ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/rune.C
Revision: 1.8
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +5 -5 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #ifndef __CEXTRACT__
26 # include <sproto.h>
27 #endif
28 #include <spells.h>
29
30
31 #ifndef sqr
32 # define sqr(x) ((x)*(x))
33 #endif
34
35
36 /* peterm:
37 * write_rune:
38 * op: rune writer
39 * skop: skill object used for casting this rune
40 * dir: orientation of rune, direction rune's contained spell will
41 * be cast in, if applicable
42 * inspell: spell object to put into the rune, can be null if doing
43 * a marking rune.
44 * level: level of casting of the rune
45 * runename: name of the rune or message displayed by the rune for
46 * a rune of marking
47 */
48
49 int
50 write_rune (object *op, object *caster, object *spell, int dir, const char *runename)
51 {
52 object *tmp, *rune_spell, *rune;
53 char buf[MAX_BUF];
54 maptile *m;
55 sint16 nx, ny;
56
57 if (!dir)
58 {
59 dir = 1;
60 }
61
62 nx = op->x + freearr_x[dir];
63 ny = op->y + freearr_y[dir];
64 m = op->map;
65
66 if (get_map_flags (m, &m, nx, ny, &nx, &ny))
67 {
68 new_draw_info (NDI_UNIQUE, 0, op, "Can't make a rune there!");
69 return 0;
70 }
71 for (tmp = get_map_ob (m, nx, ny); tmp != NULL; tmp = tmp->above)
72 if (tmp->type == RUNE)
73 break;
74
75 if (tmp)
76 {
77 new_draw_info (NDI_UNIQUE, 0, op, "You can't write a rune there.");
78 return 0;
79 }
80
81 if (spell->other_arch)
82 {
83 rune_spell = arch_to_object (spell->other_arch);
84 }
85 else
86 {
87 /* Player specified spell. The player has to know the spell, so
88 * lets just look through the players inventory see if they know it
89 * use the item_matched_string for our typical matching method.
90 */
91 int bestmatch = 0, ms;
92
93 if (!runename || *runename == 0)
94 {
95 new_draw_info (NDI_UNIQUE, 0, op, "Write a rune of what?");
96 return 0;
97 }
98
99 rune_spell = NULL;
100 for (tmp = op->inv; tmp; tmp = tmp->below)
101 {
102 if (tmp->type == SPELL)
103 {
104 ms = item_matched_string (op, tmp, runename);
105 if (ms > bestmatch)
106 {
107 bestmatch = ms;
108 rune_spell = tmp;
109 }
110 }
111 }
112 if (!rune_spell)
113 {
114 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename);
115 return 0;
116 }
117 if (rune_spell->skill != spell->skill)
118 {
119 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't cast %s with %s", &rune_spell->name, &spell->name);
120 return 0;
121 }
122 if (caster->path_denied & spell->path_attuned)
123 {
124 new_draw_info_format (NDI_UNIQUE, 0, op, "%s belongs to a spell path denied to you.", &rune_spell->name);
125 return 0;
126 }
127 if (caster_level (caster, rune_spell) < rune_spell->level)
128 {
129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is beyond your ability to cast!", &rune_spell->name);
130 return 0;
131 }
132 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_MANA) > op->stats.sp)
133 {
134 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough mana.");
135 return 0;
136 }
137 if (SP_level_spellpoint_cost (caster, rune_spell, SPELL_GRACE) > op->stats.grace)
138 {
139 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough grace.");
140 return 0;
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 /* already proper rune. Note this should only be the case if other_arch was set */
146 if (rune_spell->type == RUNE)
147 {
148 rune = rune_spell;
149 }
150 else
151 {
152 rune = get_archetype (GENERIC_RUNE);
153 sprintf (buf, "You set off a rune of %s\n", &rune_spell->name);
154 rune->msg = buf;
155 tmp = get_object ();
156 copy_object (rune_spell, tmp);
157 insert_ob_in_ob (tmp, rune);
158 if (spell->face != blank_face)
159 rune->face = spell->face;
160 }
161 rune->level = caster_level (caster, spell);
162 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 */
167 set_owner (rune, op); /* runes without need no owner */
168 set_spell_skill (op, caster, spell, rune);
169 insert_ob_in_map (rune, m, op, 0);
170 return 1;
171
172 }
173
174
175
176 /* move_rune: peterm
177 comments on runes:
178 rune->level : level at which rune will cast its spell.
179 rune->hp : number of detonations before rune goes away
180 rune->msg : message the rune displays when it goes off
181 rune->direction : direction it will cast a spell in
182 rune->dam : damage the rune will do if it doesn't cast spells
183 rune->attacktype: type of damage it does, if not casting spells
184 rune->other_arch: spell in the rune
185 rune->Cha : how hidden the rune is
186 rune->maxhp : number of spells the rune casts
187 */
188
189 void
190 move_rune (object *op)
191 {
192 int det = 0;
193
194 if (!op->level)
195 {
196 return;
197 } /* runes of level zero cannot detonate. */
198 det = op->invisible;
199 if (!(rndm (0, MAX (1, (op->stats.Cha)) - 1)))
200 {
201 op->invisible = 0;
202 op->speed_left -= 1;
203 }
204 else
205 op->invisible = 1;
206 if (op->invisible != det)
207 update_object (op, UP_OBJ_FACE);
208 }
209
210
211 /* peterm: rune_attack
212 * function handles those runes which detonate but do not cast spells.
213 */
214
215
216 void
217 rune_attack (object *op, object *victim)
218 {
219 if (victim)
220 {
221 hit_player (victim, op->stats.dam, op, op->attacktype, 1);
222
223 if (victim->destroyed ())
224 return;
225
226 /* if there's a disease in the needle, put it in the player */
227 if (HAS_RANDOM_ITEMS (op))
228 create_treasure (op->randomitems, op, 0, (victim->map ? victim->map->difficulty : 1), 0);
229
230 if (op->inv && op->inv->type == DISEASE)
231 {
232 object *disease = op->inv;
233
234 infect_object (victim, disease, 1);
235 disease->remove ();
236 disease->destroy (0);
237 }
238 }
239 else
240 hit_map (op, 0, op->attacktype, 1);
241 }
242
243 /* This function generalizes attacks by runes/traps. This ought to make
244 * it possible for runes to attack from the inventory,
245 * it'll spring the trap on the victim.
246 */
247 void
248 spring_trap (object *trap, object *victim)
249 {
250 object *env;
251 rv_vector rv;
252 int i;
253
254 /* Prevent recursion */
255 if (trap->stats.hp <= 0)
256 return;
257
258 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
259 use_trigger (trap);
260
261 /* 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.
263 * Typical example is an arrow attacking a door.
264 */
265 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
266 return;
267
268 trap->stats.hp--; /*decrement detcount */
269
270 if (victim && victim->type == PLAYER)
271 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
272
273 /* Flash an image of the trap on the map so the poor sod
274 * knows what hit him.
275 */
276 env = object_get_env_recursive (trap);
277
278 /* 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.
280 * At the same time, the trap will stick around until detonated
281 */
282 get_rangevector (env, victim, &rv, 0);
283 if (rv.distance > 1)
284 return;
285
286 trap_show (trap, env);
287
288 /* 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))
290 {
291
292 if (trap->destroyed ())
293 return;
294
295 // breaks summon golem spells, which, for inexplicable reasons,
296 // do not work like summon golem spells at all but still require
297 // direction "0" to work at all.
298 //if (trap->direction)
299 // rv.direction = trap->direction;
300
301 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
302 {
303 if (trap->inv)
304 cast_spell (env, trap, trap->direction, trap->inv, NULL);
305 else
306 {
307 object *spell = arch_to_object (trap->other_arch);
308
309 cast_spell (env, trap, trap->direction, spell, NULL);
310 spell->destroy (0);
311 }
312 }
313 }
314 else
315 {
316 rune_attack (trap, victim);
317 if (trap->destroyed ())
318 return;
319 }
320
321 if (trap->stats.hp <= 0)
322 {
323 trap->type = SIGN; /* make the trap impotent */
324 trap->stats.food = 20; /* make it stick around until its spells are gone */
325 SET_FLAG (trap, FLAG_IS_USED_UP);
326 }
327 }
328
329 /* dispel_rune: by peterm
330 * dispels the target rune, depending on the level of the actor
331 * and the level of the rune risk flag, if true, means that there is
332 * a chance that the trap/rune will detonate
333 */
334 int
335 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
336 {
337 object *tmp, *tmp2;
338 int searchflag = 1, mflags;
339 sint16 x, y;
340 maptile *m;
341
342 x = op->x + freearr_x[dir];
343 y = op->y + freearr_y[dir];
344 m = op->map;
345
346 mflags = get_map_flags (m, &m, x, y, &x, &y);
347
348 /* Should we perhaps not allow player to disable traps if a monster/
349 * player is standing on top?
350 */
351 if (mflags & P_OUT_OF_MAP)
352 {
353 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
354 return 0;
355 }
356
357 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
358 {
359 if (tmp->type == RUNE || tmp->type == TRAP)
360 break;
361
362 /* 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
364 * comparison so low level players can't erase high level players runes.
365 */
366 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
367 {
368 tmp->remove ();
369 tmp->destroy (0);
370 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
371 return 1;
372 }
373
374 /* now search tmp's inventory for traps
375 * This is for chests, where the rune is in the chests inventory.
376 */
377 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
378 {
379 if (tmp2->type == RUNE || tmp2->type == TRAP)
380 {
381 tmp = tmp2;
382 searchflag = 0;
383 break;
384 }
385 }
386 if (!searchflag)
387 break;
388 }
389
390 /* no rune there. */
391 if (tmp == NULL)
392 {
393 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
394 return 0;
395 }
396 trap_disarm (op, tmp, 0, skill);
397 return 1;
398
399 }
400
401 int
402 trap_see (object *op, object *trap)
403 {
404 int chance;
405
406 chance = random_roll (0, 99, op, PREFER_HIGH);;
407
408 /* decide if we see the rune or not */
409 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))))))
411 {
412 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
413 return 1;
414 }
415 return 0;
416 }
417
418 int
419 trap_show (object *trap, object *where)
420 {
421 object *tmp2;
422
423 if (where == NULL)
424 return 0;
425 tmp2 = get_archetype ("runedet");
426 tmp2->face = &new_faces[GET_ANIMATION (trap, 0)];
427 tmp2->x = where->x;
428 tmp2->y = where->y;
429 tmp2->map = where->map;
430 insert_ob_in_map (tmp2, where->map, NULL, 0);
431 return 1;
432
433 }
434
435
436 int
437 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
438 {
439 int trapworth; /* need to compute the experience worth of the trap
440 before we kill it */
441
442 /* this formula awards a more reasonable amount of exp */
443 trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
444 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
445
446 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
447 {
448 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
449 destroy_object (trap);
450 /* If it is your own trap, (or any players trap), don't you don't
451 * get exp for it.
452 */
453 if (trap->owner && trap->owner->type != PLAYER && risk)
454 return trapworth;
455 else
456 return 1; /* give minimal exp and say success */
457 }
458 else
459 {
460 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)
462 {
463 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
464 spring_trap (trap, disarmer);
465 }
466 return 0;
467 }
468 }
469
470
471 /* traps need to be adjusted for the difficulty of the map. The
472 * default traps are too strong for wimpy level 1 players, and
473 * unthreatening to anyone of high level
474 */
475
476 void
477 trap_adjust (object *trap, int difficulty)
478 {
479 int i;
480
481 /* now we set the trap level to match the difficulty of the level
482 * the formula below will give a level from 1 to (2*difficulty) with
483 * a peak probability at difficulty
484 */
485
486 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
487 if (trap->level < 1)
488 trap->level = 1;
489
490 /* set the hiddenness of the trap, similar formula to above */
491 trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
492
493 if (!trap->other_arch && !trap->inv)
494 {
495 /* set the damage of the trap.
496 * we get 0-4 pts of damage per level of difficulty of the map in
497 * the trap
498 */
499
500 trap->stats.dam = 0;
501 for (i = 0; i < difficulty; i++)
502 trap->stats.dam += rndm (0, 4);
503
504 /* the poison trap special case */
505 if (trap->attacktype & AT_POISON)
506 {
507 trap->stats.dam = rndm (0, difficulty - 1);
508 if (trap->stats.dam < 1)
509 trap->stats.dam = 1;
510 }
511
512 /* so we get an appropriate amnt of exp for AT_DEATH traps */
513 if (trap->attacktype & AT_DEATH)
514 trap->stats.dam = 127;
515 }
516
517 }