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Comparing deliantra/server/server/rune.C (file contents):
Revision 1.8 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.55 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 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#ifndef __CEXTRACT__
26# include <sproto.h> 26#include <sproto.h>
27#endif
28#include <spells.h> 27#include <spells.h>
29
30 28
31#ifndef sqr 29#ifndef sqr
32# define sqr(x) ((x)*(x)) 30# define sqr(x) ((x)*(x))
33#endif 31#endif
34
35 32
36/* peterm: 33/* peterm:
37 * write_rune: 34 * write_rune:
38 * op: rune writer 35 * op: rune writer
39 * skop: skill object used for casting this rune 36 * skop: skill object used for casting this rune
40 * dir: orientation of rune, direction rune's contained spell will 37 * dir: orientation of rune, direction rune's contained spell will
41 * be cast in, if applicable 38 * be cast in, if applicable
42 * inspell: spell object to put into the rune, can be null if doing 39 * spell: spell object to put into the rune
43 * a marking rune.
44 * level: level of casting of the rune 40 * level: level of casting of the rune
45 * 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
46 * a rune of marking 42 * a rune of marking
47 */ 43 */
48
49int 44int
50write_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)
51{ 46{
52 object *tmp, *rune_spell, *rune; 47 object *tmp, *rune_spell, *rune;
53 char buf[MAX_BUF];
54 maptile *m; 48 maptile *m;
55 sint16 nx, ny; 49 sint16 nx, ny;
56 50
57 if (!dir) 51 if (!dir)
58 {
59 dir = 1; 52 dir = 1;
60 }
61 53
62 nx = op->x + freearr_x[dir]; 54 nx = op->x + freearr_x[dir];
63 ny = op->y + freearr_y[dir]; 55 ny = op->y + freearr_y[dir];
64 m = op->map; 56 m = op->map;
65 57
66 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))
67 { 59 {
68 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!");
69 return 0; 61 return 0;
70 } 62 }
63
71 for (tmp = get_map_ob (m, nx, ny); tmp != NULL; tmp = tmp->above) 64 for (tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
72 if (tmp->type == RUNE) 65 if (tmp->type == RUNE)
73 break; 66 break;
74 67
75 if (tmp) 68 if (tmp)
76 { 69 {
77 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there."); 70 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
78 return 0; 71 return 0;
79 } 72 }
80 73
81 if (spell->other_arch) 74 if (spell->other_arch)
82 { 75 rune_spell = spell->other_arch->instance ();
83 rune_spell = arch_to_object (spell->other_arch);
84 }
85 else 76 else
86 { 77 {
87 /* Player specified spell. The player has to know the spell, so 78 /* Player specified spell. The player has to know the spell, so
88 * 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
89 * use the item_matched_string for our typical matching method. 80 * use the item_matched_string for our typical matching method.
96 return 0; 87 return 0;
97 } 88 }
98 89
99 rune_spell = NULL; 90 rune_spell = NULL;
100 for (tmp = op->inv; tmp; tmp = tmp->below) 91 for (tmp = op->inv; tmp; tmp = tmp->below)
101 {
102 if (tmp->type == SPELL) 92 if (tmp->type == SPELL)
103 { 93 {
104 ms = item_matched_string (op, tmp, runename); 94 ms = item_matched_string (op, tmp, runename);
105 if (ms > bestmatch) 95 if (ms > bestmatch)
106 { 96 {
107 bestmatch = ms; 97 bestmatch = ms;
108 rune_spell = tmp; 98 rune_spell = tmp;
109 } 99 }
110 } 100 }
111 } 101
112 if (!rune_spell) 102 if (!rune_spell)
113 { 103 {
114 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);
115 return 0; 105 return 0;
116 } 106 }
107
117 if (rune_spell->skill != spell->skill) 108 if (rune_spell->skill != spell->skill)
118 { 109 {
119 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);
120 return 0; 111 return 0;
121 } 112 }
113
122 if (caster->path_denied & spell->path_attuned) 114 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
123 { 115 {
124 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);
125 return 0; 117 return 0;
126 } 118 }
119
127 if (caster_level (caster, rune_spell) < rune_spell->level) 120 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
128 {
129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
130 return 0;
131 } 121 {
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);
123 return 0;
124 }
125
132 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)
133 { 127 {
134 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.");
135 return 0; 129 return 0;
136 } 130 }
131
137 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)
138 { 133 {
139 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.");
140 return 0; 135 return 0;
141 } 136 }
137
142 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);
143 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);
144 } 140 }
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 {
148 rune = rune_spell; 144 rune = rune_spell;
149 }
150 else 145 else
151 { 146 {
152 rune = get_archetype (GENERIC_RUNE); 147 rune = archetype::get (GENERIC_RUNE);
153 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);
154 rune->msg = buf; 149 rune->insert (rune_spell->clone ());
155 tmp = get_object (); 150
156 copy_object (rune_spell, tmp);
157 insert_ob_in_ob (tmp, rune);
158 if (spell->face != blank_face) 151 if (spell->face != blank_face)
159 rune->face = spell->face; 152 rune->face = spell->face;
160 } 153 }
154
161 rune->level = caster_level (caster, spell); 155 rune->level = casting_level (caster, spell);
162 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */ 156 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
163 rune->x = nx;
164 rune->y = ny;
165 rune->map = m;
166 rune->direction = dir; /* where any spell will go upon detonation */ 157 rune->direction = dir; /* where any spell will go upon detonation */
167 set_owner (rune, op); /* runes without need no owner */ 158 rune->set_owner (op); /* runes without need no owner */
168 set_spell_skill (op, caster, spell, rune); 159 set_spell_skill (op, caster, spell, rune);
169 insert_ob_in_map (rune, m, op, 0); 160
161 m->insert (rune, nx, ny, op);
170 return 1; 162 return 1;
171
172} 163}
173
174
175 164
176/* move_rune: peterm 165/* move_rune: peterm
177 comments on runes: 166 comments on runes:
178 rune->level : level at which rune will cast its spell. 167 rune->level : level at which rune will cast its spell.
179 rune->hp : number of detonations before rune goes away 168 rune->hp : number of detonations before rune goes away
183 rune->attacktype: type of damage it does, if not casting spells 172 rune->attacktype: type of damage it does, if not casting spells
184 rune->other_arch: spell in the rune 173 rune->other_arch: spell in the rune
185 rune->Cha : how hidden the rune is 174 rune->Cha : how hidden the rune is
186 rune->maxhp : number of spells the rune casts 175 rune->maxhp : number of spells the rune casts
187*/ 176*/
188
189void 177void
190move_rune (object *op) 178move_rune (object *op)
191{ 179{
192 int det = 0; 180 /* runes of level zero cannot detonate. */
193
194 if (!op->level) 181 if (!op->level)
195 {
196 return; 182 return;
197 } /* runes of level zero cannot detonate. */ 183
198 det = op->invisible; 184 int det = op->invisible;
185
199 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1))) 186 if (!(rndm (0, max (0, op->stats.Cha - 1))))
200 { 187 {
201 op->invisible = 0; 188 op->invisible = 0;
202 op->speed_left -= 1; 189 op->speed_left -= 1;
203 } 190 }
204 else 191 else
205 op->invisible = 1; 192 op->invisible = 1;
193
206 if (op->invisible != det) 194 if (op->invisible != det)
207 update_object (op, UP_OBJ_FACE); 195 update_object (op, UP_OBJ_CHANGE);
208} 196}
209
210 197
211/* peterm: rune_attack 198/* peterm: rune_attack
212 * function handles those runes which detonate but do not cast spells. 199 * function handles those runes which detonate but do not cast spells.
213 */ 200 */
214 201static void
215
216void
217rune_attack (object *op, object *victim) 202rune_attack (object *op, object *victim)
218{ 203{
219 if (victim) 204 if (victim)
220 { 205 {
221 hit_player (victim, op->stats.dam, op, op->attacktype, 1); 206 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
222 207
223 if (victim->destroyed ()) 208 if (victim->destroyed ())
224 return; 209 return;
225 210
226 /* 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 */
227 if (HAS_RANDOM_ITEMS (op)) 212 if (op->has_random_items ())
228 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0); 213 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
229 214
230 if (op->inv && op->inv->type == DISEASE) 215 if (op->inv && op->inv->type == DISEASE)
231 { 216 {
232 object *disease = op->inv; 217 object *disease = op->inv;
233 218
234 infect_object (victim, disease, 1); 219 infect_object (victim, disease, 1);
235 disease->remove ();
236 disease->destroy (0); 220 disease->destroy ();
237 } 221 }
238 } 222 }
239 else 223 else
240 hit_map (op, 0, op->attacktype, 1); 224 hit_map (op, 0, op->attacktype, 1);
241} 225}
253 237
254 /* Prevent recursion */ 238 /* Prevent recursion */
255 if (trap->stats.hp <= 0) 239 if (trap->stats.hp <= 0)
256 return; 240 return;
257 241
258 if (QUERY_FLAG (trap, FLAG_IS_LINKED)) 242 if (trap->flag [FLAG_IS_LINKED])
259 use_trigger (trap); 243 use_trigger (trap, victim);
260 244
261 /* 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
262 * 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.
263 * Typical example is an arrow attacking a door. 247 * Typical example is an arrow attacking a door.
264 */ 248 */
265 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) 249 if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch)
266 return; 250 return;
267 251
268 trap->stats.hp--; /*decrement detcount */ 252 trap->stats.hp--; /*decrement detcount */
269 253
270 if (victim && victim->type == PLAYER) 254 if (victim && victim->type == PLAYER)
271 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg); 255 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
272 256
273 /* 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
274 * knows what hit him. 258 * knows what hit him.
275 */ 259 */
276 env = object_get_env_recursive (trap); 260 env = trap->outer_env_or_self ();
277 261
278 /* 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.
279 * 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.
280 * At the same time, the trap will stick around until detonated 264 * At the same time, the trap will stick around until detonated
281 */ 265 */
282 get_rangevector (env, victim, &rv, 0); 266 get_rangevector (env, victim, &rv, 0);
283 if (rv.distance > 1) 267 if (rv.distance > 1)
284 return; 268 return;
285 269
270 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
271
286 trap_show (trap, env); 272 trap_show (trap, env);
287 273
274 if (victim->type == PLAYER) // only count players as enemies
275 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
276 // creatures know who to attack.
277
288 /* Only if it is a spell do we proceed here */ 278 /* Only if it is a spell do we proceed here */
289 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))
290 { 280 {
291
292 if (trap->destroyed ()) 281 if (trap->destroyed ())
293 return; 282 return;
294 283
295 // breaks summon golem spells, which, for inexplicable reasons, 284 // breaks summon golem spells, which, for inexplicable reasons,
296 // 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
297 // direction "0" to work at all. 286 // direction "0" to work at all.
298 //if (trap->direction) 287 //if (trap->direction)
299 // rv.direction = trap->direction; 288 // rv.direction = trap->direction;
300 289
301 for (i = 0; i < MAX (1, trap->stats.maxhp); i++) 290 for (i = 0; i < max (1, trap->stats.maxhp); i++)
302 { 291 {
303 if (trap->inv) 292 if (trap->inv)
304 cast_spell (env, trap, trap->direction, trap->inv, NULL); 293 cast_spell (env, trap, trap->direction, trap->inv, NULL);
305 else 294 else
306 { 295 {
307 object *spell = arch_to_object (trap->other_arch); 296 object *spell = trap->other_arch->instance ();
308 297
309 cast_spell (env, trap, trap->direction, spell, NULL); 298 cast_spell (env, trap, trap->direction, spell, NULL);
310 spell->destroy (0); 299 spell->destroy ();
311 } 300 }
312 } 301 }
313 } 302 }
314 else 303 else
315 { 304 {
320 309
321 if (trap->stats.hp <= 0) 310 if (trap->stats.hp <= 0)
322 { 311 {
323 trap->type = SIGN; /* make the trap impotent */ 312 trap->type = SIGN; /* make the trap impotent */
324 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 */
325 SET_FLAG (trap, FLAG_IS_USED_UP); 314 trap->set_flag (FLAG_IS_USED_UP);
326 } 315 }
327} 316}
328 317
329/* dispel_rune: by peterm 318/* dispel_rune: by peterm
330 * dispels the target rune, depending on the level of the actor 319 * dispels the target rune, depending on the level of the actor
352 { 341 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 342 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
354 return 0; 343 return 0;
355 } 344 }
356 345
357 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)
358 { 347 {
359 if (tmp->type == RUNE || tmp->type == TRAP) 348 if (tmp->type == RUNE || tmp->type == TRAP)
360 break; 349 break;
361 350
362 /* we could put a probability chance here, but since nothing happens 351 /* we could put a probability chance here, but since nothing happens
363 * 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
364 * 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.
365 */ 354 */
366 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark")) 355 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
367 { 356 {
368 tmp->remove ();
369 tmp->destroy (0); 357 tmp->destroy ();
370 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!");
371 return 1; 359 return 1;
372 } 360 }
373 361
374 /* now search tmp's inventory for traps 362 /* now search tmp's inventory for traps
375 * 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.
376 */ 364 */
377 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 365 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
378 { 366 {
379 if (tmp2->type == RUNE || tmp2->type == TRAP) 367 if (tmp2->type == RUNE || tmp2->type == TRAP)
380 { 368 {
381 tmp = tmp2; 369 tmp = tmp2;
382 searchflag = 0; 370 searchflag = 0;
383 break; 371 break;
384 } 372 }
385 } 373 }
374
386 if (!searchflag) 375 if (!searchflag)
387 break; 376 break;
388 } 377 }
389 378
390 /* no rune there. */ 379 /* no rune there. */
391 if (tmp == NULL) 380 if (tmp == NULL)
392 { 381 {
393 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!"); 382 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
394 return 0; 383 return 0;
395 } 384 }
385
396 trap_disarm (op, tmp, 0, skill); 386 trap_disarm (op, tmp, 0, skill);
397 return 1; 387 return 1;
398
399} 388}
400 389
401int 390int
402trap_see (object *op, object *trap) 391trap_see (object *op, object *trap)
403{ 392{
404 int chance;
405
406 chance = random_roll (0, 99, op, PREFER_HIGH);; 393 int chance = random_roll (0, 99, op, PREFER_HIGH);
407 394
408 /* decide if we see the rune or not */ 395 /* decide if we see the rune or not */
409 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
410 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0)))))) 397 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
411 { 398 {
412 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);
413 return 1; 400 return 1;
414 } 401 }
402
415 return 0; 403 return 0;
416} 404}
417 405
418int 406int
419trap_show (object *trap, object *where) 407trap_show (object *trap, object *where)
420{ 408{
421 object *tmp2;
422
423 if (where == NULL) 409 if (where == NULL)
424 return 0; 410 return 0;
425 tmp2 = get_archetype ("runedet"); 411
426 tmp2->face = &new_faces[GET_ANIMATION (trap, 0)]; 412 object *tmp = archetype::get (shstr_runedet);
427 tmp2->x = where->x; 413 tmp->face = trap->get_anim_frame (0);
428 tmp2->y = where->y; 414 tmp->insert_at (where, 0);
429 tmp2->map = where->map; 415
430 insert_ob_in_map (tmp2, where->map, NULL, 0);
431 return 1; 416 return 1;
432
433} 417}
434
435 418
436int 419int
437trap_disarm (object *disarmer, object *trap, int risk, object *skill) 420trap_disarm (object *disarmer, object *trap, int risk, object *skill)
438{ 421{
439 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 */
440 before we kill it */
441 423
442 /* this formula awards a more reasonable amount of exp */ 424 /* this formula awards a more reasonable amount of exp */
443 trapworth = MAX (1, trap->level) * disarmer->map->difficulty * 425 trapworth = max (1, trap->level)
426 * disarmer->map->difficulty
444 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;
445 429
446 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)))
447 { 431 {
448 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);
449 destroy_object (trap); 433 trap->destroy ();
434
450 /* 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
451 * get exp for it. 436 * get exp for it.
452 */ 437 */
453 if (trap->owner && trap->owner->type != PLAYER && risk) 438 if (trap->owner && trap->owner->type != PLAYER && risk)
454 return trapworth; 439 return trapworth;
456 return 1; /* give minimal exp and say success */ 441 return 1; /* give minimal exp and say success */
457 } 442 }
458 else 443 else
459 { 444 {
460 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);
461 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)
462 { 447 {
463 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!");
464 spring_trap (trap, disarmer); 449 spring_trap (trap, disarmer);
465 } 450 }
466 return 0; 451 return 0;
467 } 452 }
468} 453}
469
470 454
471/* 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
472 * default traps are too strong for wimpy level 1 players, and 456 * default traps are too strong for wimpy level 1 players, and
473 * unthreatening to anyone of high level 457 * unthreatening to anyone of high level
474 */ 458 */
475
476void 459void
477trap_adjust (object *trap, int difficulty) 460trap_adjust (object *trap, int difficulty)
478{ 461{
479 int i; 462 int i;
480 463

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