/* * static char *rcsid_rune_c = * "$Id: rune.c,v 1.1.1.1 2006/02/03 07:14:36 root Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #include #ifndef __CEXTRACT__ #include #endif #include #ifndef sqr #define sqr(x) ((x)*(x)) #endif /* peterm: * write_rune: * op: rune writer * skop: skill object used for casting this rune * dir: orientation of rune, direction rune's contained spell will * be cast in, if applicable * inspell: spell object to put into the rune, can be null if doing * a marking rune. * level: level of casting of the rune * runename: name of the rune or message displayed by the rune for * a rune of marking */ int write_rune(object *op,object *caster, object *spell, int dir, const char *runename) { object *tmp, *rune_spell, *rune; char buf[MAX_BUF]; mapstruct *m; sint16 nx,ny; if(!dir) { dir=1; } nx=op->x+freearr_x[dir]; ny=op->y+freearr_y[dir]; m = op->map; if (get_map_flags(m, &m, nx, ny, &nx, &ny)) { new_draw_info(NDI_UNIQUE, 0,op,"Can't make a rune there!"); return 0; } for(tmp=get_map_ob(m,nx,ny);tmp!=NULL;tmp=tmp->above) if(tmp->type==RUNE) break; if(tmp){ new_draw_info(NDI_UNIQUE, 0,op,"You can't write a rune there."); return 0; } if (spell->other_arch) { rune_spell = arch_to_object(spell->other_arch); } else { /* Player specified spell. The player has to know the spell, so * lets just look through the players inventory see if they know it * use the item_matched_string for our typical matching method. */ int bestmatch = 0, ms; if (!runename || *runename == 0) { new_draw_info(NDI_UNIQUE, 0, op, "Write a rune of what?"); return 0; } rune_spell=NULL; for (tmp=op->inv; tmp; tmp=tmp->below) { if (tmp->type == SPELL) { ms = item_matched_string(op, tmp, runename); if (ms > bestmatch) { bestmatch = ms; rune_spell = tmp; } } } if (!rune_spell) { new_draw_info_format(NDI_UNIQUE, 0, op, "You don't know any spell named %s", runename); return 0; } if (rune_spell->skill != spell->skill) { new_draw_info_format(NDI_UNIQUE, 0, op, "You can't cast %s with %s", rune_spell->name, spell->name); return 0; } if (caster->path_denied & spell->path_attuned) { new_draw_info_format(NDI_UNIQUE, 0,op, "%s belongs to a spell path denied to you.", rune_spell->name); return 0; } if (caster_level(caster, rune_spell) < rune_spell->level) { new_draw_info_format(NDI_UNIQUE, 0,op, "%s is beyond your ability to cast!", rune_spell->name); return 0; } if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_MANA) > op->stats.sp) { new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough mana."); return 0; } if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE) > op->stats.grace) { new_draw_info(NDI_UNIQUE, 0,op,"You don't have enough grace."); return 0; } op->stats.grace -= SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE); op->stats.sp -= SP_level_spellpoint_cost(caster, rune_spell, SPELL_MANA); } /* already proper rune. Note this should only be the case if other_arch was set */ if (rune_spell->type == RUNE) { rune = rune_spell; } else { rune = get_archetype(GENERIC_RUNE); sprintf(buf,"You set off a rune of %s\n",rune_spell->name); rune->msg=add_string(buf); tmp = get_object(); copy_object(rune_spell, tmp); insert_ob_in_ob(tmp, rune); if (spell->face != blank_face) rune->face = spell->face; } rune->level = caster_level(caster, spell); rune->stats.Cha = rune->level/2; /* the invisibility parameter */ rune->x=nx; rune->y=ny; rune->map = m; rune->direction=dir; /* where any spell will go upon detonation */ set_owner(rune,op); /* runes without need no owner */ set_spell_skill(op, caster, spell, rune); insert_ob_in_map(rune,m,op,0); return 1; } /* move_rune: peterm comments on runes: rune->level : level at which rune will cast its spell. rune->hp : number of detonations before rune goes away rune->msg : message the rune displays when it goes off rune->direction : direction it will cast a spell in rune->dam : damage the rune will do if it doesn't cast spells rune->attacktype: type of damage it does, if not casting spells rune->other_arch: spell in the rune rune->Cha : how hidden the rune is rune->maxhp : number of spells the rune casts */ void move_rune(object *op) { int det=0; if(!op->level) {return;} /* runes of level zero cannot detonate. */ det=op->invisible; if(!(rndm(0, MAX(1,(op->stats.Cha))-1))) { op->invisible=0; op->speed_left-=1; } else op->invisible=1; if(op->invisible!=det) update_object(op,UP_OBJ_FACE); } /* peterm: rune_attack * function handles those runes which detonate but do not cast spells. */ void rune_attack(object *op,object *victim) { if(victim) { tag_t tag = victim->count; hit_player(victim,op->stats.dam,op,op->attacktype,1); if (was_destroyed (victim, tag)) return; /* if there's a disease in the needle, put it in the player */ if(HAS_RANDOM_ITEMS(op)) create_treasure(op->randomitems,op,0, (victim->map?victim->map->difficulty:1),0); if(op->inv && op->inv->type == DISEASE) { object *disease=op->inv; infect_object(victim, disease, 1); remove_ob(disease); free_object(disease); } } else hit_map(op,0,op->attacktype,1); } /* This function generalizes attacks by runes/traps. This ought to make * it possible for runes to attack from the inventory, * it'll spring the trap on the victim. */ void spring_trap(object *trap,object *victim) { object *env; tag_t trap_tag = trap->count; rv_vector rv; int i; /* Prevent recursion */ if (trap->stats.hp <= 0) return; if (QUERY_FLAG(trap,FLAG_IS_LINKED)) use_trigger(trap); /* Only living objects can trigger runes that don't cast spells, as * doing direct damage to a non-living object doesn't work anyway. * Typical example is an arrow attacking a door. */ if ( ! QUERY_FLAG (victim, FLAG_ALIVE) && !trap->inv && !trap->other_arch) return; trap->stats.hp--; /*decrement detcount */ if(victim && victim->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,victim,trap->msg); /* Flash an image of the trap on the map so the poor sod * knows what hit him. */ env = object_get_env_recursive(trap); /* If the victim is not next to this trap, don't set it off. * players shouldn't get hit by firing arrows at a door for example. * At the same time, the trap will stick around until detonated */ get_rangevector(env, victim, &rv, 0); if (rv.distance > 1) return; trap_show(trap,env); /* Only if it is a spell do we proceed here */ if ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)) { object *spell; /* This is necessary if the trap is inside something else */ remove_ob(trap); trap->x=victim->x; trap->y=victim->y; insert_ob_in_map(trap,victim->map,trap,0); if (was_destroyed (trap, trap_tag)) return; for(i = 0; i < MAX(1, trap->stats.maxhp); i++) { if (trap->inv) cast_spell(trap,trap,trap->direction,trap->inv,NULL); else { spell = arch_to_object(trap->other_arch); cast_spell(trap,trap,trap->direction,spell,NULL); free_object(spell); } } } else { rune_attack(trap,victim); if (was_destroyed (trap, trap_tag)) return; } if (trap->stats.hp <= 0) { trap->type=SIGN; /* make the trap impotent */ trap->stats.food=20; /* make it stick around until its spells are gone */ SET_FLAG(trap,FLAG_IS_USED_UP); } } /* dispel_rune: by peterm * dispels the target rune, depending on the level of the actor * and the level of the rune risk flag, if true, means that there is * a chance that the trap/rune will detonate */ int dispel_rune(object *op,object *caster, object *spell, object *skill, int dir) { object *tmp,*tmp2; int searchflag = 1, mflags; sint16 x,y; mapstruct *m; x = op->x+freearr_x[dir]; y = op->y+freearr_y[dir]; m = op->map; mflags = get_map_flags(m, &m, x, y, &x, &y); /* Should we perhaps not allow player to disable traps if a monster/ * player is standing on top? */ if (mflags & P_OUT_OF_MAP) { new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); return 0; } for(tmp=get_map_ob(m,x, y); tmp!=NULL; tmp=tmp->above) { if(tmp->type==RUNE || tmp->type==TRAP) break; /* we could put a probability chance here, but since nothing happens * if you fail, no point on that. I suppose we could do a level * comparison so low level players can't erase high level players runes. */ if (tmp->type == SIGN && !strcmp(tmp->arch->name,"rune_mark")) { remove_ob(tmp); free_object(tmp); new_draw_info(NDI_UNIQUE, 0,op,"You wipe out the rune of marking!"); return 1; } /* now search tmp's inventory for traps * This is for chests, where the rune is in the chests inventory. */ for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) { if(tmp2->type==RUNE || tmp2->type==TRAP) { tmp=tmp2; searchflag=0; break; } } if(!searchflag) break; } /* no rune there. */ if(tmp==NULL) { new_draw_info(NDI_UNIQUE, 0,op,"There's nothing there!"); return 0; } trap_disarm(op,tmp,0, skill); return 1; } int trap_see(object *op,object *trap) { int chance; chance = random_roll(0, 99, op, PREFER_HIGH);; /* decide if we see the rune or not */ if((trap->stats.Cha==1) || (chance > MIN(95,MAX(5,((int)((float) (op->map->difficulty + trap->level + trap->stats.Cha-op->level)/10.0 * 50.0)))))) { new_draw_info_format(NDI_UNIQUE, 0,op,"You spot a %s!",trap->name); return 1; } return 0; } int trap_show(object *trap, object *where) { object *tmp2; if(where==NULL) return 0; tmp2=get_archetype("runedet"); tmp2->face=&new_faces[GET_ANIMATION(trap, 0)]; tmp2->x=where->x;tmp2->y=where->y;tmp2->map=where->map; insert_ob_in_map(tmp2,where->map,NULL,0); return 1; } int trap_disarm(object *disarmer, object *trap, int risk, object *skill) { int trapworth; /* need to compute the experience worth of the trap before we kill it */ /* this formula awards a more reasonable amount of exp */ trapworth = MAX(1,trap->level) * disarmer->map->difficulty * sqr(MAX(trap->stats.dam,trap->inv?trap->inv->level:1)) / skill->level; if(!(random_roll(0, (MAX(2, MIN(20,trap->level-skill->level +5 - disarmer->stats.Dex/2))-1), disarmer, PREFER_LOW))) { new_draw_info_format(NDI_UNIQUE, 0,disarmer, "You successfully disarm the %s!",trap->name); destroy_object(trap); /* If it is your own trap, (or any players trap), don't you don't * get exp for it. */ if (trap->owner && trap->owner->type!=PLAYER && risk) return trapworth; else return 1; /* give minimal exp and say success */ } else { new_draw_info_format(NDI_UNIQUE, 0,disarmer, "You fail to disarm the %s.",trap->name); if(! (random_roll(0, (MAX(2,skill->level-trap->level + disarmer->stats.Dex/2-6))-1, disarmer, PREFER_LOW)) &&risk) { new_draw_info(NDI_UNIQUE, 0,disarmer,"In fact, you set it off!"); spring_trap(trap,disarmer); } return 0; } } /* traps need to be adjusted for the difficulty of the map. The * default traps are too strong for wimpy level 1 players, and * unthreatening to anyone of high level */ void trap_adjust(object *trap, int difficulty) { int i; /* now we set the trap level to match the difficulty of the level * the formula below will give a level from 1 to (2*difficulty) with * a peak probability at difficulty */ trap->level = rndm(0, difficulty-1) + rndm(0, difficulty-1); if(trap->level < 1) trap->level = 1; /* set the hiddenness of the trap, similar formula to above */ trap->stats.Cha = rndm(0, 19) + rndm(0, difficulty-1) + rndm(0, difficulty-1); if (!trap->other_arch && !trap->inv) { /* set the damage of the trap. * we get 0-4 pts of damage per level of difficulty of the map in * the trap */ trap->stats.dam = 0; for(i=0;istats.dam+=rndm(0, 4); /* the poison trap special case */ if(trap->attacktype & AT_POISON) { trap->stats.dam = rndm(0, difficulty-1); if(trap->stats.dam < 1) trap->stats.dam = 1; } /* so we get an appropriate amnt of exp for AT_DEATH traps */ if(trap->attacktype & AT_DEATH) trap->stats.dam = 127; } }