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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.55 by root, Mon Oct 29 23:55:55 2012 UTC vs.
Revision 1.59 by root, Wed Nov 14 20:34:58 2018 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 (©) 2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
28 29
29#ifndef sqr 30#ifndef sqr
30# define sqr(x) ((x)*(x)) 31# define sqr(x) ((x)*(x))
31#endif 32#endif
32 33
33/* peterm: 34/* peterm:
34 * write_rune: 35 * write_rune:
35 * op: rune writer 36 * op: rune writer
36 * skop: skill object used for casting this rune 37 * skop: skill object used for casting this rune
37 * dir: orientation of rune, direction rune's contained spell will 38 * dir: orientation of rune, direction rune's contained spell will
38 * be cast in, if applicable 39 * be cast in, if applicable
39 * spell: spell object to put into the rune 40 * spell: spell object to put into the rune
40 * level: level of casting of the rune 41 * level: level of casting of the rune
41 * runename: name of the rune or message displayed by the rune for 42 * runename: name of the rune or message displayed by the rune for
42 * a rune of marking 43 * a rune of marking
43 */ 44 */
44int 45int
45write_rune (object *op, object *caster, object *spell, int dir, const char *runename) 46write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
46{ 47{
47 object *tmp, *rune_spell, *rune; 48 object *tmp, *rune_spell, *rune;
48 maptile *m;
49 sint16 nx, ny;
50 49
51 if (!dir) 50 if (!dir)
52 dir = 1; 51 dir = 1;
53 52
54 nx = op->x + freearr_x[dir]; 53 mapxy pos (op);
55 ny = op->y + freearr_y[dir]; 54 pos.move (dir);
56 m = op->map;
57 55
58 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & (P_OUT_OF_MAP | P_SAFE | P_NO_MAGIC | P_NO_CLERIC)) 56 if (!pos.normalise () || pos.ms ().flags () & (P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
59 { 57 {
60 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!"); 58 new_draw_info (NDI_UNIQUE, 0, op, "Your rune doesn't stick! H<You cannot place a rune on safe ground or outside the map.>");
61 return 0; 59 return 0;
62 } 60 }
63 61
62 if (pos->blocks (op))
63 {
64 new_draw_info (NDI_UNIQUE, 0, op, "You cannot reach there! H<You cannot place a rune where you can't go.>");
65 return 0;
66 }
67
64 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 68 for (tmp = pos->bot; tmp; tmp = tmp->above)
65 if (tmp->type == RUNE) 69 if (tmp->type == RUNE)
66 break; 70 break;
67 71
68 if (tmp) 72 if (tmp)
69 { 73 {
156 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 160 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
157 rune->direction = dir; /* where any spell will go upon detonation */ 161 rune->direction = dir; /* where any spell will go upon detonation */
158 rune->set_owner (op); /* runes without need no owner */ 162 rune->set_owner (op); /* runes without need no owner */
159 set_spell_skill (op, caster, spell, rune); 163 set_spell_skill (op, caster, spell, rune);
160 164
161 m->insert (rune, nx, ny, op); 165 pos.insert (rune, op);
162 return 1; 166 return 1;
163} 167}
164 168
165/* move_rune: peterm 169/* move_rune: peterm
166 comments on runes: 170 comments on runes:
194 if (op->invisible != det) 198 if (op->invisible != det)
195 update_object (op, UP_OBJ_CHANGE); 199 update_object (op, UP_OBJ_CHANGE);
196} 200}
197 201
198/* peterm: rune_attack 202/* peterm: rune_attack
199 * function handles those runes which detonate but do not cast spells. 203 * function handles those runes which detonate but do not cast spells.
200 */ 204 */
201static void 205static void
202rune_attack (object *op, object *victim) 206rune_attack (object *op, object *victim)
203{ 207{
204 if (victim) 208 if (victim)
223 else 227 else
224 hit_map (op, 0, op->attacktype, 1); 228 hit_map (op, 0, op->attacktype, 1);
225} 229}
226 230
227/* This function generalizes attacks by runes/traps. This ought to make 231/* This function generalizes attacks by runes/traps. This ought to make
228 * it possible for runes to attack from the inventory, 232 * it possible for runes to attack from the inventory,
229 * it'll spring the trap on the victim. 233 * it'll spring the trap on the victim.
230 */ 234 */
231void 235void
232spring_trap (object *trap, object *victim) 236spring_trap (object *trap, object *victim)
233{ 237{
253 257
254 if (victim && victim->type == PLAYER) 258 if (victim && victim->type == PLAYER)
255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 259 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
256 260
257 /* Flash an image of the trap on the map so the poor sod 261 /* Flash an image of the trap on the map so the poor sod
258 * knows what hit him. 262 * knows what hit him.
259 */ 263 */
260 env = trap->outer_env_or_self (); 264 env = trap->outer_env_or_self ();
261 265
262 /* If the victim is not next to this trap, don't set it off. 266 /* If the victim is not next to this trap, don't set it off.
263 * players shouldn't get hit by firing arrows at a door for example. 267 * players shouldn't get hit by firing arrows at a door for example.
313 trap->stats.food = 20; /* make it stick around until its spells are gone */ 317 trap->stats.food = 20; /* make it stick around until its spells are gone */
314 trap->set_flag (FLAG_IS_USED_UP); 318 trap->set_flag (FLAG_IS_USED_UP);
315 } 319 }
316} 320}
317 321
318/* dispel_rune: by peterm 322/* dispel_rune: by peterm
319 * dispels the target rune, depending on the level of the actor 323 * dispels the target rune, depending on the level of the actor
320 * and the level of the rune risk flag, if true, means that there is 324 * and the level of the rune risk flag, if true, means that there is
321 * a chance that the trap/rune will detonate 325 * a chance that the trap/rune will detonate
322 */ 326 */
323int 327int
324dispel_rune (object *op, object *caster, object *spell, object *skill, int dir) 328dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
325{ 329{
326 object *tmp, *tmp2; 330 object *tmp, *tmp2;
327 int searchflag = 1, mflags; 331 int searchflag = 1, mflags;
328 sint16 x, y; 332 sint16 x, y;
329 maptile *m; 333 maptile *m;
330 334
331 x = op->x + freearr_x[dir]; 335 x = op->x + DIRX (dir);
332 y = op->y + freearr_y[dir]; 336 y = op->y + DIRY (dir);
333 m = op->map; 337 m = op->map;
334 338
335 mflags = get_map_flags (m, &m, x, y, &x, &y); 339 mflags = get_map_flags (m, &m, x, y, &x, &y);
336 340
337 /* Should we perhaps not allow player to disable traps if a monster/ 341 /* Should we perhaps not allow player to disable traps if a monster/
338 * player is standing on top? 342 * player is standing on top?
339 */ 343 */
340 if (mflags & P_OUT_OF_MAP) 344 if (mflags & P_OUT_OF_MAP)
341 { 345 {
342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 346 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
343 return 0; 347 return 0;
451 return 0; 455 return 0;
452 } 456 }
453} 457}
454 458
455/* traps need to be adjusted for the difficulty of the map. The 459/* traps need to be adjusted for the difficulty of the map. The
456 * default traps are too strong for wimpy level 1 players, and 460 * default traps are too strong for wimpy level 1 players, and
457 * unthreatening to anyone of high level 461 * unthreatening to anyone of high level
458 */ 462 */
459void 463void
460trap_adjust (object *trap, int difficulty) 464trap_adjust (object *trap, int difficulty)
461{ 465{
462 int i; 466 int i;
463 467
464 /* now we set the trap level to match the difficulty of the level 468 /* now we set the trap level to match the difficulty of the level
465 * the formula below will give a level from 1 to (2*difficulty) with 469 * the formula below will give a level from 1 to (2*difficulty) with
466 * a peak probability at difficulty 470 * a peak probability at difficulty
467 */ 471 */
468 472
469 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1); 473 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
470 if (trap->level < 1) 474 if (trap->level < 1)
471 trap->level = 1; 475 trap->level = 1;

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