dir]; |
54 | nx = op->x + freearr_x[dir]; |
65 | ny=op->y+freearr_y[dir]; |
55 | ny = op->y + freearr_y[dir]; |
66 | m = op->map; |
56 | m = op->map; |
67 | |
57 | |
68 | if (get_map_flags(m, &m, nx, ny, &nx, &ny)) { |
58 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) |
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59 | { |
69 | new_draw_info(NDI_UNIQUE, 0,op,"Can't make a rune there!"); |
60 | new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); |
70 | return 0; |
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71 | } |
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72 | for(tmp=get_map_ob(m,nx,ny);tmp!=NULL;tmp=tmp->above) |
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73 | if(tmp->type==RUNE) break; |
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74 | |
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75 | if(tmp){ |
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76 | new_draw_info(NDI_UNIQUE, 0,op,"You can't write a rune there."); |
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77 | return 0; |
61 | return 0; |
78 | } |
62 | } |
79 | |
63 | |
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64 | for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) |
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65 | if (tmp->type == RUNE) |
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66 | break; |
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67 | |
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68 | if (tmp) |
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69 | { |
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70 | new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune."); |
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71 | return 0; |
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72 | } |
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73 | |
80 | if (spell->other_arch) { |
74 | if (spell->other_arch) |
81 | rune_spell = arch_to_object(spell->other_arch); |
75 | rune_spell = spell->other_arch->instance (); |
82 | } else { |
76 | else |
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77 | { |
83 | /* Player specified spell. The player has to know the spell, so |
78 | /* Player specified spell. The player has to know the spell, so |
84 | * 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 |
85 | * use the item_matched_string for our typical matching method. |
80 | * use the item_matched_string for our typical matching method. |
86 | */ |
81 | */ |
87 | int bestmatch = 0, ms; |
82 | int bestmatch = 0, ms; |
88 | |
83 | |
89 | if (!runename || *runename == 0) { |
84 | if (!runename || *runename == 0) |
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85 | { |
90 | new_draw_info(NDI_UNIQUE, 0, op, "Write a rune of what?"); |
86 | new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?"); |
91 | return 0; |
87 | return 0; |
92 | } |
88 | } |
93 | |
89 | |
94 | rune_spell=NULL; |
90 | rune_spell = NULL; |
95 | for (tmp=op->inv; tmp; tmp=tmp->below) { |
91 | for (tmp = op->inv; tmp; tmp = tmp->below) |
96 | if (tmp->type == SPELL) { |
92 | if (tmp->type == SPELL) |
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93 | { |
97 | ms = item_matched_string(op, tmp, runename); |
94 | ms = item_matched_string (op, tmp, runename); |
98 | if (ms > bestmatch) { |
95 | if (ms > bestmatch) |
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96 | { |
99 | bestmatch = ms; |
97 | bestmatch = ms; |
100 | rune_spell = tmp; |
98 | rune_spell = tmp; |
101 | } |
99 | } |
102 | } |
100 | } |
103 | } |
101 | |
104 | if (!rune_spell) { |
102 | if (!rune_spell) |
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103 | { |
105 | new_draw_info_format(NDI_UNIQUE, 0, op, "You don't know any spell named %s", |
104 | new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename); |
106 | runename); |
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107 | return 0; |
105 | return 0; |
108 | } |
106 | } |
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107 | |
109 | if (rune_spell->skill != spell->skill) { |
108 | if (rune_spell->skill != spell->skill) |
110 | new_draw_info_format(NDI_UNIQUE, 0, op, "You can't cast %s with %s", |
109 | { |
111 | &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); |
112 | return 0; |
111 | return 0; |
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112 | } |
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113 | |
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114 | if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST]) |
113 | } |
115 | { |
114 | if (caster->path_denied & spell->path_attuned) { |
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115 | new_draw_info_format(NDI_UNIQUE, 0,op, "%s belongs to a spell path denied to you.", |
116 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name); |
116 | &rune_spell->name); |
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117 | return 0; |
117 | return 0; |
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118 | } |
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119 | |
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120 | if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST]) |
118 | } |
121 | { |
119 | if (caster_level(caster, rune_spell) < rune_spell->level) { |
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); |
120 | new_draw_info_format(NDI_UNIQUE, 0,op, "%s is beyond your ability to cast!", |
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121 | &rune_spell->name); |
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122 | return 0; |
123 | return 0; |
123 | } |
124 | } |
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125 | |
124 | 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) |
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127 | { |
125 | new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); |
128 | new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana."); |
126 | return 0; |
129 | return 0; |
127 | } |
130 | } |
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131 | |
128 | if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE) > op->stats.grace) { |
132 | if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace) |
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133 | { |
129 | 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."); |
130 | return 0; |
135 | return 0; |
131 | } |
136 | } |
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137 | |
132 | 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); |
133 | 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); |
134 | } |
140 | } |
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141 | |
135 | /* 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 */ |
136 | if (rune_spell->type == RUNE) { |
143 | if (rune_spell->type == RUNE) |
137 | rune = rune_spell; |
144 | rune = rune_spell; |
138 | } else { |
145 | else |
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146 | { |
139 | rune = get_archetype(GENERIC_RUNE); |
147 | rune = archetype::get (GENERIC_RUNE); |
140 | 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); |
141 | rune->msg=buf; |
149 | rune->insert (rune_spell->clone ()); |
142 | tmp = get_object(); |
150 | |
143 | copy_object(rune_spell, tmp); |
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144 | insert_ob_in_ob(tmp, rune); |
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145 | if (spell->face != blank_face) |
151 | if (spell->face != blank_face) |
146 | rune->face = spell->face; |
152 | rune->face = spell->face; |
147 | } |
153 | } |
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154 | |
148 | rune->level = caster_level(caster, spell); |
155 | rune->level = casting_level (caster, spell); |
149 | rune->stats.Cha = rune->level/2; /* the invisibility parameter */ |
156 | rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ |
150 | rune->x=nx; |
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151 | rune->y=ny; |
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152 | rune->map = m; |
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153 | rune->direction=dir; /* where any spell will go upon detonation */ |
157 | rune->direction = dir; /* where any spell will go upon detonation */ |
154 | set_owner(rune,op); /* runes without need no owner */ |
158 | rune->set_owner (op); /* runes without need no owner */ |
155 | set_spell_skill(op, caster, spell, rune); |
159 | set_spell_skill (op, caster, spell, rune); |
156 | insert_ob_in_map(rune,m,op,0); |
160 | |
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161 | m->insert (rune, nx, ny, op); |
157 | return 1; |
162 | return 1; |
158 | |
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159 | } |
163 | } |
160 | |
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161 | |
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162 | |
164 | |
163 | /* move_rune: peterm |
165 | /* move_rune: peterm |
164 | comments on runes: |
166 | comments on runes: |
165 | rune->level : level at which rune will cast its spell. |
167 | rune->level : level at which rune will cast its spell. |
166 | rune->hp : number of detonations before rune goes away |
168 | rune->hp : number of detonations before rune goes away |
… | |
… | |
170 | rune->attacktype: type of damage it does, if not casting spells |
172 | rune->attacktype: type of damage it does, if not casting spells |
171 | rune->other_arch: spell in the rune |
173 | rune->other_arch: spell in the rune |
172 | rune->Cha : how hidden the rune is |
174 | rune->Cha : how hidden the rune is |
173 | rune->maxhp : number of spells the rune casts |
175 | rune->maxhp : number of spells the rune casts |
174 | */ |
176 | */ |
175 | |
177 | void |
176 | void move_rune(object *op) { |
178 | move_rune (object *op) |
177 | int det=0; |
179 | { |
178 | if(!op->level) {return;} /* runes of level zero cannot detonate. */ |
180 | /* runes of level zero cannot detonate. */ |
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181 | if (!op->level) |
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182 | return; |
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183 | |
179 | det=op->invisible; |
184 | int det = op->invisible; |
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185 | |
180 | if(!(rndm(0, MAX(1,(op->stats.Cha))-1))) { |
186 | if (!(rndm (0, max (0, op->stats.Cha - 1)))) |
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187 | { |
181 | op->invisible=0; |
188 | op->invisible = 0; |
182 | op->speed_left-=1; |
189 | op->speed_left -= 1; |
183 | } |
190 | } |
184 | else |
191 | else |
185 | op->invisible=1; |
192 | op->invisible = 1; |
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193 | |
186 | if(op->invisible!=det) |
194 | if (op->invisible != det) |
187 | update_object(op,UP_OBJ_FACE); |
195 | update_object (op, UP_OBJ_CHANGE); |
188 | } |
196 | } |
189 | |
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190 | |
197 | |
191 | /* peterm: rune_attack |
198 | /* peterm: rune_attack |
192 | * function handles those runes which detonate but do not cast spells. |
199 | * function handles those runes which detonate but do not cast spells. |
193 | */ |
200 | */ |
194 | |
201 | static void |
195 | |
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196 | void rune_attack(object *op,object *victim) |
202 | rune_attack (object *op, object *victim) |
197 | { |
203 | { |
198 | if(victim) { |
204 | if (victim) |
199 | tag_t tag = victim->count; |
205 | { |
200 | hit_player(victim,op->stats.dam,op,op->attacktype,1); |
206 | hit_player (victim, op->stats.dam, op, op->attacktype, 1); |
201 | if (was_destroyed (victim, tag)) |
207 | |
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208 | if (victim->destroyed ()) |
202 | return; |
209 | return; |
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210 | |
203 | /* if there's a disease in the needle, put it in the player */ |
211 | /* if there's a disease in the needle, put it in the player */ |
204 | if(HAS_RANDOM_ITEMS(op)) create_treasure(op->randomitems,op,0, |
212 | if (op->has_random_items ()) |
205 | (victim->map?victim->map->difficulty:1),0); |
213 | create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); |
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214 | |
206 | if(op->inv && op->inv->type == DISEASE) { |
215 | if (op->inv && op->inv->type == DISEASE) |
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216 | { |
207 | object *disease=op->inv; |
217 | object *disease = op->inv; |
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218 | |
208 | infect_object(victim, disease, 1); |
219 | infect_object (victim, disease, 1); |
209 | remove_ob(disease); |
220 | disease->destroy (); |
210 | free_object(disease); |
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211 | } |
221 | } |
212 | } |
222 | } |
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223 | else |
213 | else hit_map(op,0,op->attacktype,1); |
224 | hit_map (op, 0, op->attacktype, 1); |
214 | } |
225 | } |
215 | |
226 | |
216 | /* This function generalizes attacks by runes/traps. This ought to make |
227 | /* This function generalizes attacks by runes/traps. This ought to make |
217 | * it possible for runes to attack from the inventory, |
228 | * it possible for runes to attack from the inventory, |
218 | * it'll spring the trap on the victim. |
229 | * it'll spring the trap on the victim. |
219 | */ |
230 | */ |
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231 | void |
220 | void spring_trap(object *trap,object *victim) |
232 | spring_trap (object *trap, object *victim) |
221 | { |
233 | { |
222 | object *env; |
234 | object *env; |
223 | tag_t trap_tag = trap->count; |
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224 | rv_vector rv; |
235 | rv_vector rv; |
225 | int i; |
236 | int i; |
226 | |
237 | |
227 | /* Prevent recursion */ |
238 | /* Prevent recursion */ |
228 | if (trap->stats.hp <= 0) |
239 | if (trap->stats.hp <= 0) |
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240 | return; |
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241 | |
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242 | if (trap->flag [FLAG_IS_LINKED]) |
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243 | use_trigger (trap, victim); |
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244 | |
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245 | /* Only living objects can trigger runes that don't cast spells, as |
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246 | * doing direct damage to a non-living object doesn't work anyway. |
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247 | * Typical example is an arrow attacking a door. |
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248 | */ |
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249 | if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch) |
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250 | return; |
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251 | |
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252 | trap->stats.hp--; /*decrement detcount */ |
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253 | |
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254 | if (victim && victim->type == PLAYER) |
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255 | new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); |
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256 | |
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257 | /* Flash an image of the trap on the map so the poor sod |
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258 | * knows what hit him. |
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259 | */ |
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260 | env = trap->outer_env_or_self (); |
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261 | |
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262 | /* If the victim is not next to this trap, don't set it off. |
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263 | * players shouldn't get hit by firing arrows at a door for example. |
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264 | * At the same time, the trap will stick around until detonated |
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265 | */ |
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266 | get_rangevector (env, victim, &rv, 0); |
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267 | if (rv.distance > 1) |
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268 | return; |
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269 | |
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270 | env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring")); |
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271 | |
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272 | trap_show (trap, env); |
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273 | |
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274 | if (victim->type == PLAYER) // only count players as enemies |
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275 | trap->enemy = victim; // set the victim as the traps enemy, so that summoned |
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276 | // creatures know who to attack. |
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277 | |
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278 | /* Only if it is a spell do we proceed here */ |
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279 | if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL)) |
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280 | { |
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281 | if (trap->destroyed ()) |
229 | return; |
282 | return; |
230 | |
283 | |
231 | if (QUERY_FLAG(trap,FLAG_IS_LINKED)) |
284 | // breaks summon golem spells, which, for inexplicable reasons, |
232 | use_trigger(trap); |
285 | // do not work like summon golem spells at all but still require |
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286 | // direction "0" to work at all. |
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287 | //if (trap->direction) |
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288 | // rv.direction = trap->direction; |
233 | |
289 | |
234 | /* Only living objects can trigger runes that don't cast spells, as |
290 | for (i = 0; i < max (1, trap->stats.maxhp); i++) |
235 | * doing direct damage to a non-living object doesn't work anyway. |
291 | { |
236 | * Typical example is an arrow attacking a door. |
292 | if (trap->inv) |
237 | */ |
293 | cast_spell (env, trap, trap->direction, trap->inv, NULL); |
238 | if ( ! QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) |
294 | else |
|
|
295 | { |
|
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296 | object *spell = trap->other_arch->instance (); |
|
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297 | |
|
|
298 | cast_spell (env, trap, trap->direction, spell, NULL); |
|
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299 | spell->destroy (); |
|
|
300 | } |
|
|
301 | } |
|
|
302 | } |
|
|
303 | else |
|
|
304 | { |
|
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305 | rune_attack (trap, victim); |
|
|
306 | if (trap->destroyed ()) |
239 | return; |
307 | return; |
240 | |
|
|
241 | trap->stats.hp--; /*decrement detcount */ |
|
|
242 | |
|
|
243 | if(victim && victim->type==PLAYER) |
|
|
244 | new_draw_info(NDI_UNIQUE, 0,victim,trap->msg); |
|
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245 | |
|
|
246 | /* Flash an image of the trap on the map so the poor sod |
|
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247 | * knows what hit him. |
|
|
248 | */ |
|
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249 | env = object_get_env_recursive(trap); |
|
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250 | |
|
|
251 | /* If the victim is not next to this trap, don't set it off. |
|
|
252 | * players shouldn't get hit by firing arrows at a door for example. |
|
|
253 | * At the same time, the trap will stick around until detonated |
|
|
254 | */ |
|
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255 | get_rangevector(env, victim, &rv, 0); |
|
|
256 | if (rv.distance > 1) return; |
|
|
257 | |
|
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258 | trap_show(trap,env); |
|
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259 | |
|
|
260 | /* Only if it is a spell do we proceed here */ |
|
|
261 | if ((trap->inv && trap->inv->type == SPELL) || |
|
|
262 | (trap->other_arch && trap->other_arch->clone.type == SPELL)) { |
|
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263 | |
|
|
264 | if (was_destroyed (trap, trap_tag)) |
|
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265 | return; |
|
|
266 | |
|
|
267 | // breaks summon golem spells, which, for inexplicable reasons, |
|
|
268 | // do not work like summon golem spells at all but still require |
|
|
269 | // direction "0" to work at all. |
|
|
270 | //if (trap->direction) |
|
|
271 | // rv.direction = trap->direction; |
|
|
272 | |
|
|
273 | for(i = 0; i < MAX(1, trap->stats.maxhp); i++) { |
|
|
274 | if (trap->inv) |
|
|
275 | cast_spell(env,trap,trap->direction,trap->inv,NULL); |
|
|
276 | else { |
|
|
277 | object *spell = arch_to_object(trap->other_arch); |
|
|
278 | cast_spell(env,trap,trap->direction,spell,NULL); |
|
|
279 | free_object(spell); |
|
|
280 | } |
|
|
281 | } |
|
|
282 | } else { |
|
|
283 | rune_attack(trap,victim); |
|
|
284 | if (was_destroyed (trap, trap_tag)) |
|
|
285 | return; |
|
|
286 | } |
308 | } |
287 | |
309 | |
288 | if (trap->stats.hp <= 0) { |
310 | if (trap->stats.hp <= 0) |
|
|
311 | { |
289 | trap->type=SIGN; /* make the trap impotent */ |
312 | trap->type = SIGN; /* make the trap impotent */ |
290 | 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 */ |
291 | SET_FLAG(trap,FLAG_IS_USED_UP); |
314 | trap->set_flag (FLAG_IS_USED_UP); |
292 | } |
315 | } |
293 | } |
316 | } |
294 | |
317 | |
295 | /* dispel_rune: by peterm |
318 | /* dispel_rune: by peterm |
296 | * dispels the target rune, depending on the level of the actor |
319 | * dispels the target rune, depending on the level of the actor |
297 | * 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 |
298 | * a chance that the trap/rune will detonate |
321 | * a chance that the trap/rune will detonate |
299 | */ |
322 | */ |
|
|
323 | int |
300 | int dispel_rune(object *op,object *caster, object *spell, object *skill, int dir) |
324 | dispel_rune (object *op, object *caster, object *spell, object *skill, int dir) |
301 | { |
325 | { |
302 | object *tmp,*tmp2; |
326 | object *tmp, *tmp2; |
303 | int searchflag = 1, mflags; |
327 | int searchflag = 1, mflags; |
304 | sint16 x,y; |
328 | sint16 x, y; |
305 | mapstruct *m; |
329 | maptile *m; |
306 | |
330 | |
307 | x = op->x+freearr_x[dir]; |
331 | x = op->x + freearr_x[dir]; |
308 | y = op->y+freearr_y[dir]; |
332 | y = op->y + freearr_y[dir]; |
309 | m = op->map; |
333 | m = op->map; |
310 | |
334 | |
311 | mflags = get_map_flags(m, &m, x, y, &x, &y); |
335 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
312 | |
336 | |
313 | /* 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/ |
314 | * player is standing on top? |
338 | * player is standing on top? |
315 | */ |
339 | */ |
316 | if (mflags & P_OUT_OF_MAP) { |
340 | if (mflags & P_OUT_OF_MAP) |
|
|
341 | { |
317 | new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); |
342 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
318 | return 0; |
343 | return 0; |
|
|
344 | } |
|
|
345 | |
|
|
346 | for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
319 | } |
347 | { |
320 | |
|
|
321 | for(tmp=get_map_ob(m,x, y); tmp!=NULL; tmp=tmp->above) { |
|
|
322 | if(tmp->type==RUNE || tmp->type==TRAP) break; |
348 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
349 | break; |
323 | |
350 | |
324 | /* we could put a probability chance here, but since nothing happens |
351 | /* we could put a probability chance here, but since nothing happens |
325 | * 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 |
326 | * 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. |
327 | */ |
354 | */ |
328 | if (tmp->type == SIGN && !strcmp(tmp->arch->name,"rune_mark")) { |
355 | if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark) |
329 | remove_ob(tmp); |
356 | { |
330 | free_object(tmp); |
357 | tmp->destroy (); |
331 | 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!"); |
332 | return 1; |
359 | return 1; |
333 | } |
360 | } |
334 | |
361 | |
335 | /* now search tmp's inventory for traps |
362 | /* now search tmp's inventory for traps |
336 | * 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. |
337 | */ |
364 | */ |
338 | for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) { |
365 | for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) |
|
|
366 | { |
339 | if(tmp2->type==RUNE || tmp2->type==TRAP) { |
367 | if (tmp2->type == RUNE || tmp2->type == TRAP) |
|
|
368 | { |
340 | tmp=tmp2; |
369 | tmp = tmp2; |
341 | searchflag=0; |
370 | searchflag = 0; |
342 | break; |
371 | break; |
343 | } |
372 | } |
344 | } |
373 | } |
|
|
374 | |
345 | if(!searchflag) break; |
375 | if (!searchflag) |
|
|
376 | break; |
346 | } |
377 | } |
347 | |
378 | |
348 | /* no rune there. */ |
379 | /* no rune there. */ |
349 | if(tmp==NULL) { |
380 | if (tmp == NULL) |
|
|
381 | { |
350 | new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); |
382 | new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); |
351 | return 0; |
383 | return 0; |
352 | } |
384 | } |
|
|
385 | |
353 | trap_disarm(op,tmp,0, skill); |
386 | trap_disarm (op, tmp, 0, skill); |
354 | return 1; |
387 | return 1; |
355 | |
|
|
356 | } |
388 | } |
357 | |
389 | |
|
|
390 | int |
358 | int trap_see(object *op,object *trap) { |
391 | trap_see (object *op, object *trap) |
359 | int chance; |
392 | { |
360 | |
|
|
361 | chance = random_roll(0, 99, op, PREFER_HIGH);; |
393 | int chance = random_roll (0, 99, op, PREFER_HIGH); |
362 | |
394 | |
363 | /* decide if we see the rune or not */ |
395 | /* decide if we see the rune or not */ |
364 | 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 |
365 | + trap->level + trap->stats.Cha-op->level)/10.0 * 50.0)))))) { |
397 | + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) |
|
|
398 | { |
366 | 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); |
367 | return 1; |
400 | return 1; |
368 | } |
401 | } |
|
|
402 | |
|
|
403 | return 0; |
|
|
404 | } |
|
|
405 | |
|
|
406 | int |
|
|
407 | trap_show (object *trap, object *where) |
|
|
408 | { |
|
|
409 | if (where == NULL) |
369 | return 0; |
410 | return 0; |
370 | } |
|
|
371 | |
411 | |
372 | int trap_show(object *trap, object *where) { |
412 | object *tmp = archetype::get (shstr_runedet); |
373 | object *tmp2; |
413 | tmp->face = trap->get_anim_frame (0); |
|
|
414 | tmp->insert_at (where, 0); |
374 | |
415 | |
375 | if(where==NULL) return 0; |
|
|
376 | tmp2=get_archetype("runedet"); |
|
|
377 | tmp2->face=&new_faces[GET_ANIMATION(trap, 0)]; |
|
|
378 | tmp2->x=where->x;tmp2->y=where->y;tmp2->map=where->map; |
|
|
379 | insert_ob_in_map(tmp2,where->map,NULL,0); |
|
|
380 | return 1; |
416 | return 1; |
381 | |
|
|
382 | } |
417 | } |
383 | |
418 | |
384 | |
419 | int |
385 | int trap_disarm(object *disarmer, object *trap, int risk, object *skill) { |
420 | trap_disarm (object *disarmer, object *trap, int risk, object *skill) |
|
|
421 | { |
386 | 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 */ |
387 | before we kill it */ |
|
|
388 | |
423 | |
389 | /* this formula awards a more reasonable amount of exp */ |
424 | /* this formula awards a more reasonable amount of exp */ |
390 | trapworth = MAX(1,trap->level) * disarmer->map->difficulty * |
425 | trapworth = max (1, trap->level) |
|
|
426 | * disarmer->map->difficulty |
391 | sqr(MAX(trap->stats.dam,trap->inv?trap->inv->level:1)) / |
427 | * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1)) |
392 | skill->level; |
428 | / skill->level; |
393 | |
429 | |
394 | if(!(random_roll(0, (MAX(2, MIN(20,trap->level-skill->level |
430 | if (!(random_roll (0, (max (2, min (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW))) |
395 | +5 - disarmer->stats.Dex/2))-1), disarmer, PREFER_LOW))) |
431 | { |
396 | { |
432 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name); |
397 | new_draw_info_format(NDI_UNIQUE, 0,disarmer, |
433 | trap->destroy (); |
398 | "You successfully disarm the %s!",&trap->name); |
434 | |
399 | destroy_object(trap); |
|
|
400 | /* 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 |
401 | * get exp for it. |
436 | * get exp for it. |
402 | */ |
437 | */ |
403 | if (trap->owner && trap->owner->type!=PLAYER && risk) |
438 | if (trap->owner && trap->owner->type != PLAYER && risk) |
404 | return trapworth; |
439 | return trapworth; |
405 | else return 1; /* give minimal exp and say success */ |
|
|
406 | } |
|
|
407 | else |
440 | else |
|
|
441 | return 1; /* give minimal exp and say success */ |
|
|
442 | } |
|
|
443 | else |
|
|
444 | { |
|
|
445 | new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name); |
|
|
446 | if (!(random_roll (0, (max (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk) |
408 | { |
447 | { |
409 | new_draw_info_format(NDI_UNIQUE, 0,disarmer, |
|
|
410 | "You fail to disarm the %s.",&trap->name); |
|
|
411 | if(! (random_roll(0, (MAX(2,skill->level-trap->level |
|
|
412 | + disarmer->stats.Dex/2-6))-1, disarmer, PREFER_LOW)) &&risk) { |
|
|
413 | 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!"); |
414 | spring_trap(trap,disarmer); |
449 | spring_trap (trap, disarmer); |
415 | } |
450 | } |
416 | return 0; |
451 | return 0; |
417 | } |
452 | } |
418 | } |
453 | } |
419 | |
|
|
420 | |
454 | |
421 | /* 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 |
422 | * default traps are too strong for wimpy level 1 players, and |
456 | * default traps are too strong for wimpy level 1 players, and |
423 | * unthreatening to anyone of high level |
457 | * unthreatening to anyone of high level |
424 | */ |
458 | */ |
425 | |
459 | void |
426 | void trap_adjust(object *trap, int difficulty) { |
460 | trap_adjust (object *trap, int difficulty) |
|
|
461 | { |
427 | int i; |
462 | int i; |
428 | |
463 | |
429 | /* 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 |
430 | * 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 |
431 | * a peak probability at difficulty |
466 | * a peak probability at difficulty |
432 | */ |
467 | */ |
433 | |
468 | |
434 | trap->level = rndm(0, difficulty-1) + rndm(0, difficulty-1); |
469 | trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1); |
435 | if(trap->level < 1) |
470 | if (trap->level < 1) |
436 | trap->level = 1; |
471 | trap->level = 1; |
437 | |
472 | |
438 | /* set the hiddenness of the trap, similar formula to above */ |
473 | /* set the hiddenness of the trap, similar formula to above */ |
439 | trap->stats.Cha = rndm(0, 19) + rndm(0, difficulty-1) + rndm(0, difficulty-1); |
474 | trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1); |
440 | |
475 | |
441 | if (!trap->other_arch && !trap->inv) { |
476 | if (!trap->other_arch && !trap->inv) |
|
|
477 | { |
442 | /* set the damage of the trap. |
478 | /* set the damage of the trap. |
443 | * we get 0-4 pts of damage per level of difficulty of the map in |
479 | * we get 0-4 pts of damage per level of difficulty of the map in |
444 | * the trap |
480 | * the trap |
445 | */ |
481 | */ |
446 | |
482 | |
447 | trap->stats.dam = 0; |
483 | trap->stats.dam = 0; |
448 | for(i=0;i<difficulty;i++) |
484 | for (i = 0; i < difficulty; i++) |
449 | trap->stats.dam+=rndm(0, 4); |
485 | trap->stats.dam += rndm (0, 4); |
450 | |
486 | |
451 | /* the poison trap special case */ |
487 | /* the poison trap special case */ |
452 | if(trap->attacktype & AT_POISON) { |
488 | if (trap->attacktype & AT_POISON) |
|
|
489 | { |
453 | trap->stats.dam = rndm(0, difficulty-1); |
490 | trap->stats.dam = rndm (0, difficulty - 1); |
454 | if(trap->stats.dam < 1) |
491 | if (trap->stats.dam < 1) |
455 | trap->stats.dam = 1; |
492 | trap->stats.dam = 1; |
456 | } |
493 | } |
457 | |
494 | |
458 | /* so we get an appropriate amnt of exp for AT_DEATH traps */ |
495 | /* so we get an appropriate amnt of exp for AT_DEATH traps */ |
459 | if(trap->attacktype & AT_DEATH) trap->stats.dam = 127; |
496 | if (trap->attacktype & AT_DEATH) |
|
|
497 | trap->stats.dam = 127; |
460 | } |
498 | } |
461 | |
499 | |
462 | } |
500 | } |
463 | |
|
|