/* * static char *rcsid_rune_c = * "$Id: rune.c 11578 2009-02-23 22:02:27Z lalo $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003,2006 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 */ /** * @file * * All rune-related functions. */ #include #ifndef __CEXTRACT__ #include #endif #include #ifndef sqr #define sqr(x) ((x)*(x)) #endif /** * Player is attempting to write a magical rune. * This function does all checks for paths, sp/gr, ... * * @param op * rune writer. * @param caster * object used for casting this rune. * @param spell * writing spell. * @param dir * orientation of rune, direction rune's contained spell will be cast in, if applicable * @param runename * name of the rune or message displayed by the rune for a rune of marking. * @retval 0 * no rune was written. * @retval 1 * rune written. */ 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)) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "Can't make a rune there!", NULL); return 0; } for (tmp = GET_MAP_OB(m, nx, ny); tmp != NULL; tmp = tmp->above) if (tmp->type == RUNE) break; if (tmp) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You can't write a rune there.", NULL); 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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "Write a rune of what?", NULL); 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) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You don't know any spell named %s", "You don't know any spell named %s", runename); return 0; } if (rune_spell->skill != spell->skill) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You can't cast %s with %s", "You can't cast %s with %s", rune_spell->name, spell->name); return 0; } if (caster->path_denied&spell->path_attuned) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "%s belongs to a spell path denied to you.", "%s belongs to a spell path denied to you.", rune_spell->name); return 0; } if (caster_level(caster, rune_spell) < rune_spell->level) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "%s is beyond your ability to cast!", "%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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You don't have enough mana.", NULL); return 0; } if (SP_level_spellpoint_cost(caster, rune_spell, SPELL_GRACE) > op->stats.grace) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_ERROR, "You don't have enough grace.", NULL); 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 = create_archetype(GENERIC_RUNE); snprintf(buf, sizeof(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; } /** * This function handles those runes which detonate but do not cast spells. * Typically, poisoned or diseased runes. * * @param op * rune. * @param victim * victim of the rune. */ static 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. * * @param trap * trap that activates. * @param victim * victim of the trap. */ void spring_trap(object *trap, object *victim) { object *env; tag_t trap_tag = trap->count; rv_vector rv; int i, has_spell; /* Prevent recursion */ if (trap->stats.hp <= 0) return; if (QUERY_FLAG(trap, FLAG_IS_LINKED)) use_trigger(trap); /* Check if this trap casts a spell */ has_spell = ((trap->inv && trap->inv->type == SPELL) || (trap->other_arch && trap->other_arch->clone.type == SPELL)); env = object_get_env_recursive(trap); /* If the victim is not next to this trap, and the trap doesn't cast * a spell, don't set it off. */ get_rangevector(env, victim, &rv, 0); if (rv.distance > 1 && !has_spell) return; /* 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) && !has_spell) return; trap->stats.hp--; /*decrement detcount */ if (victim && victim->type == PLAYER && trap->msg != NULL) draw_ext_info(NDI_UNIQUE, 0, victim, MSG_TYPE_APPLY, MSG_TYPE_APPLY_TRAP, trap->msg, trap->msg); /* Flash an image of the trap on the map so the poor sod * knows what hit him. */ trap_show(trap, env); /* Only if it is a spell do we proceed here */ if (has_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); } } /** * Someone is trying to disarm a rune. The actual attempt is done in trap_disarm(). * * @param op * object trying to disarm. * @param caster * object casting the disarm spell. * @param spell * actual spell for casting. * @param skill * skill to disarm runes. * @param dir * direction to disarm. * @retval 0 * rune wasn't disarmed. * @retval 1 * a rune was disarmed. */ 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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "There's nothing there!", NULL); return 0; } /* This can happen if a player does a 'magic rune of dispel'. Without * any skill, chance of success is zero, and we don't know who to tell * (as otherwise we would have a skill pointer). Plus, trap_disarm() * presumes skill is not null and will crash if it is. */ if (!skill) 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); draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_SUCCESS, "You wipe out the rune of marking!", NULL); 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) { draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE, "There's nothing there!", NULL); return 0; } trap_disarm(op, tmp, 0, skill); return 1; } /** * Should op see trap? * @param op * living that could spot the trap. * @param trap * trap that is invisible. * @retval 0 * trap wasn't spotted. * @retval 1 * trap was spotted. */ 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)))))) { draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You spot a %s!", "You spot a %s!", trap->name); return 1; } return 0; } /** * Handles showing a trap/rune detonation. * @param trap * trap that detonates. * @param where * object at the location to detonate. * @retval 0 * no animation inserted. * @retval 1 * animation inserted. */ int trap_show(object *trap, object *where) { object *tmp2; if (where == NULL) return 0; tmp2 = create_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; } /** * Try to disarm a trap/rune. * * @param disarmer * object disarming the trap/rune. * @param trap * trap to disarm. * @param risk * if 0, trap/rune won't spring if disarm failure. Else it will spring. * @param skill * spell used to disarm. * @return * experience to award, 0 for failure. */ 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))) { draw_ext_info_format(NDI_UNIQUE, 0, disarmer, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "You successfully disarm the %s!", "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 { draw_ext_info_format(NDI_UNIQUE, 0, disarmer, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_FAILURE, "You fail to disarm the %s.", "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) { draw_ext_info(NDI_UNIQUE, 0, disarmer, MSG_TYPE_COMMAND, MSG_TYPE_COMMAND_SUCCESS, "In fact, you set it off!", NULL); spring_trap(trap, disarmer); } return 0; } } /** * Adjust trap difficulty to the map. * The default traps are too strong for wimpy level 1 players, and * unthreatening to anyone of high level * * @param trap * trap to adjust. * @param difficulty * map difficulty. */ 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; i < difficulty; i++) trap->stats.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; } }