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/cvs/deliantra/server/server/rune.C
Revision: 1.9
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +7 -8 lines
Log Message:
- more ooficiation
- removed now superfluous remove 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 = object::create ();
156 rune_spell->copy_to (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->destroy ();
236 }
237 }
238 else
239 hit_map (op, 0, op->attacktype, 1);
240 }
241
242 /* This function generalizes attacks by runes/traps. This ought to make
243 * it possible for runes to attack from the inventory,
244 * it'll spring the trap on the victim.
245 */
246 void
247 spring_trap (object *trap, object *victim)
248 {
249 object *env;
250 rv_vector rv;
251 int i;
252
253 /* Prevent recursion */
254 if (trap->stats.hp <= 0)
255 return;
256
257 if (QUERY_FLAG (trap, FLAG_IS_LINKED))
258 use_trigger (trap);
259
260 /* Only living objects can trigger runes that don't cast spells, as
261 * doing direct damage to a non-living object doesn't work anyway.
262 * Typical example is an arrow attacking a door.
263 */
264 if (!QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch)
265 return;
266
267 trap->stats.hp--; /*decrement detcount */
268
269 if (victim && victim->type == PLAYER)
270 new_draw_info (NDI_UNIQUE, 0, victim, trap->msg);
271
272 /* Flash an image of the trap on the map so the poor sod
273 * knows what hit him.
274 */
275 env = object_get_env_recursive (trap);
276
277 /* If the victim is not next to this trap, don't set it off.
278 * players shouldn't get hit by firing arrows at a door for example.
279 * At the same time, the trap will stick around until detonated
280 */
281 get_rangevector (env, victim, &rv, 0);
282 if (rv.distance > 1)
283 return;
284
285 trap_show (trap, env);
286
287 /* Only if it is a spell do we proceed here */
288 if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL))
289 {
290
291 if (trap->destroyed ())
292 return;
293
294 // breaks summon golem spells, which, for inexplicable reasons,
295 // do not work like summon golem spells at all but still require
296 // direction "0" to work at all.
297 //if (trap->direction)
298 // rv.direction = trap->direction;
299
300 for (i = 0; i < MAX (1, trap->stats.maxhp); i++)
301 {
302 if (trap->inv)
303 cast_spell (env, trap, trap->direction, trap->inv, NULL);
304 else
305 {
306 object *spell = arch_to_object (trap->other_arch);
307
308 cast_spell (env, trap, trap->direction, spell, NULL);
309 spell->destroy ();
310 }
311 }
312 }
313 else
314 {
315 rune_attack (trap, victim);
316 if (trap->destroyed ())
317 return;
318 }
319
320 if (trap->stats.hp <= 0)
321 {
322 trap->type = SIGN; /* make the trap impotent */
323 trap->stats.food = 20; /* make it stick around until its spells are gone */
324 SET_FLAG (trap, FLAG_IS_USED_UP);
325 }
326 }
327
328 /* dispel_rune: by peterm
329 * dispels the target rune, depending on the level of the actor
330 * and the level of the rune risk flag, if true, means that there is
331 * a chance that the trap/rune will detonate
332 */
333 int
334 dispel_rune (object *op, object *caster, object *spell, object *skill, int dir)
335 {
336 object *tmp, *tmp2;
337 int searchflag = 1, mflags;
338 sint16 x, y;
339 maptile *m;
340
341 x = op->x + freearr_x[dir];
342 y = op->y + freearr_y[dir];
343 m = op->map;
344
345 mflags = get_map_flags (m, &m, x, y, &x, &y);
346
347 /* Should we perhaps not allow player to disable traps if a monster/
348 * player is standing on top?
349 */
350 if (mflags & P_OUT_OF_MAP)
351 {
352 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
353 return 0;
354 }
355
356 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
357 {
358 if (tmp->type == RUNE || tmp->type == TRAP)
359 break;
360
361 /* we could put a probability chance here, but since nothing happens
362 * if you fail, no point on that. I suppose we could do a level
363 * comparison so low level players can't erase high level players runes.
364 */
365 if (tmp->type == SIGN && !strcmp (tmp->arch->name, "rune_mark"))
366 {
367 tmp->destroy ();
368 new_draw_info (NDI_UNIQUE, 0, op, "You wipe out the rune of marking!");
369 return 1;
370 }
371
372 /* now search tmp's inventory for traps
373 * This is for chests, where the rune is in the chests inventory.
374 */
375 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
376 {
377 if (tmp2->type == RUNE || tmp2->type == TRAP)
378 {
379 tmp = tmp2;
380 searchflag = 0;
381 break;
382 }
383 }
384 if (!searchflag)
385 break;
386 }
387
388 /* no rune there. */
389 if (tmp == NULL)
390 {
391 new_draw_info (NDI_UNIQUE, 0, op, "There's nothing there!");
392 return 0;
393 }
394 trap_disarm (op, tmp, 0, skill);
395 return 1;
396
397 }
398
399 int
400 trap_see (object *op, object *trap)
401 {
402 int chance;
403
404 chance = random_roll (0, 99, op, PREFER_HIGH);;
405
406 /* decide if we see the rune or not */
407 if ((trap->stats.Cha == 1) || (chance > MIN (95, MAX (5, ((int) ((float) (op->map->difficulty
408 + trap->level + trap->stats.Cha - op->level) / 10.0 * 50.0))))))
409 {
410 new_draw_info_format (NDI_UNIQUE, 0, op, "You spot a %s!", &trap->name);
411 return 1;
412 }
413 return 0;
414 }
415
416 int
417 trap_show (object *trap, object *where)
418 {
419 object *tmp2;
420
421 if (where == NULL)
422 return 0;
423 tmp2 = get_archetype ("runedet");
424 tmp2->face = &new_faces[GET_ANIMATION (trap, 0)];
425 tmp2->x = where->x;
426 tmp2->y = where->y;
427 tmp2->map = where->map;
428 insert_ob_in_map (tmp2, where->map, NULL, 0);
429 return 1;
430
431 }
432
433
434 int
435 trap_disarm (object *disarmer, object *trap, int risk, object *skill)
436 {
437 int trapworth; /* need to compute the experience worth of the trap
438 before we kill it */
439
440 /* this formula awards a more reasonable amount of exp */
441 trapworth = MAX (1, trap->level) * disarmer->map->difficulty *
442 sqr (MAX (trap->stats.dam, trap->inv ? trap->inv->level : 1)) / skill->level;
443
444 if (!(random_roll (0, (MAX (2, MIN (20, trap->level - skill->level + 5 - disarmer->stats.Dex / 2)) - 1), disarmer, PREFER_LOW)))
445 {
446 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You successfully disarm the %s!", &trap->name);
447 trap->destroy (1);
448
449 /* If it is your own trap, (or any players trap), don't you don't
450 * get exp for it.
451 */
452 if (trap->owner && trap->owner->type != PLAYER && risk)
453 return trapworth;
454 else
455 return 1; /* give minimal exp and say success */
456 }
457 else
458 {
459 new_draw_info_format (NDI_UNIQUE, 0, disarmer, "You fail to disarm the %s.", &trap->name);
460 if (!(random_roll (0, (MAX (2, skill->level - trap->level + disarmer->stats.Dex / 2 - 6)) - 1, disarmer, PREFER_LOW)) && risk)
461 {
462 new_draw_info (NDI_UNIQUE, 0, disarmer, "In fact, you set it off!");
463 spring_trap (trap, disarmer);
464 }
465 return 0;
466 }
467 }
468
469
470 /* traps need to be adjusted for the difficulty of the map. The
471 * default traps are too strong for wimpy level 1 players, and
472 * unthreatening to anyone of high level
473 */
474
475 void
476 trap_adjust (object *trap, int difficulty)
477 {
478 int i;
479
480 /* now we set the trap level to match the difficulty of the level
481 * the formula below will give a level from 1 to (2*difficulty) with
482 * a peak probability at difficulty
483 */
484
485 trap->level = rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
486 if (trap->level < 1)
487 trap->level = 1;
488
489 /* set the hiddenness of the trap, similar formula to above */
490 trap->stats.Cha = rndm (0, 19) + rndm (0, difficulty - 1) + rndm (0, difficulty - 1);
491
492 if (!trap->other_arch && !trap->inv)
493 {
494 /* set the damage of the trap.
495 * we get 0-4 pts of damage per level of difficulty of the map in
496 * the trap
497 */
498
499 trap->stats.dam = 0;
500 for (i = 0; i < difficulty; i++)
501 trap->stats.dam += rndm (0, 4);
502
503 /* the poison trap special case */
504 if (trap->attacktype & AT_POISON)
505 {
506 trap->stats.dam = rndm (0, difficulty - 1);
507 if (trap->stats.dam < 1)
508 trap->stats.dam = 1;
509 }
510
511 /* so we get an appropriate amnt of exp for AT_DEATH traps */
512 if (trap->attacktype & AT_DEATH)
513 trap->stats.dam = 127;
514 }
515
516 }