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/cvs/deliantra/server/server/rune.C
Revision: 1.59
Committed: Wed Nov 14 20:34:58 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.58: +13 -9 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2018 Marc Alexander Lehmann / 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
6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <global.h>
27 #include <sproto.h>
28 #include <spells.h>
29
30 #ifndef sqr
31 # define sqr(x) ((x)*(x))
32 #endif
33
34 /* peterm:
35 * write_rune:
36 * op: rune writer
37 * skop: skill object used for casting this rune
38 * dir: orientation of rune, direction rune's contained spell will
39 * be cast in, if applicable
40 * spell: spell object to put into the rune
41 * level: level of casting of the rune
42 * runename: name of the rune or message displayed by the rune for
43 * a rune of marking
44 */
45 int
46 write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
47 {
48 object *tmp, *rune_spell, *rune;
49
50 if (!dir)
51 dir = 1;
52
53 mapxy pos (op);
54 pos.move (dir);
55
56 if (!pos.normalise () || pos.ms ().flags () & (P_SAFE | P_NO_MAGIC | P_NO_CLERIC))
57 {
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.>");
59 return 0;
60 }
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
68 for (tmp = pos->bot; tmp; tmp = tmp->above)
69 if (tmp->type == RUNE)
70 break;
71
72 if (tmp)
73 {
74 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune on top of another rune.");
75 return 0;
76 }
77
78 if (spell->other_arch)
79 rune_spell = spell->other_arch->instance ();
80 else
81 {
82 /* Player specified spell. The player has to know the spell, so
83 * lets just look through the players inventory see if they know it
84 * use the item_matched_string for our typical matching method.
85 */
86 int bestmatch = 0, ms;
87
88 if (!runename || *runename == 0)
89 {
90 new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
91 return 0;
92 }
93
94 rune_spell = NULL;
95 for (tmp = op->inv; tmp; tmp = tmp->below)
96 if (tmp->type == SPELL)
97 {
98 ms = item_matched_string (op, tmp, runename);
99 if (ms > bestmatch)
100 {
101 bestmatch = ms;
102 rune_spell = tmp;
103 }
104 }
105
106 if (!rune_spell)
107 {
108 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s.", runename);
109 return 0;
110 }
111
112 if (rune_spell->skill != spell->skill)
113 {
114 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);
115 return 0;
116 }
117
118 if (caster->path_denied & spell->path_attuned && !caster->flag [FLAG_WIZCAST])
119 {
120 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
121 return 0;
122 }
123
124 if (casting_level (caster, rune_spell) < rune_spell->level && !caster->flag [FLAG_WIZCAST])
125 {
126 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);
127 return 0;
128 }
129
130 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
131 {
132 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
133 return 0;
134 }
135
136 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
137 {
138 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
139 return 0;
140 }
141
142 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);
144 }
145
146 /* already proper rune. Note this should only be the case if other_arch was set */
147 if (rune_spell->type == RUNE)
148 rune = rune_spell;
149 else
150 {
151 rune = archetype::get (GENERIC_RUNE);
152 rune->msg = format ("You set off a rune of %s\n", &rune_spell->name);
153 rune->insert (rune_spell->clone ());
154
155 if (spell->face != blank_face)
156 rune->face = spell->face;
157 }
158
159 rune->level = casting_level (caster, spell);
160 rune->stats.Cha = rune->level / 2; /* the invisibility parameter */
161 rune->direction = dir; /* where any spell will go upon detonation */
162 rune->set_owner (op); /* runes without need no owner */
163 set_spell_skill (op, caster, spell, rune);
164
165 pos.insert (rune, op);
166 return 1;
167 }
168
169 /* move_rune: peterm
170 comments on runes:
171 rune->level : level at which rune will cast its spell.
172 rune->hp : number of detonations before rune goes away
173 rune->msg : message the rune displays when it goes off
174 rune->direction : direction it will cast a spell in
175 rune->dam : damage the rune will do if it doesn't cast spells
176 rune->attacktype: type of damage it does, if not casting spells
177 rune->other_arch: spell in the rune
178 rune->Cha : how hidden the rune is
179 rune->maxhp : number of spells the rune casts
180 */
181 void
182 move_rune (object *op)
183 {
184 /* runes of level zero cannot detonate. */
185 if (!op->level)
186 return;
187
188 int det = op->invisible;
189
190 if (!(rndm (0, max (0, op->stats.Cha - 1))))
191 {
192 op->invisible = 0;
193 op->speed_left -= 1;
194 }
195 else
196 op->invisible = 1;
197
198 if (op->invisible != det)
199 update_object (op, UP_OBJ_CHANGE);
200 }
201
202 /* peterm: rune_attack
203 * function handles those runes which detonate but do not cast spells.
204 */
205 static void
206 rune_attack (object *op, object *victim)
207 {
208 if (victim)
209 {
210 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
211
212 if (victim->destroyed ())
213 return;
214
215 /* if there's a disease in the needle, put it in the player */
216 if (op->has_random_items ())
217 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
218
219 if (op->inv && op->inv->type == DISEASE)
220 {
221 object *disease = op->inv;
222
223 infect_object (victim, disease, 1);
224 disease->destroy ();
225 }
226 }
227 else
228 hit_map (op, 0, op->attacktype, 1);
229 }
230
231 /* This function generalizes attacks by runes/traps. This ought to make
232 * it possible for runes to attack from the inventory,
233 * it'll spring the trap on the victim.
234 */
235 void
236 spring_trap (object *trap, object *victim)
237 {
238 object *env;
239 rv_vector rv;
240 int i;
241
242 /* Prevent recursion */
243 if (trap->stats.hp <= 0)
244 return;
245
246 if (trap->flag [FLAG_IS_LINKED])
247 use_trigger (trap, victim);
248
249 /* 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.
251 * Typical example is an arrow attacking a door.
252 */
253 if (!victim->flag [FLAG_ALIVE] && !trap->inv && !trap->other_arch)
254 return;
255
256 trap->stats.hp--; /*decrement detcount */
257
258 if (victim && victim->type == PLAYER)
259 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
260
261 /* Flash an image of the trap on the map so the poor sod
262 * knows what hit him.
263 */
264 env = trap->outer_env_or_self ();
265
266 /* 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.
268 * At the same time, the trap will stick around until detonated
269 */
270 get_rangevector (env, victim, &rv, 0);
271 if (rv.distance > 1)
272 return;
273
274 env->play_sound (trap->sound ? trap->sound : sound_find ("trap_spring"));
275
276 trap_show (trap, env);
277
278 if (victim->type == PLAYER) // only count players as enemies
279 trap->enemy = victim; // set the victim as the traps enemy, so that summoned
280 // creatures know who to attack.
281
282 /* Only if it is a spell do we proceed here */
283 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->type == SPELL))
284 {
285 if (trap->destroyed ())
286 return;
287
288 // breaks summon golem spells, which, for inexplicable reasons,
289 // do not work like summon golem spells at all but still require
290 // direction "0" to work at all.
291 //if (trap->direction)
292 // rv.direction = trap->direction;
293
294 for (i = 0; i < max (1, trap->stats.maxhp); i++)
295 {
296 if (trap->inv)
297 cast_spell (env, trap, trap->direction, trap->inv, NULL);
298 else
299 {
300 object *spell = trap->other_arch->instance ();
301
302 cast_spell (env, trap, trap->direction, spell, NULL);
303 spell->destroy ();
304 }
305 }
306 }
307 else
308 {
309 rune_attack (trap, victim);
310 if (trap->destroyed ())
311 return;
312 }
313
314 if (trap->stats.hp <= 0)
315 {
316 trap->type = SIGN; /* make the trap impotent */
317 trap->stats.food = 20; /* make it stick around until its spells are gone */
318 trap->set_flag (FLAG_IS_USED_UP);
319 }
320 }
321
322 /* dispel_rune: by peterm
323 * dispels the target rune, depending on the level of the actor
324 * and the level of the rune risk flag, if true, means that there is
325 * a chance that the trap/rune will detonate
326 */
327 int
328 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
329 {
330 object *tmp, *tmp2;
331 int searchflag = 1, mflags;
332 sint16 x, y;
333 maptile *m;
334
335 x = op->x + DIRX (dir);
336 y = op->y + DIRY (dir);
337 m = op->map;
338
339 mflags = get_map_flags (m, &m, x, y, &x, &y);
340
341 /* Should we perhaps not allow player to disable traps if a monster/
342 * player is standing on top?
343 */
344 if (mflags & P_OUT_OF_MAP)
345 {
346 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
347 return 0;
348 }
349
350 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
351 {
352 if (tmp->type == RUNE || tmp->type == TRAP)
353 break;
354
355 /* we could put a probability chance here, but since nothing happens
356 * if you fail, no point on that. I suppose we could do a level
357 * comparison so low level players can't erase high level players runes.
358 */
359 if (tmp->type == SIGN && tmp->arch->archname == shstr_rune_mark)
360 {
361 tmp->destroy ();
362 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
363 return 1;
364 }
365
366 /* now search tmp's inventory for traps
367 * This is for chests, where the rune is in the chests inventory.
368 */
369 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
370 {
371 if (tmp2->type == RUNE || tmp2->type == TRAP)
372 {
373 tmp = tmp2;
374 searchflag = 0;
375 break;
376 }
377 }
378
379 if (!searchflag)
380 break;
381 }
382
383 /* no rune there. */
384 if (tmp == NULL)
385 {
386 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
387 return 0;
388 }
389
390 trap_disarm (op, tmp, 0, skill);
391 return 1;
392 }
393
394 int
395 trap_see (object *op, object *trap)
396 {
397 int chance = random_roll (0, 99, op, PREFER_HIGH);
398
399 /* decide if we see the rune or not */
400 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))))))
402 {
403 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
404 return 1;
405 }
406
407 return 0;
408 }
409
410 int
411 trap_show (object *trap, object *where)
412 {
413 if (where == NULL)
414 return 0;
415
416 object *tmp = archetype::get (shstr_runedet);
417 tmp->face = trap->get_anim_frame (0);
418 tmp->insert_at (where, 0);
419
420 return 1;
421 }
422
423 int
424 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
425 {
426 int trapworth; /* need to compute the experience worth of the trap before we kill it */
427
428 /* this formula awards a more reasonable amount of exp */
429 trapworth = max (1, trap->level)
430 * disarmer->map->difficulty
431 * sqr (max (trap->stats.dam, trap->inv ? trap->inv->level : 1))
432 / skill->level;
433
434 if (!(random_roll (0, (max (2, min (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
435 {
436 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
437 trap->destroy ();
438
439 /* If it is your own trap, (or any players trap), don't you don't
440 * get exp for it.
441 */
442 if (trap->owner && trap->owner->type != PLAYER && risk)
443 return trapworth;
444 else
445 return 1; /* give minimal exp and say success */
446 }
447 else
448 {
449 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
450 if (!(random_roll (0, (max (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
451 {
452 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
453 spring_trap (trap, disarmer);
454 }
455 return 0;
456 }
457 }
458
459 /* traps need to be adjusted for the difficulty of the map. The
460 * default traps are too strong for wimpy level 1 players, and
461 * unthreatening to anyone of high level
462 */
463 void
464 trap_adjust (object *trap, int difficulty)
465 {
466 int i;
467
468 /* now we set the trap level to match the difficulty of the level
469 * the formula below will give a level from 1 to (2*difficulty) with
470 * a peak probability at difficulty
471 */
472
473 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
474 if (trap->level < 1)
475 trap->level = 1;
476
477 /* set the hiddenness of the trap, similar formula to above */
478 trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
479
480 if (!trap->other_arch && !trap->inv)
481 {
482 /* set the damage of the trap.
483 * we get 0-4 pts of damage per level of difficulty of the map in
484 * the trap
485 */
486
487 trap->stats.dam = 0;
488 for (i = 0; i < difficulty; i++)
489 trap->stats.dam += rndm (0, 4);
490
491 /* the poison trap special case */
492 if (trap->attacktype & AT_POISON)
493 {
494 trap->stats.dam = rndm (0, difficulty - 1);
495 if (trap->stats.dam < 1)
496 trap->stats.dam = 1;
497 }
498
499 /* so we get an appropriate amnt of exp for AT_DEATH traps */
500 if (trap->attacktype & AT_DEATH)
501 trap->stats.dam = 127;
502 }
503
504 }