1 |
root |
1.9 |
|
2 |
elmex |
1.1 |
/* |
3 |
|
|
* static char *rcsid_attack_c = |
4 |
root |
1.14 |
* "$Id: attack.C,v 1.13 2006-09-14 00:14:51 root Exp $"; |
5 |
elmex |
1.1 |
*/ |
6 |
root |
1.9 |
|
7 |
elmex |
1.1 |
/* |
8 |
|
|
CrossFire, A Multiplayer game for X-windows |
9 |
|
|
|
10 |
|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
|
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Copyright (C) 1992 Frank Tore Johansen |
12 |
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|
13 |
|
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This program is free software; you can redistribute it and/or modify |
14 |
|
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it under the terms of the GNU General Public License as published by |
15 |
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the Free Software Foundation; either version 2 of the License, or |
16 |
|
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(at your option) any later version. |
17 |
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|
18 |
|
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This program is distributed in the hope that it will be useful, |
19 |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
|
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
|
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GNU General Public License for more details. |
22 |
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23 |
|
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You should have received a copy of the GNU General Public License |
24 |
|
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along with this program; if not, write to the Free Software |
25 |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
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27 |
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The authors can be reached via e-mail to crossfire-devel@real-time.com |
28 |
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*/ |
29 |
|
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#include <assert.h> |
30 |
|
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#include <global.h> |
31 |
|
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#include <living.h> |
32 |
|
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#include <material.h> |
33 |
|
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#include <skills.h> |
34 |
|
|
|
35 |
|
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#ifndef __CEXTRACT__ |
36 |
root |
1.9 |
# include <sproto.h> |
37 |
elmex |
1.1 |
#endif |
38 |
|
|
|
39 |
|
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#include <sounds.h> |
40 |
|
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|
41 |
root |
1.9 |
typedef struct att_msg_str |
42 |
|
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{ |
43 |
elmex |
1.1 |
char *msg1; |
44 |
|
|
char *msg2; |
45 |
|
|
} att_msg; |
46 |
|
|
|
47 |
|
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/*#define ATTACK_DEBUG*/ |
48 |
|
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|
49 |
|
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/* cancels object *op. Cancellation basically means an object loses |
50 |
|
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* its magical benefits. |
51 |
|
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*/ |
52 |
root |
1.9 |
void |
53 |
|
|
cancellation (object *op) |
54 |
elmex |
1.1 |
{ |
55 |
root |
1.9 |
object *tmp; |
56 |
elmex |
1.1 |
|
57 |
root |
1.9 |
if (op->invisible) |
58 |
|
|
return; |
59 |
|
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|
60 |
|
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if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
61 |
|
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{ |
62 |
|
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/* Recur through the inventory */ |
63 |
|
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for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
64 |
|
|
if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
65 |
|
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cancellation (tmp); |
66 |
|
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} |
67 |
|
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else if (FABS (op->magic) <= (rndm (0, 5))) |
68 |
|
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{ |
69 |
|
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/* Nullify this object. This code could probably be more complete */ |
70 |
|
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/* in what abilities it should cancel */ |
71 |
|
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op->magic = 0; |
72 |
|
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CLEAR_FLAG (op, FLAG_DAMNED); |
73 |
|
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CLEAR_FLAG (op, FLAG_CURSED); |
74 |
|
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CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
75 |
|
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CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
76 |
|
|
if (op->env && op->env->type == PLAYER) |
77 |
|
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{ |
78 |
|
|
esrv_send_item (op->env, op); |
79 |
root |
1.5 |
} |
80 |
elmex |
1.1 |
} |
81 |
|
|
} |
82 |
|
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|
83 |
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|
84 |
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|
85 |
|
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/* did_make_save_item just checks to make sure the item actually |
86 |
|
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* made its saving throw based on the tables. It does not take |
87 |
|
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* any further action (like destroying the item). |
88 |
|
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*/ |
89 |
|
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|
90 |
root |
1.9 |
int |
91 |
|
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did_make_save_item (object *op, int type, object *originator) |
92 |
|
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{ |
93 |
|
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int i, roll, saves = 0, attacks = 0, number; |
94 |
|
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materialtype_t *mt; |
95 |
|
|
|
96 |
|
|
if (op->materialname == NULL) |
97 |
|
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{ |
98 |
|
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for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
99 |
|
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{ |
100 |
|
|
if (op->material & mt->material) |
101 |
|
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break; |
102 |
elmex |
1.1 |
} |
103 |
root |
1.9 |
} |
104 |
|
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else |
105 |
|
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mt = name_to_material (op->materialname); |
106 |
|
|
if (mt == NULL) |
107 |
elmex |
1.1 |
return TRUE; |
108 |
root |
1.9 |
roll = rndm (1, 20); |
109 |
|
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|
110 |
|
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/* the attacktypes have no meaning for object saves |
111 |
|
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* If the type is only magic, don't adjust type - basically, if |
112 |
|
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* pure magic is hitting an object, it should save. However, if it |
113 |
|
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* is magic teamed with something else, then strip out the |
114 |
|
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* magic type, and instead let the fire, cold, or whatever component |
115 |
|
|
* destroy the item. Otherwise, you get the case of poisoncloud |
116 |
|
|
* destroying objects because it has magic attacktype. |
117 |
|
|
*/ |
118 |
|
|
if (type != AT_MAGIC) |
119 |
|
|
type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
120 |
|
|
AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
121 |
|
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AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
122 |
|
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|
123 |
|
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if (type == 0) |
124 |
|
|
return TRUE; |
125 |
|
|
if (roll == 20) |
126 |
|
|
return TRUE; |
127 |
|
|
if (roll == 1) |
128 |
|
|
return FALSE; |
129 |
|
|
|
130 |
|
|
for (number = 0; number < NROFATTACKS; number++) |
131 |
|
|
{ |
132 |
|
|
i = 1 << number; |
133 |
|
|
if (!(i & type)) |
134 |
|
|
continue; |
135 |
|
|
attacks++; |
136 |
|
|
if (op->resist[number] == 100) |
137 |
|
|
saves++; |
138 |
|
|
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
139 |
|
|
saves++; |
140 |
|
|
else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
141 |
|
|
saves++; |
142 |
|
|
} |
143 |
|
|
|
144 |
|
|
if (saves == attacks || attacks == 0) |
145 |
|
|
return TRUE; |
146 |
|
|
if ((saves == 0) || (rndm (1, attacks) > saves)) |
147 |
|
|
return FALSE; |
148 |
|
|
return TRUE; |
149 |
elmex |
1.1 |
} |
150 |
|
|
|
151 |
|
|
/* This function calls did_make_save_item. It then performs the |
152 |
|
|
* appropriate actions to the item (such as burning the item up, |
153 |
|
|
* calling cancellation, etc.) |
154 |
|
|
*/ |
155 |
|
|
|
156 |
root |
1.9 |
void |
157 |
|
|
save_throw_object (object *op, int type, object *originator) |
158 |
elmex |
1.1 |
{ |
159 |
root |
1.9 |
if (!did_make_save_item (op, type, originator)) |
160 |
elmex |
1.1 |
{ |
161 |
root |
1.9 |
object *env = op->env; |
162 |
|
|
int x = op->x, y = op->y; |
163 |
|
|
mapstruct *m = op->map; |
164 |
|
|
|
165 |
|
|
op = stop_item (op); |
166 |
|
|
if (op == NULL) |
167 |
|
|
return; |
168 |
elmex |
1.1 |
|
169 |
root |
1.9 |
/* Hacked the following so that type LIGHTER will work. |
170 |
|
|
* Also, objects which are potenital "lights" that are hit by |
171 |
|
|
* flame/elect attacks will be set to glow. "lights" are any |
172 |
|
|
* object with +/- glow_radius and an "other_arch" to change to. |
173 |
|
|
* (and please note that we cant fail our save and reach this |
174 |
|
|
* function if the object doesnt contain a material that can burn. |
175 |
|
|
* So forget lighting magical swords on fire with this!) -b.t. |
176 |
|
|
*/ |
177 |
|
|
if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
178 |
|
|
{ |
179 |
|
|
const char *arch = op->other_arch->name; |
180 |
elmex |
1.1 |
|
181 |
root |
1.9 |
op = decrease_ob_nr (op, 1); |
182 |
root |
1.13 |
|
183 |
root |
1.9 |
if (op) |
184 |
|
|
fix_stopped_item (op, m, originator); |
185 |
root |
1.13 |
|
186 |
root |
1.9 |
if ((op = get_archetype (arch)) != NULL) |
187 |
|
|
{ |
188 |
|
|
if (env) |
189 |
|
|
{ |
190 |
|
|
op->x = env->x, op->y = env->y; |
191 |
|
|
insert_ob_in_ob (op, env); |
192 |
|
|
if (env->contr) |
193 |
|
|
esrv_send_item (env, op); |
194 |
root |
1.5 |
} |
195 |
root |
1.9 |
else |
196 |
|
|
{ |
197 |
|
|
op->x = x, op->y = y; |
198 |
|
|
insert_ob_in_map (op, m, originator, 0); |
199 |
|
|
} |
200 |
|
|
} |
201 |
root |
1.13 |
|
202 |
root |
1.9 |
return; |
203 |
|
|
} |
204 |
root |
1.13 |
|
205 |
root |
1.9 |
if (type & AT_CANCELLATION) |
206 |
|
|
{ /* Cancellation. */ |
207 |
|
|
cancellation (op); |
208 |
|
|
fix_stopped_item (op, m, originator); |
209 |
|
|
return; |
210 |
|
|
} |
211 |
root |
1.13 |
|
212 |
root |
1.9 |
if (op->nrof > 1) |
213 |
|
|
{ |
214 |
|
|
op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
215 |
root |
1.13 |
|
216 |
root |
1.9 |
if (op) |
217 |
|
|
fix_stopped_item (op, m, originator); |
218 |
elmex |
1.1 |
} |
219 |
root |
1.9 |
else |
220 |
|
|
{ |
221 |
|
|
if (op->env) |
222 |
|
|
{ |
223 |
|
|
object *tmp = is_player_inv (op->env); |
224 |
|
|
|
225 |
|
|
if (tmp) |
226 |
root |
1.13 |
esrv_del_item (tmp->contr, op->count); |
227 |
root |
1.5 |
} |
228 |
root |
1.13 |
|
229 |
root |
1.9 |
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
230 |
|
|
remove_ob (op); |
231 |
root |
1.13 |
|
232 |
root |
1.9 |
free_object (op); |
233 |
|
|
} |
234 |
root |
1.13 |
|
235 |
root |
1.9 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
236 |
root |
1.13 |
if (env) |
237 |
|
|
{ |
238 |
|
|
op = get_archetype ("burnout"); |
239 |
|
|
op->x = env->x, op->y = env->y; |
240 |
|
|
insert_ob_in_ob (op, env); |
241 |
|
|
} |
242 |
|
|
else |
243 |
|
|
replace_insert_ob_in_map ("burnout", originator); |
244 |
|
|
|
245 |
root |
1.9 |
return; |
246 |
|
|
} |
247 |
|
|
/* The value of 50 is arbitrary. */ |
248 |
|
|
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
249 |
|
|
{ |
250 |
|
|
object *tmp; |
251 |
|
|
archetype *at = find_archetype ("icecube"); |
252 |
|
|
|
253 |
|
|
if (at == NULL) |
254 |
root |
1.5 |
return; |
255 |
root |
1.9 |
op = stop_item (op); |
256 |
|
|
if (op == NULL) |
257 |
elmex |
1.1 |
return; |
258 |
root |
1.9 |
if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
259 |
|
|
{ |
260 |
|
|
tmp = arch_to_object (at); |
261 |
|
|
tmp->x = op->x, tmp->y = op->y; |
262 |
|
|
/* This was in the old (pre new movement code) - |
263 |
|
|
* icecubes have slow_move set to 1 - don't want |
264 |
|
|
* that for ones we create. |
265 |
|
|
*/ |
266 |
|
|
tmp->move_slow_penalty = 0; |
267 |
|
|
tmp->move_slow = 0; |
268 |
|
|
insert_ob_in_map (tmp, op->map, originator, 0); |
269 |
|
|
} |
270 |
|
|
if (!QUERY_FLAG (op, FLAG_REMOVED)) |
271 |
|
|
remove_ob (op); |
272 |
|
|
(void) insert_ob_in_ob (op, tmp); |
273 |
|
|
return; |
274 |
elmex |
1.1 |
} |
275 |
|
|
} |
276 |
|
|
|
277 |
|
|
/* Object op is hitting the map. |
278 |
|
|
* op is going in direction 'dir' |
279 |
|
|
* type is the attacktype of the object. |
280 |
|
|
* full_hit is set if monster area does not matter. |
281 |
|
|
* returns 1 if it hits something, 0 otherwise. |
282 |
|
|
*/ |
283 |
|
|
|
284 |
root |
1.9 |
int |
285 |
|
|
hit_map (object *op, int dir, int type, int full_hit) |
286 |
|
|
{ |
287 |
|
|
object *tmp, *next; |
288 |
|
|
mapstruct *map; |
289 |
|
|
sint16 x, y; |
290 |
|
|
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
291 |
elmex |
1.1 |
|
292 |
root |
1.9 |
tag_t op_tag, next_tag = 0; |
293 |
elmex |
1.1 |
|
294 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_FREED)) |
295 |
|
|
{ |
296 |
|
|
LOG (llevError, "BUG: hit_map(): free object\n"); |
297 |
|
|
return 0; |
298 |
elmex |
1.1 |
} |
299 |
|
|
|
300 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
301 |
|
|
{ |
302 |
|
|
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
303 |
|
|
return 0; |
304 |
elmex |
1.1 |
} |
305 |
|
|
|
306 |
root |
1.9 |
if (!op->map) |
307 |
|
|
{ |
308 |
|
|
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
309 |
|
|
return 0; |
310 |
elmex |
1.1 |
} |
311 |
|
|
|
312 |
root |
1.9 |
if (op->head) |
313 |
|
|
op = op->head; |
314 |
|
|
|
315 |
|
|
op_tag = op->count; |
316 |
|
|
|
317 |
|
|
map = op->map; |
318 |
|
|
x = op->x + freearr_x[dir]; |
319 |
|
|
y = op->y + freearr_y[dir]; |
320 |
elmex |
1.1 |
|
321 |
root |
1.9 |
int mflags = get_map_flags (map, &map, x, y, &x, &y); |
322 |
|
|
|
323 |
|
|
// elmex: a safe map tile can't be hit! |
324 |
|
|
// this should prevent most harmful effects on items and players there. |
325 |
root |
1.11 |
if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
326 |
root |
1.9 |
return 0; |
327 |
|
|
|
328 |
|
|
/* peterm: a few special cases for special attacktypes --counterspell |
329 |
|
|
* must be out here because it strikes things which are not alive |
330 |
|
|
*/ |
331 |
elmex |
1.1 |
|
332 |
root |
1.9 |
if (type & AT_COUNTERSPELL) |
333 |
|
|
{ |
334 |
|
|
counterspell (op, dir); /* see spell_effect.c */ |
335 |
elmex |
1.1 |
|
336 |
root |
1.9 |
/* If the only attacktype is counterspell or magic, don't need |
337 |
|
|
* to do any further processing. |
338 |
|
|
*/ |
339 |
|
|
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
340 |
root |
1.11 |
return 0; |
341 |
|
|
|
342 |
root |
1.9 |
type &= ~AT_COUNTERSPELL; |
343 |
elmex |
1.1 |
} |
344 |
|
|
|
345 |
root |
1.9 |
if (type & AT_CHAOS) |
346 |
|
|
{ |
347 |
|
|
shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
348 |
|
|
update_object (op, UP_OBJ_FACE); |
349 |
|
|
type &= ~AT_CHAOS; |
350 |
elmex |
1.1 |
} |
351 |
|
|
|
352 |
root |
1.9 |
next = get_map_ob (map, x, y); |
353 |
|
|
if (next) |
354 |
|
|
next_tag = next->count; |
355 |
|
|
|
356 |
|
|
while (next) |
357 |
|
|
{ |
358 |
|
|
if (was_destroyed (next, next_tag)) |
359 |
|
|
{ |
360 |
|
|
/* There may still be objects that were above 'next', but there is no |
361 |
|
|
* simple way to find out short of copying all object references and |
362 |
|
|
* tags into a temporary array before we start processing the first |
363 |
|
|
* object. That's why we just abort. |
364 |
|
|
* |
365 |
|
|
* This happens whenever attack spells (like fire) hit a pile |
366 |
|
|
* of objects. This is not a bug - nor an error. The errormessage |
367 |
|
|
* below was spamming the logs for absolutely no reason. |
368 |
|
|
*/ |
369 |
|
|
/* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
370 |
|
|
break; |
371 |
|
|
} |
372 |
root |
1.11 |
|
373 |
root |
1.9 |
tmp = next; |
374 |
|
|
next = tmp->above; |
375 |
root |
1.11 |
|
376 |
root |
1.9 |
if (next) |
377 |
root |
1.5 |
next_tag = next->count; |
378 |
elmex |
1.1 |
|
379 |
root |
1.9 |
if (QUERY_FLAG (tmp, FLAG_FREED)) |
380 |
|
|
{ |
381 |
|
|
LOG (llevError, "BUG: hit_map(): found freed object\n"); |
382 |
|
|
break; |
383 |
root |
1.5 |
} |
384 |
|
|
|
385 |
root |
1.9 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
386 |
|
|
* For example, 'tmp' was put in an icecube. |
387 |
|
|
* This is one of the few cases where on_same_map should not be used. |
388 |
|
|
*/ |
389 |
|
|
if (tmp->map != map || tmp->x != x || tmp->y != y) |
390 |
|
|
continue; |
391 |
|
|
|
392 |
|
|
if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
393 |
|
|
{ |
394 |
|
|
hit_player (tmp, op->stats.dam, op, type, full_hit); |
395 |
|
|
retflag |= 1; |
396 |
|
|
if (was_destroyed (op, op_tag)) |
397 |
root |
1.5 |
break; |
398 |
|
|
} |
399 |
root |
1.11 |
|
400 |
root |
1.9 |
/* Here we are potentially destroying an object. If the object has |
401 |
|
|
* NO_PASS set, it is also immune - you can't destroy walls. Note |
402 |
|
|
* that weak walls have is_alive set, which prevent objects from |
403 |
|
|
* passing over/through them. We don't care what type of movement |
404 |
|
|
* the wall blocks - if it blocks any type of movement, can't be |
405 |
|
|
* destroyed right now. |
406 |
|
|
*/ |
407 |
|
|
else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
408 |
|
|
{ |
409 |
|
|
save_throw_object (tmp, type, op); |
410 |
|
|
if (was_destroyed (op, op_tag)) |
411 |
|
|
break; |
412 |
root |
1.5 |
} |
413 |
elmex |
1.1 |
} |
414 |
root |
1.11 |
|
415 |
root |
1.9 |
return 0; |
416 |
elmex |
1.1 |
} |
417 |
|
|
|
418 |
root |
1.9 |
void |
419 |
|
|
attack_message (int dam, int type, object *op, object *hitter) |
420 |
|
|
{ |
421 |
elmex |
1.1 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
422 |
root |
1.9 |
int i, found = 0; |
423 |
elmex |
1.1 |
mapstruct *map; |
424 |
|
|
object *next, *tmp; |
425 |
|
|
|
426 |
|
|
/* put in a few special messages for some of the common attacktypes |
427 |
|
|
* a player might have. For example, fire, electric, cold, etc |
428 |
|
|
* [garbled 20010919] |
429 |
|
|
*/ |
430 |
|
|
|
431 |
root |
1.9 |
if (dam == 9998 && op->type == DOOR) |
432 |
|
|
{ |
433 |
|
|
sprintf (buf1, "unlock %s", &op->name); |
434 |
|
|
sprintf (buf2, " unlocks"); |
435 |
|
|
found++; |
436 |
|
|
} |
437 |
|
|
if (dam < 0) |
438 |
|
|
{ |
439 |
|
|
sprintf (buf1, "hit %s", &op->name); |
440 |
|
|
sprintf (buf2, " hits"); |
441 |
|
|
found++; |
442 |
|
|
} |
443 |
|
|
else if (dam == 0) |
444 |
|
|
{ |
445 |
|
|
sprintf (buf1, "missed %s", &op->name); |
446 |
|
|
sprintf (buf2, " misses"); |
447 |
|
|
found++; |
448 |
|
|
} |
449 |
|
|
else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
450 |
|
|
hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
451 |
|
|
{ |
452 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
453 |
|
|
if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
454 |
|
|
{ |
455 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
456 |
|
|
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
457 |
|
|
found++; |
458 |
|
|
break; |
459 |
|
|
} |
460 |
|
|
} |
461 |
|
|
else if (op->type == DOOR && !found) |
462 |
|
|
{ |
463 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
464 |
|
|
if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
465 |
|
|
{ |
466 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
467 |
|
|
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
468 |
|
|
found++; |
469 |
|
|
break; |
470 |
|
|
} |
471 |
|
|
} |
472 |
|
|
else if (hitter->type == PLAYER && IS_LIVE (op)) |
473 |
|
|
{ |
474 |
|
|
if (USING_SKILL (hitter, SK_KARATE)) |
475 |
|
|
{ |
476 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
477 |
|
|
if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
478 |
|
|
{ |
479 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
480 |
|
|
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
481 |
root |
1.5 |
found++; |
482 |
|
|
break; |
483 |
root |
1.9 |
} |
484 |
|
|
} |
485 |
|
|
else if (USING_SKILL (hitter, SK_CLAWING)) |
486 |
|
|
{ |
487 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
488 |
|
|
if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
489 |
|
|
{ |
490 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
491 |
|
|
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
492 |
root |
1.5 |
found++; |
493 |
|
|
break; |
494 |
|
|
} |
495 |
root |
1.9 |
} |
496 |
|
|
else if (USING_SKILL (hitter, SK_PUNCHING)) |
497 |
|
|
{ |
498 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
499 |
|
|
if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
500 |
|
|
{ |
501 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
502 |
|
|
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
503 |
|
|
found++; |
504 |
|
|
break; |
505 |
root |
1.5 |
} |
506 |
|
|
} |
507 |
elmex |
1.1 |
} |
508 |
root |
1.9 |
if (found) |
509 |
|
|
{ |
510 |
|
|
/* done */ |
511 |
|
|
} |
512 |
|
|
else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
513 |
|
|
{ |
514 |
|
|
sprintf (buf1, "hit"); /* just in case */ |
515 |
|
|
for (i = 0; i < MAXATTACKMESS; i++) |
516 |
|
|
if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
517 |
|
|
{ |
518 |
|
|
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
519 |
|
|
found++; |
520 |
|
|
break; |
521 |
|
|
} |
522 |
|
|
} |
523 |
|
|
else if (type & AT_DRAIN && IS_LIVE (op)) |
524 |
|
|
{ |
525 |
elmex |
1.1 |
/* drain is first, because some items have multiple attypes */ |
526 |
root |
1.9 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
527 |
|
|
if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
528 |
|
|
{ |
529 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
530 |
|
|
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
531 |
|
|
found++; |
532 |
|
|
break; |
533 |
|
|
} |
534 |
|
|
} |
535 |
|
|
else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
536 |
|
|
{ |
537 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
538 |
|
|
if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
539 |
|
|
{ |
540 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
541 |
|
|
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
542 |
|
|
found++; |
543 |
|
|
break; |
544 |
|
|
} |
545 |
|
|
} |
546 |
|
|
else if (type & AT_COLD && IS_LIVE (op)) |
547 |
|
|
{ |
548 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
549 |
|
|
if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
550 |
|
|
{ |
551 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
552 |
|
|
strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
553 |
|
|
found++; |
554 |
|
|
break; |
555 |
|
|
} |
556 |
|
|
} |
557 |
|
|
else if (type & AT_FIRE) |
558 |
|
|
{ |
559 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
560 |
|
|
if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
561 |
|
|
{ |
562 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
563 |
|
|
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
564 |
|
|
found++; |
565 |
|
|
break; |
566 |
|
|
} |
567 |
|
|
} |
568 |
|
|
else if (hitter->current_weapon != NULL) |
569 |
|
|
{ |
570 |
|
|
int mtype; |
571 |
|
|
|
572 |
|
|
switch (hitter->current_weapon->weapontype) |
573 |
|
|
{ |
574 |
|
|
case WEAP_HIT: |
575 |
|
|
mtype = ATM_BASIC; |
576 |
|
|
break; |
577 |
|
|
case WEAP_SLASH: |
578 |
|
|
mtype = ATM_SLASH; |
579 |
|
|
break; |
580 |
|
|
case WEAP_PIERCE: |
581 |
|
|
mtype = ATM_PIERCE; |
582 |
|
|
break; |
583 |
|
|
case WEAP_CLEAVE: |
584 |
|
|
mtype = ATM_CLEAVE; |
585 |
|
|
break; |
586 |
|
|
case WEAP_SLICE: |
587 |
|
|
mtype = ATM_SLICE; |
588 |
|
|
break; |
589 |
|
|
case WEAP_STAB: |
590 |
|
|
mtype = ATM_STAB; |
591 |
|
|
break; |
592 |
|
|
case WEAP_WHIP: |
593 |
|
|
mtype = ATM_WHIP; |
594 |
|
|
break; |
595 |
|
|
case WEAP_CRUSH: |
596 |
|
|
mtype = ATM_CRUSH; |
597 |
|
|
break; |
598 |
|
|
case WEAP_BLUD: |
599 |
|
|
mtype = ATM_BLUD; |
600 |
|
|
break; |
601 |
|
|
default: |
602 |
|
|
mtype = ATM_BASIC; |
603 |
|
|
break; |
604 |
|
|
} |
605 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
606 |
|
|
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
607 |
|
|
{ |
608 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
609 |
|
|
strcpy (buf2, attack_mess[mtype][i].buf3); |
610 |
|
|
found++; |
611 |
|
|
break; |
612 |
|
|
} |
613 |
|
|
} |
614 |
|
|
else |
615 |
|
|
{ |
616 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
617 |
|
|
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
618 |
|
|
{ |
619 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
620 |
|
|
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
621 |
|
|
found++; |
622 |
|
|
break; |
623 |
|
|
} |
624 |
elmex |
1.1 |
} |
625 |
|
|
|
626 |
root |
1.9 |
if (!found) |
627 |
|
|
{ |
628 |
|
|
strcpy (buf1, "hit"); |
629 |
|
|
strcpy (buf2, " hits"); |
630 |
elmex |
1.1 |
} |
631 |
|
|
|
632 |
root |
1.9 |
/* bail out if a monster is casting spells */ |
633 |
|
|
if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
634 |
|
|
return; |
635 |
elmex |
1.1 |
|
636 |
root |
1.9 |
/* scale down magic considerably. */ |
637 |
|
|
if (type & AT_MAGIC && rndm (0, 5)) |
638 |
|
|
return; |
639 |
elmex |
1.1 |
|
640 |
root |
1.9 |
/* Did a player hurt another player? Inform both! */ |
641 |
|
|
if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
642 |
|
|
{ |
643 |
|
|
if (get_owner (hitter) != NULL) |
644 |
|
|
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
645 |
|
|
else |
646 |
|
|
{ |
647 |
|
|
sprintf (buf, "%s%s you.", &hitter->name, buf2); |
648 |
|
|
if (dam != 0) |
649 |
|
|
{ |
650 |
|
|
if (dam < 10) |
651 |
|
|
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
652 |
|
|
else if (dam < 20) |
653 |
|
|
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
654 |
|
|
else |
655 |
|
|
play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
656 |
root |
1.5 |
} |
657 |
|
|
} |
658 |
root |
1.9 |
new_draw_info (NDI_BLACK, 0, op, buf); |
659 |
|
|
} /* end of player hitting player */ |
660 |
elmex |
1.1 |
|
661 |
root |
1.9 |
if (hitter->type == PLAYER) |
662 |
|
|
{ |
663 |
|
|
sprintf (buf, "You %s.", buf1); |
664 |
|
|
if (dam != 0) |
665 |
|
|
{ |
666 |
|
|
if (dam < 10) |
667 |
|
|
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
668 |
|
|
else if (dam < 20) |
669 |
|
|
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
670 |
|
|
else |
671 |
|
|
play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
672 |
root |
1.5 |
} |
673 |
root |
1.9 |
new_draw_info (NDI_BLACK, 0, hitter, buf); |
674 |
|
|
} |
675 |
|
|
else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
676 |
|
|
{ |
677 |
elmex |
1.1 |
/* look for stacked spells and start reducing the message chances */ |
678 |
root |
1.9 |
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
679 |
|
|
{ |
680 |
|
|
i = 4; |
681 |
|
|
map = hitter->map; |
682 |
|
|
if (out_of_map (map, hitter->x, hitter->y)) |
683 |
|
|
return; |
684 |
|
|
next = get_map_ob (map, hitter->x, hitter->y); |
685 |
|
|
if (next) |
686 |
|
|
while (next) |
687 |
|
|
{ |
688 |
|
|
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
689 |
|
|
i *= 3; |
690 |
|
|
tmp = next; |
691 |
|
|
next = tmp->above; |
692 |
|
|
} |
693 |
|
|
if (i < 0) |
694 |
root |
1.5 |
return; |
695 |
root |
1.9 |
if (rndm (0, i) != 0) |
696 |
|
|
return; |
697 |
|
|
} |
698 |
|
|
else if (rndm (0, 5) != 0) |
699 |
|
|
return; |
700 |
|
|
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
701 |
|
|
play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
702 |
|
|
new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
703 |
elmex |
1.1 |
} |
704 |
|
|
} |
705 |
|
|
|
706 |
|
|
|
707 |
root |
1.9 |
static int |
708 |
|
|
get_attack_mode (object **target, object **hitter, int *simple_attack) |
709 |
elmex |
1.1 |
{ |
710 |
root |
1.9 |
if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
711 |
|
|
{ |
712 |
|
|
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
713 |
|
|
return 1; |
714 |
elmex |
1.1 |
} |
715 |
root |
1.9 |
if ((*target)->head) |
716 |
|
|
*target = (*target)->head; |
717 |
|
|
if ((*hitter)->head) |
718 |
|
|
*hitter = (*hitter)->head; |
719 |
|
|
if ((*hitter)->env != NULL || (*target)->env != NULL) |
720 |
|
|
{ |
721 |
|
|
*simple_attack = 1; |
722 |
|
|
return 0; |
723 |
elmex |
1.1 |
} |
724 |
root |
1.9 |
if (QUERY_FLAG (*target, FLAG_REMOVED) |
725 |
|
|
|| QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
726 |
elmex |
1.1 |
{ |
727 |
root |
1.9 |
LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
728 |
|
|
return 1; |
729 |
elmex |
1.1 |
} |
730 |
root |
1.9 |
*simple_attack = 0; |
731 |
|
|
return 0; |
732 |
elmex |
1.1 |
} |
733 |
|
|
|
734 |
root |
1.9 |
static int |
735 |
|
|
abort_attack (object *target, object *hitter, int simple_attack) |
736 |
elmex |
1.1 |
{ |
737 |
root |
1.9 |
|
738 |
elmex |
1.1 |
/* Check if target and hitter are still in a relation similar to the one |
739 |
|
|
* determined by get_attack_mode(). Returns true if the relation has changed. |
740 |
|
|
*/ |
741 |
root |
1.9 |
int new_mode; |
742 |
elmex |
1.1 |
|
743 |
root |
1.9 |
if (hitter->env == target || target->env == hitter) |
744 |
|
|
new_mode = 1; |
745 |
|
|
else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
746 |
|
|
return 1; |
747 |
|
|
else |
748 |
|
|
new_mode = 0; |
749 |
|
|
return new_mode != simple_attack; |
750 |
elmex |
1.1 |
} |
751 |
|
|
|
752 |
|
|
static void thrown_item_effect (object *, object *); |
753 |
|
|
|
754 |
root |
1.9 |
static int |
755 |
|
|
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
756 |
elmex |
1.1 |
{ |
757 |
root |
1.9 |
int simple_attack, roll, dam = 0; |
758 |
|
|
uint32 type; |
759 |
|
|
shstr op_name; |
760 |
|
|
tag_t op_tag, hitter_tag; |
761 |
|
|
|
762 |
|
|
if (get_attack_mode (&op, &hitter, &simple_attack)) |
763 |
|
|
goto error; |
764 |
|
|
|
765 |
|
|
if (hitter->current_weapon) |
766 |
|
|
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
767 |
|
|
return RESULT_INT (0); |
768 |
|
|
|
769 |
|
|
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
770 |
|
|
return RESULT_INT (0); |
771 |
elmex |
1.1 |
|
772 |
root |
1.9 |
op_tag = op->count; |
773 |
|
|
hitter_tag = hitter->count; |
774 |
|
|
|
775 |
|
|
/* |
776 |
|
|
* A little check to make it more difficult to dance forward and back |
777 |
|
|
* to avoid ever being hit by monsters. |
778 |
|
|
*/ |
779 |
|
|
if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
780 |
|
|
{ |
781 |
|
|
/* Decrease speed BEFORE calling process_object. Otherwise, an |
782 |
|
|
* infinite loop occurs, with process_object calling move_monster, |
783 |
|
|
* which then gets here again. By decreasing the speed before |
784 |
|
|
* we call process_object, the 'if' statement above will fail. |
785 |
|
|
*/ |
786 |
|
|
op->speed_left--; |
787 |
|
|
process_object (op); |
788 |
|
|
if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
789 |
elmex |
1.1 |
goto error; |
790 |
root |
1.9 |
} |
791 |
elmex |
1.1 |
|
792 |
root |
1.9 |
op_name = op->name; |
793 |
root |
1.3 |
|
794 |
root |
1.9 |
roll = random_roll (1, 20, hitter, PREFER_HIGH); |
795 |
elmex |
1.1 |
|
796 |
root |
1.9 |
/* Adjust roll for various situations. */ |
797 |
|
|
if (!simple_attack) |
798 |
|
|
roll += adj_attackroll (hitter, op); |
799 |
elmex |
1.1 |
|
800 |
root |
1.9 |
/* See if we hit the creature */ |
801 |
|
|
if (roll == 20 || op->stats.ac >= base_wc - roll) |
802 |
|
|
{ |
803 |
|
|
int hitdam = base_dam; |
804 |
|
|
|
805 |
|
|
if (settings.casting_time == TRUE) |
806 |
|
|
{ |
807 |
|
|
if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
808 |
|
|
{ |
809 |
|
|
hitter->casting_time = -1; |
810 |
|
|
new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
811 |
|
|
} |
812 |
|
|
if ((op->casting_time > -1) && (hitdam > 0)) |
813 |
|
|
{ |
814 |
|
|
op->casting_time = -1; |
815 |
|
|
if (op->type == PLAYER) |
816 |
|
|
{ |
817 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
818 |
|
|
new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
819 |
root |
1.5 |
} |
820 |
|
|
} |
821 |
|
|
} |
822 |
root |
1.9 |
if (!simple_attack) |
823 |
elmex |
1.1 |
{ |
824 |
root |
1.9 |
/* If you hit something, the victim should *always* wake up. |
825 |
|
|
* Before, invisible hitters could avoid doing this. |
826 |
|
|
* -b.t. */ |
827 |
|
|
if (QUERY_FLAG (op, FLAG_SLEEP)) |
828 |
|
|
CLEAR_FLAG (op, FLAG_SLEEP); |
829 |
|
|
|
830 |
|
|
/* If the victim can't see the attacker, it may alert others |
831 |
|
|
* for help. */ |
832 |
|
|
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
833 |
|
|
npc_call_help (op); |
834 |
|
|
|
835 |
|
|
/* if you were hidden and hit by a creature, you are discovered */ |
836 |
|
|
if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
837 |
|
|
{ |
838 |
|
|
make_visible (op); |
839 |
|
|
if (op->type == PLAYER) |
840 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
841 |
|
|
} |
842 |
|
|
|
843 |
|
|
/* thrown items (hitter) will have various effects |
844 |
|
|
* when they hit the victim. For things like thrown daggers, |
845 |
|
|
* this sets 'hitter' to the actual dagger, and not the |
846 |
|
|
* wrapper object. |
847 |
|
|
*/ |
848 |
|
|
thrown_item_effect (hitter, op); |
849 |
|
|
if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
850 |
|
|
goto leave; |
851 |
|
|
} |
852 |
|
|
|
853 |
|
|
/* Need to do at least 1 damage, otherwise there is no point |
854 |
|
|
* to go further and it will cause FPE's below. |
855 |
|
|
*/ |
856 |
|
|
if (hitdam <= 0) |
857 |
|
|
hitdam = 1; |
858 |
elmex |
1.1 |
|
859 |
root |
1.9 |
type = hitter->attacktype; |
860 |
|
|
if (!type) |
861 |
|
|
type = AT_PHYSICAL; |
862 |
|
|
/* Handle monsters that hit back */ |
863 |
|
|
if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
864 |
|
|
{ |
865 |
|
|
if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
866 |
|
|
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
867 |
|
|
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
868 |
|
|
if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
869 |
root |
1.5 |
goto leave; |
870 |
root |
1.9 |
} |
871 |
elmex |
1.1 |
|
872 |
root |
1.9 |
/* In the new attack code, it should handle multiple attack |
873 |
|
|
* types in its area, so remove it from here. |
874 |
|
|
*/ |
875 |
|
|
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
876 |
|
|
if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
877 |
|
|
goto leave; |
878 |
|
|
} /* end of if hitter hit op */ |
879 |
|
|
/* if we missed, dam=0 */ |
880 |
|
|
|
881 |
|
|
/*attack_message(dam, type, op, hitter); */ |
882 |
elmex |
1.1 |
|
883 |
root |
1.9 |
goto leave; |
884 |
elmex |
1.1 |
|
885 |
root |
1.9 |
error: |
886 |
|
|
dam = 1; |
887 |
elmex |
1.1 |
|
888 |
root |
1.9 |
leave: |
889 |
elmex |
1.1 |
|
890 |
root |
1.9 |
return dam; |
891 |
elmex |
1.1 |
} |
892 |
|
|
|
893 |
root |
1.9 |
int |
894 |
|
|
attack_ob (object *op, object *hitter) |
895 |
elmex |
1.1 |
{ |
896 |
|
|
|
897 |
root |
1.9 |
if (hitter->head) |
898 |
|
|
hitter = hitter->head; |
899 |
|
|
return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
900 |
elmex |
1.1 |
} |
901 |
|
|
|
902 |
|
|
/* op is the arrow, tmp is what is stopping the arrow. |
903 |
|
|
* |
904 |
|
|
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
905 |
|
|
*/ |
906 |
root |
1.9 |
static int |
907 |
|
|
stick_arrow (object *op, object *tmp) |
908 |
elmex |
1.1 |
{ |
909 |
root |
1.9 |
/* If the missile hit a player, we insert it in their inventory. |
910 |
|
|
* However, if the missile is heavy, we don't do so (assume it falls |
911 |
|
|
* to the ground after a hit). What a good value for this is up to |
912 |
|
|
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
913 |
|
|
* stick around. |
914 |
|
|
*/ |
915 |
|
|
if (op->weight <= 5000 && tmp->stats.hp >= 0) |
916 |
|
|
{ |
917 |
|
|
if (tmp->head != NULL) |
918 |
|
|
tmp = tmp->head; |
919 |
root |
1.10 |
|
920 |
root |
1.9 |
remove_ob (op); |
921 |
|
|
op = insert_ob_in_ob (op, tmp); |
922 |
root |
1.10 |
|
923 |
root |
1.9 |
if (tmp->type == PLAYER) |
924 |
|
|
esrv_send_item (tmp, op); |
925 |
root |
1.10 |
|
926 |
root |
1.9 |
return 1; |
927 |
|
|
} |
928 |
|
|
else |
929 |
|
|
return 0; |
930 |
elmex |
1.1 |
} |
931 |
|
|
|
932 |
|
|
/* hit_with_arrow() disassembles the missile, attacks the victim and |
933 |
|
|
* reassembles the missile. |
934 |
|
|
* |
935 |
|
|
* It returns a pointer to the reassembled missile, or NULL if the missile |
936 |
|
|
* isn't available anymore. |
937 |
|
|
*/ |
938 |
root |
1.9 |
object * |
939 |
|
|
hit_with_arrow (object *op, object *victim) |
940 |
elmex |
1.1 |
{ |
941 |
root |
1.9 |
object *container, *hitter; |
942 |
|
|
int hit_something = 0; |
943 |
|
|
tag_t victim_tag, hitter_tag; |
944 |
|
|
sint16 victim_x, victim_y; |
945 |
|
|
|
946 |
|
|
/* Disassemble missile */ |
947 |
|
|
if (op->inv) |
948 |
|
|
{ |
949 |
|
|
container = op; |
950 |
|
|
hitter = op->inv; |
951 |
|
|
remove_ob (hitter); |
952 |
|
|
insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
953 |
|
|
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
954 |
|
|
* might be called until this THROWN_OBJ is either reassembled or |
955 |
|
|
* removed at the end of this function must be able to deal with empty |
956 |
|
|
* THROWN_OBJs. */ |
957 |
|
|
} |
958 |
|
|
else |
959 |
|
|
{ |
960 |
|
|
container = NULL; |
961 |
|
|
hitter = op; |
962 |
|
|
} |
963 |
|
|
|
964 |
|
|
/* Try to hit victim */ |
965 |
|
|
victim_x = victim->x; |
966 |
|
|
victim_y = victim->y; |
967 |
|
|
victim_tag = victim->count; |
968 |
|
|
hitter_tag = hitter->count; |
969 |
|
|
|
970 |
|
|
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
971 |
|
|
|
972 |
|
|
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
973 |
|
|
* arrow, move_apply() calls this function, arrow sticks in demon, |
974 |
|
|
* attack_ob_simple() returns, and we've got an arrow that still exists |
975 |
|
|
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
976 |
|
|
* other places as well!) |
977 |
|
|
*/ |
978 |
|
|
if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
979 |
|
|
{ |
980 |
|
|
if (container) |
981 |
|
|
{ |
982 |
|
|
remove_ob (container); |
983 |
|
|
free_object (container); |
984 |
elmex |
1.1 |
} |
985 |
root |
1.9 |
return NULL; |
986 |
elmex |
1.1 |
} |
987 |
|
|
|
988 |
root |
1.9 |
/* Missile hit victim */ |
989 |
|
|
/* if the speed is > 10, then this is a fast moving arrow, we go straight |
990 |
|
|
* through the target |
991 |
|
|
*/ |
992 |
|
|
if (hit_something && op->speed <= 10.0) |
993 |
|
|
{ |
994 |
|
|
/* Stop arrow */ |
995 |
|
|
if (container == NULL) |
996 |
|
|
{ |
997 |
|
|
hitter = fix_stopped_arrow (hitter); |
998 |
|
|
if (hitter == NULL) |
999 |
elmex |
1.1 |
return NULL; |
1000 |
root |
1.9 |
} |
1001 |
|
|
else |
1002 |
|
|
{ |
1003 |
|
|
remove_ob (container); |
1004 |
|
|
free_object (container); |
1005 |
|
|
} |
1006 |
elmex |
1.1 |
|
1007 |
root |
1.9 |
/* Try to stick arrow into victim */ |
1008 |
|
|
if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
1009 |
|
|
return NULL; |
1010 |
|
|
|
1011 |
|
|
/* Else try to put arrow on victim's map square |
1012 |
|
|
* remove check for P_WALL here. If the arrow got to this |
1013 |
|
|
* space, that is good enough - with the new movement code, |
1014 |
|
|
* there is now the potential for lots of spaces where something |
1015 |
|
|
* can fly over but not otherwise move over. What is the correct |
1016 |
|
|
* way to handle those otherwise? |
1017 |
|
|
*/ |
1018 |
|
|
if (victim_x != hitter->x || victim_y != hitter->y) |
1019 |
|
|
{ |
1020 |
|
|
remove_ob (hitter); |
1021 |
|
|
hitter->x = victim_x; |
1022 |
|
|
hitter->y = victim_y; |
1023 |
|
|
insert_ob_in_map (hitter, victim->map, hitter, 0); |
1024 |
elmex |
1.1 |
} |
1025 |
root |
1.9 |
else |
1026 |
|
|
{ |
1027 |
|
|
/* Else leave arrow where it is */ |
1028 |
|
|
merge_ob (hitter, NULL); |
1029 |
|
|
} |
1030 |
|
|
return NULL; |
1031 |
elmex |
1.1 |
} |
1032 |
|
|
|
1033 |
root |
1.9 |
if (hit_something && op->speed >= 10.0) |
1034 |
|
|
op->speed -= 1.0; |
1035 |
elmex |
1.1 |
|
1036 |
root |
1.9 |
/* Missile missed victim - reassemble missile */ |
1037 |
|
|
if (container) |
1038 |
|
|
{ |
1039 |
|
|
remove_ob (hitter); |
1040 |
|
|
insert_ob_in_ob (hitter, container); |
1041 |
elmex |
1.1 |
} |
1042 |
root |
1.9 |
return op; |
1043 |
elmex |
1.1 |
} |
1044 |
|
|
|
1045 |
|
|
|
1046 |
root |
1.9 |
void |
1047 |
|
|
tear_down_wall (object *op) |
1048 |
elmex |
1.1 |
{ |
1049 |
root |
1.9 |
int perc = 0; |
1050 |
elmex |
1.1 |
|
1051 |
root |
1.9 |
if (!op->stats.maxhp) |
1052 |
|
|
{ |
1053 |
|
|
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1054 |
|
|
perc = 1; |
1055 |
elmex |
1.1 |
} |
1056 |
root |
1.9 |
else if (!GET_ANIM_ID (op)) |
1057 |
|
|
{ |
1058 |
|
|
/* Object has been called - no animations, so remove it */ |
1059 |
|
|
if (op->stats.hp < 0) |
1060 |
|
|
{ |
1061 |
|
|
remove_ob (op); /* Should update LOS */ |
1062 |
|
|
free_object (op); |
1063 |
|
|
/* Don't know why this is here - remove_ob should do it for us */ |
1064 |
|
|
/*update_position(m, x, y); */ |
1065 |
|
|
} |
1066 |
|
|
return; /* no animations, so nothing more to do */ |
1067 |
|
|
} |
1068 |
|
|
perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1069 |
|
|
if (perc >= (int) NUM_ANIMATIONS (op)) |
1070 |
|
|
perc = NUM_ANIMATIONS (op) - 1; |
1071 |
|
|
else if (perc < 1) |
1072 |
|
|
perc = 1; |
1073 |
|
|
SET_ANIMATION (op, perc); |
1074 |
|
|
update_object (op, UP_OBJ_FACE); |
1075 |
|
|
if (perc == NUM_ANIMATIONS (op) - 1) |
1076 |
|
|
{ /* Reached the last animation */ |
1077 |
|
|
if (op->face == blank_face) |
1078 |
|
|
{ |
1079 |
|
|
/* If the last face is blank, remove the ob */ |
1080 |
|
|
remove_ob (op); /* Should update LOS */ |
1081 |
|
|
free_object (op); |
1082 |
root |
1.5 |
|
1083 |
root |
1.9 |
/* remove_ob should call update_position for us */ |
1084 |
|
|
/*update_position(m, x, y); */ |
1085 |
root |
1.5 |
|
1086 |
root |
1.9 |
} |
1087 |
|
|
else |
1088 |
|
|
{ /* The last face was not blank, leave an image */ |
1089 |
|
|
CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1090 |
|
|
update_all_los (op->map, op->x, op->y); |
1091 |
|
|
op->move_block = 0; |
1092 |
|
|
CLEAR_FLAG (op, FLAG_ALIVE); |
1093 |
root |
1.5 |
} |
1094 |
elmex |
1.1 |
} |
1095 |
|
|
} |
1096 |
|
|
|
1097 |
root |
1.9 |
void |
1098 |
|
|
scare_creature (object *target, object *hitter) |
1099 |
elmex |
1.1 |
{ |
1100 |
root |
1.9 |
object *owner = get_owner (hitter); |
1101 |
elmex |
1.1 |
|
1102 |
root |
1.9 |
if (!owner) |
1103 |
|
|
owner = hitter; |
1104 |
elmex |
1.1 |
|
1105 |
root |
1.9 |
SET_FLAG (target, FLAG_SCARED); |
1106 |
|
|
if (!target->enemy) |
1107 |
|
|
target->enemy = owner; |
1108 |
elmex |
1.1 |
} |
1109 |
|
|
|
1110 |
|
|
|
1111 |
|
|
/* This returns the amount of damage hitter does to op with the |
1112 |
|
|
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1113 |
|
|
* This doesn't damage the player, but returns how much it should |
1114 |
|
|
* take. However, it will do other effects (paralyzation, slow, etc.) |
1115 |
|
|
* Note - changed for PR code - we now pass the attack number and not |
1116 |
|
|
* the attacktype. Makes it easier for the PR code. */ |
1117 |
|
|
|
1118 |
root |
1.9 |
int |
1119 |
|
|
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1120 |
|
|
{ |
1121 |
|
|
|
1122 |
|
|
int doesnt_slay = 1; |
1123 |
|
|
|
1124 |
|
|
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1125 |
|
|
if (attacknum >= NROFATTACKS) |
1126 |
|
|
{ |
1127 |
|
|
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1128 |
|
|
return 0; |
1129 |
elmex |
1.1 |
} |
1130 |
root |
1.9 |
|
1131 |
|
|
if (dam < 0) |
1132 |
|
|
{ |
1133 |
|
|
LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1134 |
|
|
return 0; |
1135 |
elmex |
1.1 |
} |
1136 |
root |
1.9 |
|
1137 |
|
|
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1138 |
|
|
* people can't mess with that or it otherwise get confused. */ |
1139 |
|
|
if (attacknum == ATNR_INTERNAL) |
1140 |
|
|
return dam; |
1141 |
|
|
|
1142 |
|
|
if (hitter->slaying) |
1143 |
|
|
{ |
1144 |
|
|
if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1145 |
|
|
(op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1146 |
|
|
{ |
1147 |
|
|
doesnt_slay = 0; |
1148 |
|
|
dam *= 3; |
1149 |
|
|
} |
1150 |
elmex |
1.1 |
} |
1151 |
|
|
|
1152 |
root |
1.9 |
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1153 |
|
|
if (op->resist[attacknum]) |
1154 |
|
|
{ |
1155 |
elmex |
1.1 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1156 |
|
|
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1157 |
root |
1.9 |
dam *= (100 - op->resist[attacknum]); |
1158 |
|
|
if (dam >= 100) |
1159 |
|
|
dam /= 100; |
1160 |
elmex |
1.1 |
else |
1161 |
root |
1.9 |
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1162 |
elmex |
1.1 |
} |
1163 |
|
|
|
1164 |
root |
1.9 |
/* Special hack. By default, if immune to something, you |
1165 |
|
|
* shouldn't need to worry. However, acid is an exception, since |
1166 |
|
|
* it can still damage your items. Only include attacktypes if |
1167 |
|
|
* special processing is needed */ |
1168 |
|
|
|
1169 |
|
|
if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1170 |
|
|
return 0; |
1171 |
|
|
|
1172 |
|
|
/* Keep this in order - makes things easier to find */ |
1173 |
|
|
|
1174 |
|
|
switch (attacknum) |
1175 |
|
|
{ |
1176 |
|
|
case ATNR_PHYSICAL: |
1177 |
|
|
/* here also check for diseases */ |
1178 |
|
|
check_physically_infect (op, hitter); |
1179 |
|
|
break; |
1180 |
elmex |
1.1 |
|
1181 |
root |
1.9 |
/* Don't need to do anything for: |
1182 |
root |
1.5 |
magic, |
1183 |
|
|
fire, |
1184 |
|
|
electricity, |
1185 |
|
|
cold */ |
1186 |
root |
1.9 |
|
1187 |
|
|
case ATNR_CONFUSION: |
1188 |
|
|
case ATNR_POISON: |
1189 |
|
|
case ATNR_SLOW: |
1190 |
|
|
case ATNR_PARALYZE: |
1191 |
|
|
case ATNR_FEAR: |
1192 |
|
|
case ATNR_CANCELLATION: |
1193 |
|
|
case ATNR_DEPLETE: |
1194 |
|
|
case ATNR_BLIND: |
1195 |
|
|
{ |
1196 |
root |
1.5 |
/* chance for inflicting a special attack depends on the |
1197 |
|
|
* difference between attacker's and defender's level |
1198 |
|
|
*/ |
1199 |
root |
1.9 |
int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1200 |
root |
1.5 |
|
1201 |
|
|
/* First, only creatures/players with speed can be affected. |
1202 |
|
|
* Second, just getting hit doesn't mean it always affects |
1203 |
|
|
* you. Third, you still get a saving through against the |
1204 |
|
|
* effect. |
1205 |
|
|
*/ |
1206 |
root |
1.9 |
if (op->speed && |
1207 |
|
|
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1208 |
|
|
!(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1209 |
|
|
{ |
1210 |
root |
1.5 |
|
1211 |
|
|
/* Player has been hit by something */ |
1212 |
root |
1.9 |
if (attacknum == ATNR_CONFUSION) |
1213 |
|
|
confuse_player (op, hitter, dam); |
1214 |
|
|
else if (attacknum == ATNR_POISON) |
1215 |
|
|
poison_player (op, hitter, dam); |
1216 |
|
|
else if (attacknum == ATNR_SLOW) |
1217 |
|
|
slow_player (op, hitter, dam); |
1218 |
|
|
else if (attacknum == ATNR_PARALYZE) |
1219 |
|
|
paralyze_player (op, hitter, dam); |
1220 |
|
|
else if (attacknum == ATNR_FEAR) |
1221 |
|
|
scare_creature (op, hitter); |
1222 |
|
|
else if (attacknum == ATNR_CANCELLATION) |
1223 |
|
|
cancellation (op); |
1224 |
|
|
else if (attacknum == ATNR_DEPLETE) |
1225 |
|
|
drain_stat (op); |
1226 |
|
|
else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1227 |
|
|
blind_player (op, hitter, dam); |
1228 |
|
|
} |
1229 |
|
|
dam = 0; /* These are all effects and don't do real damage */ |
1230 |
|
|
} |
1231 |
|
|
break; |
1232 |
|
|
case ATNR_ACID: |
1233 |
|
|
{ |
1234 |
|
|
int flag = 0; |
1235 |
|
|
|
1236 |
|
|
/* Items only get corroded if you're not on a battleground and |
1237 |
|
|
* if your acid resistance is below 50%. */ |
1238 |
|
|
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1239 |
|
|
{ |
1240 |
|
|
object *tmp; |
1241 |
|
|
|
1242 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1243 |
|
|
{ |
1244 |
|
|
if (tmp->invisible) |
1245 |
|
|
continue; |
1246 |
|
|
if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1247 |
|
|
/* >= 10% acid res. on itmes will protect these */ |
1248 |
|
|
continue; |
1249 |
|
|
if (!(tmp->material & M_IRON)) |
1250 |
|
|
continue; |
1251 |
|
|
if (tmp->magic < -4) /* Let's stop at -5 */ |
1252 |
|
|
continue; |
1253 |
|
|
if (tmp->type == RING || |
1254 |
|
|
/* removed boots and gloves from exclusion list in |
1255 |
|
|
PR */ |
1256 |
|
|
tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1257 |
|
|
continue; /* To avoid some strange effects */ |
1258 |
|
|
|
1259 |
|
|
/* High damage acid has better chance of corroding |
1260 |
|
|
objects */ |
1261 |
|
|
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1262 |
|
|
{ |
1263 |
|
|
if (op->type == PLAYER) |
1264 |
|
|
/* Make this more visible */ |
1265 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1266 |
|
|
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1267 |
|
|
flag = 1; |
1268 |
|
|
tmp->magic--; |
1269 |
|
|
if (op->type == PLAYER) |
1270 |
|
|
esrv_send_item (op, tmp); |
1271 |
|
|
} |
1272 |
|
|
} |
1273 |
|
|
if (flag) |
1274 |
|
|
fix_player (op); /* Something was corroded */ |
1275 |
|
|
} |
1276 |
|
|
} |
1277 |
|
|
break; |
1278 |
|
|
case ATNR_DRAIN: |
1279 |
root |
1.5 |
{ |
1280 |
root |
1.9 |
/* rate is the proportion of exp drained. High rate means |
1281 |
|
|
* not much is drained, low rate means a lot is drained. |
1282 |
root |
1.5 |
*/ |
1283 |
root |
1.9 |
int rate; |
1284 |
|
|
|
1285 |
|
|
if (op->resist[ATNR_DRAIN] >= 0) |
1286 |
|
|
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1287 |
|
|
else |
1288 |
|
|
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1289 |
|
|
|
1290 |
|
|
if (op->stats.exp <= rate) |
1291 |
|
|
{ |
1292 |
|
|
if (op->type == GOLEM) |
1293 |
|
|
dam = 999; /* Its force is "sucked" away. 8) */ |
1294 |
|
|
else |
1295 |
|
|
/* If we can't drain, lets try to do physical damage */ |
1296 |
|
|
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1297 |
|
|
} |
1298 |
|
|
else |
1299 |
|
|
{ |
1300 |
|
|
/* Randomly give the hitter some hp */ |
1301 |
|
|
if (hitter->stats.hp < hitter->stats.maxhp && |
1302 |
|
|
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1303 |
|
|
hitter->stats.hp++; |
1304 |
|
|
|
1305 |
|
|
/* Can't do drains on battleground spaces. |
1306 |
|
|
* Move the wiz check up here - before, the hitter wouldn't gain exp |
1307 |
|
|
* exp, but the wiz would still lose exp! If drainee is a wiz, |
1308 |
|
|
* nothing happens. |
1309 |
|
|
* Try to credit the owner. We try to display player -> player drain |
1310 |
|
|
* attacks, hence all the != PLAYER checks. |
1311 |
|
|
*/ |
1312 |
|
|
if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1313 |
|
|
{ |
1314 |
|
|
object *owner = get_owner (hitter); |
1315 |
|
|
|
1316 |
|
|
if (owner && owner != hitter) |
1317 |
|
|
{ |
1318 |
|
|
if (op->type != PLAYER || owner->type != PLAYER) |
1319 |
|
|
change_exp (owner, op->stats.exp / (rate * 2), |
1320 |
|
|
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1321 |
|
|
} |
1322 |
|
|
else if (op->type != PLAYER || hitter->type != PLAYER) |
1323 |
|
|
{ |
1324 |
|
|
change_exp (hitter, op->stats.exp / (rate * 2), |
1325 |
|
|
hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1326 |
|
|
} |
1327 |
|
|
change_exp (op, -op->stats.exp / rate, NULL, 0); |
1328 |
|
|
} |
1329 |
|
|
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1330 |
|
|
* drain attack, you won't know that you are actually sucking out EXP, |
1331 |
|
|
* as the messages will say you missed |
1332 |
|
|
*/ |
1333 |
|
|
} |
1334 |
|
|
} |
1335 |
|
|
break; |
1336 |
|
|
case ATNR_TURN_UNDEAD: |
1337 |
|
|
{ |
1338 |
|
|
if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1339 |
|
|
{ |
1340 |
root |
1.14 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1341 |
root |
1.9 |
object *god = find_god (determine_god (owner)); |
1342 |
|
|
int div = 1; |
1343 |
|
|
|
1344 |
|
|
/* if undead are not an enemy of your god, you turn them |
1345 |
|
|
* at half strength */ |
1346 |
|
|
if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1347 |
|
|
div = 2; |
1348 |
|
|
/* Give a bonus if you resist turn undead */ |
1349 |
|
|
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1350 |
|
|
scare_creature (op, owner); |
1351 |
|
|
} |
1352 |
|
|
else |
1353 |
|
|
dam = 0; /* don't damage non undead - should we damage |
1354 |
|
|
undead? */ |
1355 |
|
|
} |
1356 |
|
|
break; |
1357 |
|
|
case ATNR_DEATH: |
1358 |
|
|
deathstrike_player (op, hitter, &dam); |
1359 |
|
|
break; |
1360 |
|
|
case ATNR_CHAOS: |
1361 |
|
|
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1362 |
|
|
dam = 0; |
1363 |
|
|
break; |
1364 |
|
|
case ATNR_COUNTERSPELL: |
1365 |
|
|
LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1366 |
|
|
dam = 0; |
1367 |
|
|
/* This should never happen. Counterspell is handled |
1368 |
|
|
* seperately and filtered out. If this does happen, |
1369 |
|
|
* Counterspell has no effect on anything but spells, so it |
1370 |
|
|
* does no damage. */ |
1371 |
|
|
break; |
1372 |
|
|
case ATNR_HOLYWORD: |
1373 |
|
|
{ |
1374 |
|
|
/* This has already been handled by hit_player, |
1375 |
|
|
* no need to check twice -- DAMN */ |
1376 |
root |
1.14 |
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1377 |
root |
1.5 |
|
1378 |
root |
1.9 |
/* As with turn undead above, give a bonus on the saving throw */ |
1379 |
|
|
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1380 |
|
|
scare_creature (op, owner); |
1381 |
|
|
} |
1382 |
|
|
break; |
1383 |
|
|
case ATNR_LIFE_STEALING: |
1384 |
|
|
{ |
1385 |
|
|
int new_hp; |
1386 |
|
|
|
1387 |
|
|
/* this is replacement to drain for players, instead of taking |
1388 |
|
|
* exp it takes hp. It is geared for players, probably not |
1389 |
|
|
* much use giving it to monsters |
1390 |
|
|
* |
1391 |
|
|
* life stealing doesn't do a lot of damage, but it gives the |
1392 |
|
|
* damage it does do to the player. Given that, |
1393 |
|
|
* it only does 1/10'th normal damage (hence the divide by |
1394 |
|
|
* 1000). |
1395 |
|
|
*/ |
1396 |
|
|
/* You can't steal life from something undead */ |
1397 |
|
|
if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1398 |
|
|
return 0; |
1399 |
|
|
/* If drain protection is higher than life stealing, use that */ |
1400 |
|
|
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1401 |
|
|
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1402 |
|
|
else |
1403 |
|
|
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1404 |
|
|
/* You die at -1 hp, not zero. */ |
1405 |
|
|
if (dam > (op->stats.hp + 1)) |
1406 |
|
|
dam = op->stats.hp + 1; |
1407 |
|
|
new_hp = hitter->stats.hp + dam; |
1408 |
|
|
if (new_hp > hitter->stats.maxhp) |
1409 |
|
|
new_hp = hitter->stats.maxhp; |
1410 |
|
|
if (new_hp > hitter->stats.hp) |
1411 |
|
|
hitter->stats.hp = new_hp; |
1412 |
|
|
} |
1413 |
elmex |
1.1 |
} |
1414 |
root |
1.9 |
return dam; |
1415 |
elmex |
1.1 |
} |
1416 |
|
|
|
1417 |
|
|
|
1418 |
|
|
/* GROS: This code comes from hit_player. It has been made external to |
1419 |
|
|
* allow script procedures to "kill" objects in a combat-like fashion. |
1420 |
|
|
* It was initially used by (kill-object) developed for the Collector's |
1421 |
|
|
* Sword. Note that nothing has been changed from the original version |
1422 |
|
|
* of the following code. |
1423 |
|
|
* op is what is being killed. |
1424 |
|
|
* dam is the damage done to it. |
1425 |
|
|
* hitter is what is hitting it. |
1426 |
|
|
* type is the attacktype. |
1427 |
|
|
* |
1428 |
|
|
* This function was a bit of a mess with hitter getting changed, |
1429 |
|
|
* values being stored away but not used, etc. I've cleaned it up |
1430 |
|
|
* a bit - I think it should be functionally equivalant. |
1431 |
|
|
* MSW 2002-07-17 |
1432 |
|
|
*/ |
1433 |
root |
1.9 |
int |
1434 |
|
|
kill_object (object *op, int dam, object *hitter, int type) |
1435 |
elmex |
1.1 |
{ |
1436 |
root |
1.9 |
char buf[MAX_BUF]; |
1437 |
|
|
const char *skill; |
1438 |
|
|
int maxdam = 0; |
1439 |
|
|
int battleg = 0; /* true if op standing on battleground */ |
1440 |
|
|
int pk = 0; /* true if op and what controls hitter are both players */ |
1441 |
|
|
object *owner = NULL; |
1442 |
|
|
object *skop = NULL; |
1443 |
elmex |
1.1 |
|
1444 |
root |
1.9 |
if (op->stats.hp >= 0) |
1445 |
|
|
return -1; |
1446 |
|
|
|
1447 |
|
|
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1448 |
|
|
return 0; |
1449 |
|
|
|
1450 |
|
|
/* maxdam needs to be the amount of damage it took to kill |
1451 |
|
|
* this creature. The function(s) that call us have already |
1452 |
|
|
* adjusted the creatures HP total, so that is negative. |
1453 |
|
|
*/ |
1454 |
|
|
maxdam = dam + op->stats.hp + 1; |
1455 |
|
|
|
1456 |
|
|
if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1457 |
|
|
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1458 |
|
|
|
1459 |
|
|
if (op->type == DOOR) |
1460 |
|
|
{ |
1461 |
|
|
op->speed = 0.1; |
1462 |
|
|
update_ob_speed (op); |
1463 |
|
|
op->speed_left = -0.05; |
1464 |
|
|
return maxdam; |
1465 |
|
|
} |
1466 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1467 |
|
|
{ |
1468 |
|
|
remove_friendly_object (op); |
1469 |
|
|
if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1470 |
|
|
{ |
1471 |
|
|
op->owner->contr->ranges[range_golem] = NULL; |
1472 |
|
|
op->owner->contr->golem_count = 0; |
1473 |
|
|
} |
1474 |
|
|
|
1475 |
|
|
remove_ob (op); |
1476 |
|
|
free_object (op); |
1477 |
|
|
return maxdam; |
1478 |
|
|
} |
1479 |
|
|
|
1480 |
|
|
/* Now lets start dealing with experience we get for killing something */ |
1481 |
|
|
|
1482 |
|
|
owner = get_owner (hitter); |
1483 |
|
|
if (owner == NULL) |
1484 |
|
|
owner = hitter; |
1485 |
|
|
|
1486 |
|
|
/* is the victim (op) standing on battleground? */ |
1487 |
|
|
if (op_on_battleground (op, NULL, NULL)) |
1488 |
|
|
battleg = 1; |
1489 |
|
|
|
1490 |
|
|
/* is this player killing? */ |
1491 |
|
|
if (op->type == PLAYER && owner->type == PLAYER) |
1492 |
|
|
pk = 1; |
1493 |
|
|
|
1494 |
|
|
/* Player killed something */ |
1495 |
|
|
if (owner->type == PLAYER) |
1496 |
|
|
{ |
1497 |
|
|
Log_Kill (owner->name, |
1498 |
|
|
query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
1499 |
|
|
|
1500 |
|
|
/* Log players killing other players - makes it easier to detect |
1501 |
|
|
* and filter out malicious player killers - that is why the |
1502 |
|
|
* ip address is included. |
1503 |
|
|
*/ |
1504 |
|
|
if (op->type == PLAYER && !battleg) |
1505 |
|
|
{ |
1506 |
|
|
time_t t = time (NULL); |
1507 |
|
|
struct tm *tmv; |
1508 |
|
|
char buf[256]; |
1509 |
|
|
|
1510 |
|
|
tmv = localtime (&t); |
1511 |
|
|
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1512 |
|
|
|
1513 |
|
|
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1514 |
|
|
} |
1515 |
|
|
|
1516 |
|
|
/* try to filter some things out - basically, if you are |
1517 |
|
|
* killing a level 1 creature and your level 20, you |
1518 |
|
|
* probably don't want to see that. |
1519 |
|
|
*/ |
1520 |
|
|
if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1521 |
|
|
{ |
1522 |
|
|
if (owner != hitter) |
1523 |
|
|
{ |
1524 |
|
|
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1525 |
|
|
} |
1526 |
|
|
else |
1527 |
|
|
{ |
1528 |
|
|
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1529 |
|
|
} |
1530 |
|
|
/* Only play sounds for melee kills */ |
1531 |
|
|
if (hitter->type == PLAYER) |
1532 |
|
|
play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1533 |
|
|
} |
1534 |
|
|
|
1535 |
|
|
/* If a player kills another player, not on |
1536 |
|
|
* battleground, the "killer" looses 1 luck. Since this is |
1537 |
|
|
* not reversible, it's actually quite a pain IMHO. -AV |
1538 |
|
|
* Fix bug in that we were changing the luck of the hitter, not |
1539 |
|
|
* player that the object belonged to - so if you killed another player |
1540 |
|
|
* with spells, pets, whatever, there was no penalty. |
1541 |
|
|
* Changed to make luck penalty configurable in settings. |
1542 |
|
|
*/ |
1543 |
|
|
if (op->type == PLAYER && owner != op && !battleg) |
1544 |
|
|
change_luck (owner, -settings.pk_luck_penalty); |
1545 |
|
|
|
1546 |
|
|
/* This code below deals with finding the appropriate skill |
1547 |
|
|
* to credit exp to. This is a bit problematic - we should |
1548 |
|
|
* probably never really have to look at current_weapon->skill |
1549 |
|
|
*/ |
1550 |
|
|
skill = NULL; |
1551 |
|
|
if (hitter->skill && hitter->type != PLAYER) |
1552 |
|
|
skill = hitter->skill; |
1553 |
|
|
else if (owner->chosen_skill) |
1554 |
|
|
{ |
1555 |
|
|
skill = owner->chosen_skill->skill; |
1556 |
|
|
skop = owner->chosen_skill; |
1557 |
|
|
} |
1558 |
|
|
else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1559 |
|
|
skill = owner->current_weapon->skill; |
1560 |
|
|
else |
1561 |
|
|
LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1562 |
elmex |
1.1 |
|
1563 |
root |
1.9 |
/* We have the skill we want to credit to - now find the object this goes |
1564 |
|
|
* to. Make sure skop is an actual skill, and not a skill tool! |
1565 |
|
|
*/ |
1566 |
|
|
if ((!skop || skop->type != SKILL) && skill) |
1567 |
|
|
{ |
1568 |
|
|
int i; |
1569 |
elmex |
1.1 |
|
1570 |
root |
1.9 |
for (i = 0; i < NUM_SKILLS; i++) |
1571 |
|
|
if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
1572 |
|
|
{ |
1573 |
|
|
skop = owner->contr->last_skill_ob[i]; |
1574 |
|
|
break; |
1575 |
|
|
} |
1576 |
root |
1.5 |
} |
1577 |
root |
1.9 |
} /* Was it a player that hit somethign */ |
1578 |
|
|
else |
1579 |
|
|
{ |
1580 |
|
|
skill = NULL; |
1581 |
|
|
} |
1582 |
|
|
|
1583 |
|
|
/* Pet (or spell) killed something. */ |
1584 |
|
|
if (owner != hitter) |
1585 |
|
|
{ |
1586 |
|
|
(void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1587 |
|
|
query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1588 |
|
|
} |
1589 |
|
|
else |
1590 |
|
|
{ |
1591 |
|
|
(void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1592 |
|
|
(QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1593 |
|
|
" in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1594 |
|
|
} |
1595 |
|
|
/* These may have been set in the player code section above */ |
1596 |
|
|
if (!skop) |
1597 |
|
|
skop = hitter->chosen_skill; |
1598 |
|
|
if (!skill && skop) |
1599 |
|
|
skill = skop->skill; |
1600 |
|
|
|
1601 |
|
|
new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1602 |
|
|
|
1603 |
|
|
|
1604 |
|
|
/* If you didn't kill yourself, and your not the wizard */ |
1605 |
|
|
if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1606 |
|
|
{ |
1607 |
|
|
int exp; |
1608 |
|
|
|
1609 |
|
|
/* Really don't give much experience for killing other players */ |
1610 |
|
|
// schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1611 |
|
|
if (op->type == PLAYER) |
1612 |
|
|
{ |
1613 |
|
|
if (battleg) |
1614 |
|
|
{ |
1615 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1616 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1617 |
root |
1.5 |
} |
1618 |
root |
1.9 |
else |
1619 |
|
|
exp = op->stats.exp / 1000; |
1620 |
elmex |
1.1 |
} |
1621 |
root |
1.9 |
else |
1622 |
|
|
exp = calc_skill_exp (owner, op, skop); |
1623 |
elmex |
1.1 |
|
1624 |
root |
1.9 |
/* if op is standing on "battleground" (arena), no way to gain |
1625 |
|
|
* exp by killing him |
1626 |
|
|
*/ |
1627 |
|
|
if (battleg) |
1628 |
|
|
exp = 0; |
1629 |
elmex |
1.1 |
|
1630 |
root |
1.9 |
/* Don't know why this is set this way - doesn't make |
1631 |
|
|
* sense to just divide everything by two for no reason. |
1632 |
|
|
*/ |
1633 |
elmex |
1.1 |
|
1634 |
root |
1.9 |
if (!settings.simple_exp) |
1635 |
|
|
exp = exp / 2; |
1636 |
root |
1.5 |
|
1637 |
root |
1.9 |
if (owner->type != PLAYER || owner->contr->party == NULL) |
1638 |
|
|
{ |
1639 |
|
|
change_exp (owner, exp, skill, 0); |
1640 |
root |
1.5 |
} |
1641 |
root |
1.9 |
else |
1642 |
|
|
{ |
1643 |
|
|
int shares = 0, count = 0; |
1644 |
root |
1.5 |
|
1645 |
root |
1.9 |
player *pl; |
1646 |
|
|
|
1647 |
|
|
partylist *party = owner->contr->party; |
1648 |
root |
1.5 |
|
1649 |
elmex |
1.1 |
#ifdef PARTY_KILL_LOG |
1650 |
root |
1.9 |
add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1651 |
elmex |
1.1 |
#endif |
1652 |
root |
1.9 |
for (pl = first_player; pl != NULL; pl = pl->next) |
1653 |
|
|
{ |
1654 |
|
|
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1655 |
|
|
{ |
1656 |
|
|
count++; |
1657 |
|
|
shares += (pl->ob->level + 4); |
1658 |
root |
1.5 |
} |
1659 |
|
|
} |
1660 |
root |
1.9 |
if (count == 1 || shares > exp) |
1661 |
|
|
change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1662 |
|
|
else |
1663 |
|
|
{ |
1664 |
|
|
int share = exp / shares, given = 0, nexp; |
1665 |
|
|
|
1666 |
|
|
for (pl = first_player; pl != NULL; pl = pl->next) |
1667 |
|
|
{ |
1668 |
|
|
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1669 |
|
|
{ |
1670 |
|
|
nexp = (pl->ob->level + 4) * share; |
1671 |
|
|
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1672 |
|
|
given += nexp; |
1673 |
root |
1.5 |
} |
1674 |
|
|
} |
1675 |
root |
1.9 |
exp -= given; |
1676 |
|
|
/* give any remainder to the player */ |
1677 |
|
|
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1678 |
root |
1.5 |
} |
1679 |
root |
1.9 |
} /* else part of a party */ |
1680 |
|
|
|
1681 |
|
|
} /* end if person didn't kill himself */ |
1682 |
elmex |
1.1 |
|
1683 |
root |
1.9 |
if (op->type != PLAYER) |
1684 |
|
|
{ |
1685 |
|
|
if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1686 |
|
|
{ |
1687 |
|
|
object *owner1 = get_owner (op); |
1688 |
elmex |
1.1 |
|
1689 |
root |
1.9 |
if (owner1 != NULL && owner1->type == PLAYER) |
1690 |
|
|
{ |
1691 |
|
|
play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1692 |
|
|
/* Maybe we should include the owner that killed this, maybe not */ |
1693 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1694 |
root |
1.5 |
} |
1695 |
root |
1.12 |
|
1696 |
root |
1.9 |
remove_friendly_object (op); |
1697 |
root |
1.5 |
} |
1698 |
root |
1.12 |
|
1699 |
root |
1.9 |
remove_ob (op); |
1700 |
|
|
free_object (op); |
1701 |
elmex |
1.1 |
} |
1702 |
root |
1.9 |
/* Player has been killed! */ |
1703 |
|
|
else |
1704 |
|
|
{ |
1705 |
|
|
if (owner->type == PLAYER) |
1706 |
|
|
{ |
1707 |
|
|
snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
1708 |
root |
1.5 |
} |
1709 |
root |
1.9 |
else |
1710 |
root |
1.12 |
assign (op->contr->killer, hitter->name); |
1711 |
elmex |
1.1 |
} |
1712 |
root |
1.12 |
|
1713 |
root |
1.9 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1714 |
|
|
* continues in the calling function. |
1715 |
|
|
*/ |
1716 |
|
|
return maxdam; |
1717 |
elmex |
1.1 |
} |
1718 |
|
|
|
1719 |
|
|
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1720 |
|
|
* Returns 0 this is not friendly fire |
1721 |
|
|
*/ |
1722 |
|
|
|
1723 |
root |
1.9 |
int |
1724 |
|
|
friendly_fire (object *op, object *hitter) |
1725 |
|
|
{ |
1726 |
|
|
object *owner; |
1727 |
|
|
int friendlyfire; |
1728 |
|
|
|
1729 |
|
|
if (hitter->head) |
1730 |
|
|
hitter = hitter->head; |
1731 |
|
|
|
1732 |
|
|
friendlyfire = 0; |
1733 |
|
|
|
1734 |
|
|
if (op->type == PLAYER) |
1735 |
|
|
{ |
1736 |
|
|
if (op_on_battleground (hitter, 0, 0)) |
1737 |
|
|
return 0; |
1738 |
|
|
|
1739 |
|
|
if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1740 |
|
|
return 1; |
1741 |
|
|
|
1742 |
|
|
if ((owner = get_owner (hitter)) != NULL) |
1743 |
|
|
{ |
1744 |
|
|
if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1745 |
|
|
friendlyfire = 2; |
1746 |
|
|
} |
1747 |
|
|
|
1748 |
|
|
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1749 |
|
|
friendlyfire = 0; |
1750 |
elmex |
1.1 |
} |
1751 |
root |
1.9 |
return friendlyfire; |
1752 |
elmex |
1.1 |
} |
1753 |
|
|
|
1754 |
|
|
|
1755 |
|
|
/* This isn't used just for players, but in fact most objects. |
1756 |
|
|
* op is the object to be hit, dam is the amount of damage, hitter |
1757 |
|
|
* is what is hitting the object, type is the attacktype, and |
1758 |
|
|
* full_hit is set if monster area does not matter. |
1759 |
|
|
* dam is base damage - protections/vulnerabilities/slaying matches can |
1760 |
|
|
* modify it. |
1761 |
|
|
*/ |
1762 |
|
|
|
1763 |
|
|
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1764 |
|
|
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1765 |
|
|
|
1766 |
root |
1.9 |
int |
1767 |
|
|
hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1768 |
|
|
{ |
1769 |
|
|
int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1770 |
|
|
int maxattacktype, attacknum; |
1771 |
|
|
int body_attack = op && op->head; /* Did we hit op's head? */ |
1772 |
|
|
int simple_attack; |
1773 |
|
|
tag_t op_tag, hitter_tag; |
1774 |
|
|
int rtn_kill = 0; |
1775 |
|
|
int friendlyfire; |
1776 |
elmex |
1.1 |
|
1777 |
root |
1.9 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1778 |
|
|
return 0; |
1779 |
elmex |
1.1 |
|
1780 |
root |
1.9 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1781 |
|
|
if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1782 |
|
|
return 0; |
1783 |
elmex |
1.1 |
|
1784 |
|
|
#ifdef PROHIBIT_PLAYERKILL |
1785 |
root |
1.9 |
if (op->type == PLAYER) |
1786 |
|
|
{ |
1787 |
|
|
object *owner = get_owner (hitter); |
1788 |
|
|
|
1789 |
|
|
if (!owner) |
1790 |
|
|
owner = hitter; |
1791 |
|
|
if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1792 |
|
|
{ |
1793 |
|
|
return 0; |
1794 |
elmex |
1.1 |
} |
1795 |
|
|
} |
1796 |
|
|
#endif |
1797 |
|
|
|
1798 |
root |
1.9 |
op_tag = op->count; |
1799 |
|
|
hitter_tag = hitter->count; |
1800 |
elmex |
1.1 |
|
1801 |
root |
1.9 |
if (body_attack) |
1802 |
|
|
{ |
1803 |
|
|
/* slow and paralyze must hit the head. But we don't want to just |
1804 |
|
|
* return - we still need to process other attacks the spell still |
1805 |
|
|
* might have. So just remove the paralyze and slow attacktypes, |
1806 |
|
|
* and keep on processing if we have other attacktypes. |
1807 |
|
|
* return if only magic or nothing is left - under normal code |
1808 |
|
|
* we don't attack with pure magic if there is another attacktype. |
1809 |
|
|
* Only do processing if the initial attacktype includes one of those |
1810 |
|
|
* attack so we don't cancel out things like magic bullet. |
1811 |
|
|
*/ |
1812 |
|
|
if (type & (AT_PARALYZE | AT_SLOW)) |
1813 |
|
|
{ |
1814 |
|
|
type &= ~(AT_PARALYZE | AT_SLOW); |
1815 |
|
|
if (!type || type == AT_MAGIC) |
1816 |
|
|
return 0; |
1817 |
root |
1.5 |
} |
1818 |
elmex |
1.1 |
} |
1819 |
|
|
|
1820 |
root |
1.9 |
if (!simple_attack && op->type == DOOR) |
1821 |
|
|
{ |
1822 |
|
|
object *tmp; |
1823 |
|
|
|
1824 |
|
|
for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1825 |
|
|
if (tmp->type == RUNE || tmp->type == TRAP) |
1826 |
|
|
{ |
1827 |
|
|
spring_trap (tmp, hitter); |
1828 |
|
|
if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1829 |
|
|
return 0; |
1830 |
|
|
break; |
1831 |
|
|
} |
1832 |
elmex |
1.1 |
} |
1833 |
|
|
|
1834 |
root |
1.9 |
if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1835 |
|
|
{ |
1836 |
|
|
/* FIXME: If a player is killed by a rune in a door, the |
1837 |
|
|
* was_destroyed() check above doesn't return, and might get here. |
1838 |
|
|
*/ |
1839 |
|
|
LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1840 |
|
|
return 0; |
1841 |
elmex |
1.1 |
} |
1842 |
|
|
|
1843 |
|
|
#ifdef ATTACK_DEBUG |
1844 |
root |
1.9 |
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1845 |
elmex |
1.1 |
#endif |
1846 |
|
|
|
1847 |
root |
1.9 |
if (magic) |
1848 |
|
|
{ |
1849 |
elmex |
1.1 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1850 |
|
|
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1851 |
root |
1.9 |
dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1852 |
elmex |
1.1 |
if (dam >= 100) |
1853 |
root |
1.5 |
dam /= 100; |
1854 |
elmex |
1.1 |
else |
1855 |
root |
1.9 |
dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1856 |
elmex |
1.1 |
} |
1857 |
|
|
|
1858 |
root |
1.9 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1859 |
|
|
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1860 |
|
|
*/ |
1861 |
|
|
if (type & AT_CHAOS) |
1862 |
|
|
{ |
1863 |
|
|
shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1864 |
|
|
update_object (op, UP_OBJ_FACE); |
1865 |
elmex |
1.1 |
type &= ~AT_CHAOS; |
1866 |
|
|
} |
1867 |
|
|
|
1868 |
root |
1.9 |
/* Holyword is really an attacktype modifier (like magic is). If |
1869 |
|
|
* holyword is part of an attacktype, then make sure the creature is |
1870 |
|
|
* a proper match, otherwise no damage. |
1871 |
|
|
*/ |
1872 |
|
|
if (type & AT_HOLYWORD) |
1873 |
|
|
{ |
1874 |
|
|
object *god; |
1875 |
|
|
|
1876 |
|
|
if ((!hitter->slaying || |
1877 |
|
|
(!(op->race && strstr (hitter->slaying, op->race)) && |
1878 |
|
|
!(op->name && strstr (hitter->slaying, op->name)))) && |
1879 |
|
|
(!QUERY_FLAG (op, FLAG_UNDEAD) || |
1880 |
|
|
(hitter->title != NULL |
1881 |
|
|
&& (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1882 |
|
|
return 0; |
1883 |
elmex |
1.1 |
} |
1884 |
|
|
|
1885 |
root |
1.9 |
maxattacktype = type; /* initialize this to something */ |
1886 |
|
|
for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1887 |
|
|
{ |
1888 |
|
|
/* Magic isn't really a true attack type - it gets combined with other |
1889 |
|
|
* attack types. As such, skip it over. However, if magic is |
1890 |
|
|
* the only attacktype in the group, then still attack with it |
1891 |
|
|
*/ |
1892 |
|
|
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1893 |
|
|
continue; |
1894 |
|
|
|
1895 |
|
|
/* Go through and hit the player with each attacktype, one by one. |
1896 |
|
|
* hit_player_attacktype only figures out the damage, doesn't inflict |
1897 |
|
|
* it. It will do the appropriate action for attacktypes with |
1898 |
|
|
* effects (slow, paralization, etc. |
1899 |
|
|
*/ |
1900 |
|
|
if (type & attacktype) |
1901 |
|
|
{ |
1902 |
|
|
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1903 |
|
|
/* the >= causes us to prefer messages from special attacks, if |
1904 |
|
|
* the damage is equal. |
1905 |
|
|
*/ |
1906 |
|
|
if (ndam >= maxdam) |
1907 |
|
|
{ |
1908 |
root |
1.5 |
maxdam = ndam; |
1909 |
root |
1.9 |
maxattacktype = 1 << attacknum; |
1910 |
root |
1.5 |
} |
1911 |
|
|
} |
1912 |
elmex |
1.1 |
} |
1913 |
root |
1.9 |
|
1914 |
|
|
/* if this is friendly fire then do a set % of damage only |
1915 |
|
|
* Note - put a check in to make sure this attack is actually |
1916 |
|
|
* doing damage - otherwise, the +1 in the code below will make |
1917 |
|
|
* an attack do damage before when it otherwise didn't |
1918 |
|
|
*/ |
1919 |
|
|
friendlyfire = friendly_fire (op, hitter); |
1920 |
|
|
if (friendlyfire && maxdam) |
1921 |
|
|
{ |
1922 |
|
|
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1923 |
elmex |
1.1 |
#ifndef COZY_SERVER |
1924 |
root |
1.9 |
maxdam++; |
1925 |
elmex |
1.1 |
#endif |
1926 |
root |
1.9 |
|
1927 |
elmex |
1.1 |
#ifdef ATTACK_DEBUG |
1928 |
root |
1.9 |
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1929 |
|
|
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1930 |
elmex |
1.1 |
#endif |
1931 |
|
|
} |
1932 |
|
|
|
1933 |
root |
1.9 |
if (!full_hit) |
1934 |
|
|
{ |
1935 |
|
|
archetype *at; |
1936 |
|
|
int area; |
1937 |
|
|
int remainder; |
1938 |
|
|
|
1939 |
|
|
area = 0; |
1940 |
|
|
for (at = op->arch; at != NULL; at = at->more) |
1941 |
|
|
area++; |
1942 |
|
|
assert (area > 0); |
1943 |
|
|
|
1944 |
|
|
/* basically: maxdam /= area; we try to "simulate" a float |
1945 |
|
|
value-effect */ |
1946 |
|
|
remainder = 100 * (maxdam % area) / area; |
1947 |
|
|
maxdam /= area; |
1948 |
|
|
if (RANDOM () % 100 < remainder) |
1949 |
|
|
maxdam++; |
1950 |
elmex |
1.1 |
} |
1951 |
|
|
|
1952 |
|
|
#ifdef ATTACK_DEBUG |
1953 |
root |
1.9 |
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1954 |
elmex |
1.1 |
#endif |
1955 |
|
|
|
1956 |
root |
1.9 |
if (get_owner (hitter)) |
1957 |
|
|
op->enemy = hitter->owner; |
1958 |
|
|
else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1959 |
|
|
op->enemy = hitter; |
1960 |
|
|
|
1961 |
|
|
if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1962 |
|
|
{ |
1963 |
|
|
/* The unaggressives look after themselves 8) */ |
1964 |
|
|
CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1965 |
|
|
npc_call_help (op); |
1966 |
|
|
} |
1967 |
|
|
|
1968 |
|
|
if (magic && did_make_save (op, op->level, 0)) |
1969 |
|
|
maxdam = maxdam / 2; |
1970 |
|
|
|
1971 |
|
|
attack_message (maxdam, maxattacktype, op, hitter); |
1972 |
|
|
|
1973 |
|
|
op->stats.hp -= maxdam; |
1974 |
|
|
|
1975 |
|
|
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1976 |
|
|
if ((op->stats.hp >= 0) && |
1977 |
|
|
(QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1978 |
|
|
op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1979 |
|
|
{ |
1980 |
elmex |
1.1 |
|
1981 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_MONSTER)) |
1982 |
|
|
SET_FLAG (op, FLAG_RUN_AWAY); |
1983 |
|
|
else |
1984 |
|
|
scare_creature (op, hitter); |
1985 |
elmex |
1.1 |
} |
1986 |
|
|
|
1987 |
root |
1.9 |
if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1988 |
|
|
{ |
1989 |
|
|
if (maxdam) |
1990 |
|
|
tear_down_wall (op); |
1991 |
|
|
return maxdam; /* nothing more to do for wall */ |
1992 |
|
|
} |
1993 |
elmex |
1.1 |
|
1994 |
root |
1.9 |
/* See if the creature has been killed */ |
1995 |
|
|
rtn_kill = kill_object (op, maxdam, hitter, type); |
1996 |
|
|
if (rtn_kill != -1) |
1997 |
|
|
return rtn_kill; |
1998 |
elmex |
1.1 |
|
1999 |
|
|
|
2000 |
root |
1.9 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
2001 |
|
|
* that before if the player was immune to ghosthit, the monster |
2002 |
|
|
* remained - that is no longer the case. |
2003 |
|
|
*/ |
2004 |
|
|
if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
2005 |
|
|
{ |
2006 |
|
|
if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
2007 |
|
|
remove_friendly_object (hitter); |
2008 |
|
|
remove_ob (hitter); |
2009 |
|
|
free_object (hitter); |
2010 |
|
|
} |
2011 |
|
|
/* Lets handle creatures that are splitting now */ |
2012 |
|
|
else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
2013 |
|
|
{ |
2014 |
|
|
int i; |
2015 |
|
|
int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
2016 |
|
|
int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
2017 |
|
|
object *owner = get_owner (op); |
2018 |
root |
1.5 |
|
2019 |
root |
1.9 |
if (!op->other_arch) |
2020 |
|
|
{ |
2021 |
|
|
LOG (llevError, "SPLITTING without other_arch error.\n"); |
2022 |
|
|
return maxdam; |
2023 |
|
|
} |
2024 |
|
|
remove_ob (op); |
2025 |
|
|
for (i = 0; i < NROFNEWOBJS (op); i++) |
2026 |
|
|
{ /* This doesn't handle op->more yet */ |
2027 |
|
|
object *tmp = arch_to_object (op->other_arch); |
2028 |
|
|
int j; |
2029 |
|
|
|
2030 |
|
|
tmp->stats.hp = op->stats.hp; |
2031 |
|
|
if (friendly) |
2032 |
|
|
{ |
2033 |
|
|
SET_FLAG (tmp, FLAG_FRIENDLY); |
2034 |
|
|
add_friendly_object (tmp); |
2035 |
|
|
tmp->attack_movement = PETMOVE; |
2036 |
|
|
if (owner != NULL) |
2037 |
|
|
set_owner (tmp, owner); |
2038 |
|
|
} |
2039 |
|
|
if (unaggressive) |
2040 |
|
|
SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
2041 |
|
|
j = find_first_free_spot (tmp, op->map, op->x, op->y); |
2042 |
|
|
if (j == -1) /* No spot to put this monster */ |
2043 |
|
|
free_object (tmp); |
2044 |
|
|
else |
2045 |
|
|
{ |
2046 |
|
|
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2047 |
|
|
insert_ob_in_map (tmp, op->map, NULL, 0); |
2048 |
|
|
} |
2049 |
|
|
} |
2050 |
|
|
if (friendly) |
2051 |
|
|
remove_friendly_object (op); |
2052 |
|
|
free_object (op); |
2053 |
|
|
} |
2054 |
|
|
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2055 |
|
|
{ |
2056 |
|
|
remove_ob (hitter); |
2057 |
|
|
free_object (hitter); |
2058 |
elmex |
1.1 |
} |
2059 |
root |
1.9 |
return maxdam; |
2060 |
|
|
} |
2061 |
|
|
|
2062 |
|
|
|
2063 |
|
|
void |
2064 |
|
|
poison_player (object *op, object *hitter, int dam) |
2065 |
|
|
{ |
2066 |
|
|
archetype *at = find_archetype ("poisoning"); |
2067 |
|
|
object *tmp = present_arch_in_ob (at, op); |
2068 |
elmex |
1.1 |
|
2069 |
root |
1.9 |
if (tmp == NULL) |
2070 |
|
|
{ |
2071 |
|
|
if ((tmp = arch_to_object (at)) == NULL) |
2072 |
|
|
LOG (llevError, "Failed to clone arch poisoning.\n"); |
2073 |
|
|
else |
2074 |
|
|
{ |
2075 |
|
|
tmp = insert_ob_in_ob (tmp, op); |
2076 |
|
|
/* peterm: give poisoning some teeth. It should |
2077 |
|
|
* be able to kill things better than it does: |
2078 |
|
|
* damage should be dependent something--I choose to |
2079 |
|
|
* do this: if it's a monster, the damage from the |
2080 |
|
|
* poisoning goes as the level of the monster/2. |
2081 |
|
|
* If anything else, goes as damage. |
2082 |
|
|
*/ |
2083 |
|
|
|
2084 |
|
|
if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2085 |
|
|
tmp->stats.dam += hitter->level / 2; |
2086 |
|
|
else |
2087 |
|
|
tmp->stats.dam = dam; |
2088 |
|
|
|
2089 |
|
|
copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
2090 |
|
|
if (hitter->skill && hitter->skill != tmp->skill) |
2091 |
|
|
{ |
2092 |
|
|
tmp->skill = hitter->skill; |
2093 |
|
|
} |
2094 |
|
|
|
2095 |
|
|
tmp->stats.food += dam; /* more damage, longer poisoning */ |
2096 |
|
|
|
2097 |
|
|
if (op->type == PLAYER) |
2098 |
|
|
{ |
2099 |
|
|
/* player looses stats, maximum is -10 of each */ |
2100 |
|
|
tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2101 |
|
|
tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2102 |
|
|
tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2103 |
|
|
tmp->stats.Int = MAX (-dam / 7, -10); |
2104 |
|
|
SET_FLAG (tmp, FLAG_APPLIED); |
2105 |
|
|
fix_player (op); |
2106 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2107 |
|
|
} |
2108 |
|
|
if (hitter->type == PLAYER) |
2109 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2110 |
|
|
else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
2111 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2112 |
root |
1.5 |
} |
2113 |
root |
1.9 |
tmp->speed_left = 0; |
2114 |
|
|
} |
2115 |
|
|
else |
2116 |
|
|
tmp->stats.food++; |
2117 |
|
|
} |
2118 |
|
|
|
2119 |
|
|
void |
2120 |
|
|
slow_player (object *op, object *hitter, int dam) |
2121 |
|
|
{ |
2122 |
|
|
archetype *at = find_archetype ("slowness"); |
2123 |
|
|
object *tmp; |
2124 |
|
|
|
2125 |
|
|
if (at == NULL) |
2126 |
|
|
{ |
2127 |
|
|
LOG (llevError, "Can't find slowness archetype.\n"); |
2128 |
|
|
} |
2129 |
|
|
if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2130 |
|
|
{ |
2131 |
|
|
tmp = arch_to_object (at); |
2132 |
|
|
tmp = insert_ob_in_ob (tmp, op); |
2133 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2134 |
|
|
} |
2135 |
|
|
else |
2136 |
|
|
tmp->stats.food++; |
2137 |
|
|
SET_FLAG (tmp, FLAG_APPLIED); |
2138 |
|
|
tmp->speed_left = 0; |
2139 |
|
|
fix_player (op); |
2140 |
elmex |
1.1 |
} |
2141 |
|
|
|
2142 |
root |
1.9 |
void |
2143 |
|
|
confuse_player (object *op, object *hitter, int dam) |
2144 |
|
|
{ |
2145 |
|
|
object *tmp; |
2146 |
|
|
int maxduration; |
2147 |
elmex |
1.1 |
|
2148 |
root |
1.9 |
tmp = present_in_ob_by_name (FORCE, "confusion", op); |
2149 |
|
|
if (!tmp) |
2150 |
|
|
{ |
2151 |
|
|
tmp = get_archetype (FORCE_NAME); |
2152 |
|
|
tmp = insert_ob_in_ob (tmp, op); |
2153 |
|
|
} |
2154 |
root |
1.5 |
|
2155 |
root |
1.9 |
/* Duration added per hit and max. duration of confusion both depend |
2156 |
|
|
* on the player's resistance |
2157 |
|
|
*/ |
2158 |
|
|
tmp->speed = 0.05; |
2159 |
|
|
tmp->subtype = FORCE_CONFUSION; |
2160 |
|
|
tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2161 |
|
|
tmp->name = "confusion"; |
2162 |
|
|
maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2163 |
|
|
if (tmp->duration > maxduration) |
2164 |
|
|
tmp->duration = maxduration; |
2165 |
|
|
|
2166 |
|
|
if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2167 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2168 |
|
|
SET_FLAG (op, FLAG_CONFUSED); |
2169 |
|
|
} |
2170 |
root |
1.5 |
|
2171 |
root |
1.9 |
void |
2172 |
|
|
blind_player (object *op, object *hitter, int dam) |
2173 |
|
|
{ |
2174 |
|
|
object *tmp, *owner; |
2175 |
root |
1.5 |
|
2176 |
root |
1.9 |
/* Save some work if we know it isn't going to affect the player */ |
2177 |
|
|
if (op->resist[ATNR_BLIND] == 100) |
2178 |
|
|
return; |
2179 |
root |
1.5 |
|
2180 |
root |
1.9 |
tmp = present_in_ob (BLINDNESS, op); |
2181 |
|
|
if (!tmp) |
2182 |
|
|
{ |
2183 |
|
|
tmp = get_archetype ("blindness"); |
2184 |
|
|
SET_FLAG (tmp, FLAG_BLIND); |
2185 |
|
|
SET_FLAG (tmp, FLAG_APPLIED); |
2186 |
elmex |
1.1 |
/* use floats so we don't lose too much precision due to rounding errors. |
2187 |
|
|
* speed is a float anyways. |
2188 |
|
|
*/ |
2189 |
root |
1.9 |
tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2190 |
elmex |
1.1 |
|
2191 |
root |
1.9 |
tmp = insert_ob_in_ob (tmp, op); |
2192 |
|
|
change_abil (op, tmp); /* Mostly to display any messages */ |
2193 |
|
|
fix_player (op); /* This takes care of some other stuff */ |
2194 |
elmex |
1.1 |
|
2195 |
root |
1.9 |
if (hitter->owner) |
2196 |
|
|
owner = get_owner (hitter); |
2197 |
|
|
else |
2198 |
|
|
owner = hitter; |
2199 |
elmex |
1.1 |
|
2200 |
root |
1.9 |
new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2201 |
|
|
} |
2202 |
|
|
tmp->stats.food += dam; |
2203 |
|
|
if (tmp->stats.food > 10) |
2204 |
|
|
tmp->stats.food = 10; |
2205 |
elmex |
1.1 |
} |
2206 |
|
|
|
2207 |
root |
1.9 |
void |
2208 |
|
|
paralyze_player (object *op, object *hitter, int dam) |
2209 |
elmex |
1.1 |
{ |
2210 |
root |
1.9 |
float effect, max; |
2211 |
|
|
|
2212 |
|
|
/* object *tmp; */ |
2213 |
elmex |
1.1 |
|
2214 |
root |
1.9 |
/* This is strange stuff... someone knows for what this is |
2215 |
|
|
* written? Well, i think this can and should be removed |
2216 |
|
|
*/ |
2217 |
elmex |
1.1 |
|
2218 |
root |
1.9 |
/* |
2219 |
|
|
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2220 |
|
|
tmp=clone_arch(PARAIMAGE); |
2221 |
|
|
tmp->x=op->x,tmp->y=op->y; |
2222 |
|
|
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2223 |
|
|
} |
2224 |
|
|
*/ |
2225 |
elmex |
1.1 |
|
2226 |
root |
1.9 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2227 |
|
|
effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2228 |
elmex |
1.1 |
|
2229 |
root |
1.9 |
if (effect == 0) |
2230 |
|
|
return; |
2231 |
elmex |
1.1 |
|
2232 |
root |
1.9 |
op->speed_left -= FABS (op->speed) * effect; |
2233 |
|
|
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
2234 |
elmex |
1.1 |
|
2235 |
root |
1.9 |
/* max number of ticks to be affected for. */ |
2236 |
|
|
max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
2237 |
|
|
if (op->speed_left < -(FABS (op->speed) * max)) |
2238 |
|
|
op->speed_left = (float) -(FABS (op->speed) * max); |
2239 |
elmex |
1.1 |
|
2240 |
|
|
/* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2241 |
|
|
} |
2242 |
|
|
|
2243 |
|
|
|
2244 |
|
|
/* Attempts to kill 'op'. hitter is the attack object, dam is |
2245 |
|
|
* the computed damaged. |
2246 |
|
|
*/ |
2247 |
root |
1.9 |
void |
2248 |
|
|
deathstrike_player (object *op, object *hitter, int *dam) |
2249 |
elmex |
1.1 |
{ |
2250 |
root |
1.9 |
/* The intention of a death attack is to kill outright things |
2251 |
|
|
** that are a lot weaker than the attacker, have a chance of killing |
2252 |
|
|
** things somewhat weaker than the caster, and no chance of |
2253 |
|
|
** killing something equal or stronger than the attacker. |
2254 |
|
|
** Also, if a deathstrike attack has a slaying, any monster |
2255 |
|
|
** whose name or race matches a comma-delimited list in the slaying |
2256 |
|
|
** field of the deathstriking object */ |
2257 |
|
|
|
2258 |
|
|
int atk_lev, def_lev, kill_lev; |
2259 |
|
|
|
2260 |
|
|
if (hitter->slaying) |
2261 |
|
|
if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2262 |
|
|
return; |
2263 |
|
|
|
2264 |
|
|
def_lev = op->level; |
2265 |
|
|
if (def_lev < 1) |
2266 |
|
|
{ |
2267 |
|
|
LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2268 |
|
|
def_lev = 1; |
2269 |
|
|
} |
2270 |
|
|
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2271 |
|
|
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2272 |
|
|
atk_lev, def_lev); */ |
2273 |
|
|
|
2274 |
|
|
if (atk_lev >= def_lev) |
2275 |
|
|
{ |
2276 |
|
|
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
2277 |
|
|
|
2278 |
|
|
/* Note that the below effectively means the ratio of the atk vs |
2279 |
|
|
* defener level is important - if level 52 character has very little |
2280 |
|
|
* chance of killing a level 50 monster. This should probably be |
2281 |
|
|
* redone. |
2282 |
|
|
*/ |
2283 |
|
|
if (kill_lev >= def_lev) |
2284 |
|
|
{ |
2285 |
|
|
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2286 |
|
|
/* I think this doesn't really do much. Because of |
2287 |
|
|
* integer rounding, this only makes any difference if the |
2288 |
|
|
* attack level is double the defender level. |
2289 |
|
|
*/ |
2290 |
|
|
*dam *= kill_lev / def_lev; |
2291 |
root |
1.5 |
} |
2292 |
root |
1.9 |
} |
2293 |
|
|
else |
2294 |
|
|
{ |
2295 |
|
|
*dam = 0; /* no harm done */ |
2296 |
elmex |
1.1 |
} |
2297 |
|
|
} |
2298 |
|
|
|
2299 |
|
|
/* thrown_item_effect() - handles any special effects of thrown |
2300 |
|
|
* items (like attacking living creatures--a potion thrown at a |
2301 |
|
|
* monster). |
2302 |
|
|
*/ |
2303 |
root |
1.9 |
static void |
2304 |
|
|
thrown_item_effect (object *hitter, object *victim) |
2305 |
elmex |
1.1 |
{ |
2306 |
root |
1.9 |
if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2307 |
|
|
{ |
2308 |
|
|
/* May not need a switch for just 2 types, but this makes it |
2309 |
|
|
* easier for expansion. |
2310 |
|
|
*/ |
2311 |
|
|
switch (hitter->type) |
2312 |
|
|
{ |
2313 |
root |
1.5 |
case POTION: |
2314 |
root |
1.9 |
/* should player get a save throw instead of checking magic protection? */ |
2315 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2316 |
|
|
(void) apply_potion (victim, hitter); |
2317 |
|
|
break; |
2318 |
|
|
|
2319 |
|
|
case POISON: /* poison drinks */ |
2320 |
|
|
/* As with potions, should monster get a save? */ |
2321 |
|
|
if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2322 |
|
|
apply_poison (victim, hitter); |
2323 |
|
|
break; |
2324 |
|
|
|
2325 |
|
|
/* Removed case statements that did nothing. |
2326 |
|
|
* food may be poisonous, but monster must be willing to eat it, |
2327 |
|
|
* so we don't handle it here. |
2328 |
|
|
* Containers should perhaps break open, but that code was disabled. |
2329 |
|
|
*/ |
2330 |
root |
1.5 |
} |
2331 |
elmex |
1.1 |
} |
2332 |
|
|
} |
2333 |
|
|
|
2334 |
|
|
/* adj_attackroll() - adjustments to attacks by various conditions */ |
2335 |
|
|
|
2336 |
root |
1.9 |
int |
2337 |
|
|
adj_attackroll (object *hitter, object *target) |
2338 |
|
|
{ |
2339 |
elmex |
1.1 |
object *attacker = hitter; |
2340 |
root |
1.9 |
int adjust = 0; |
2341 |
elmex |
1.1 |
|
2342 |
|
|
/* safety */ |
2343 |
root |
1.9 |
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2344 |
|
|
{ |
2345 |
|
|
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2346 |
|
|
return 0; |
2347 |
|
|
} |
2348 |
elmex |
1.1 |
|
2349 |
|
|
/* aimed missiles use the owning object's sight */ |
2350 |
root |
1.9 |
if (is_aimed_missile (hitter)) |
2351 |
|
|
{ |
2352 |
|
|
if ((attacker = get_owner (hitter)) == NULL) |
2353 |
|
|
attacker = hitter; |
2354 |
|
|
/* A player who saves but hasn't quit still could have objects |
2355 |
|
|
* owned by him - need to handle that case to avoid crashes. |
2356 |
|
|
*/ |
2357 |
|
|
if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2358 |
|
|
attacker = hitter; |
2359 |
|
|
} |
2360 |
|
|
else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
2361 |
elmex |
1.1 |
return 0; |
2362 |
|
|
|
2363 |
root |
1.9 |
/* determine the condtions under which we make an attack. |
2364 |
|
|
* Add more cases, as the need occurs. */ |
2365 |
elmex |
1.1 |
|
2366 |
root |
1.9 |
if (!can_see_enemy (attacker, target)) |
2367 |
|
|
{ |
2368 |
|
|
/* target is unseen */ |
2369 |
|
|
if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2370 |
|
|
adjust -= 10; |
2371 |
|
|
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
2372 |
|
|
else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2373 |
|
|
adjust -= target->map->darkness; |
2374 |
|
|
} |
2375 |
elmex |
1.1 |
|
2376 |
root |
1.9 |
if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2377 |
elmex |
1.1 |
adjust -= 3; |
2378 |
|
|
|
2379 |
root |
1.9 |
if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
2380 |
elmex |
1.1 |
adjust += 1; |
2381 |
|
|
|
2382 |
root |
1.9 |
if (QUERY_FLAG (target, FLAG_SCARED)) |
2383 |
elmex |
1.1 |
adjust += 1; |
2384 |
|
|
|
2385 |
root |
1.9 |
if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
2386 |
elmex |
1.1 |
adjust -= 3; |
2387 |
|
|
|
2388 |
|
|
/* if we attack at a different 'altitude' its harder */ |
2389 |
root |
1.9 |
if ((attacker->move_type & target->move_type) == 0) |
2390 |
elmex |
1.1 |
adjust -= 2; |
2391 |
|
|
|
2392 |
|
|
#if 0 |
2393 |
|
|
/* slower attacks are less likely to succeed. We should use a |
2394 |
|
|
* comparison between attacker/target speeds BUT, players have |
2395 |
|
|
* a generally faster speed, so this will wind up being a HUGE |
2396 |
|
|
* disadantage for the monsters! Too bad, because missiles which |
2397 |
|
|
* fly fast should have a better chance of hitting a slower target. |
2398 |
|
|
*/ |
2399 |
root |
1.9 |
if (hitter->speed < target->speed) |
2400 |
|
|
adjust += ((float) hitter->speed - target->speed); |
2401 |
elmex |
1.1 |
#endif |
2402 |
|
|
|
2403 |
|
|
#if 0 |
2404 |
root |
1.9 |
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
2405 |
elmex |
1.1 |
#endif |
2406 |
|
|
|
2407 |
|
|
return adjust; |
2408 |
root |
1.9 |
} |
2409 |
elmex |
1.1 |
|
2410 |
|
|
|
2411 |
|
|
/* determine if the object is an 'aimed' missile */ |
2412 |
root |
1.9 |
int |
2413 |
|
|
is_aimed_missile (object *op) |
2414 |
|
|
{ |
2415 |
elmex |
1.1 |
|
2416 |
root |
1.9 |
/* I broke what used to be one big if into a few nested |
2417 |
|
|
* ones so that figuring out the logic is at least possible. |
2418 |
|
|
*/ |
2419 |
|
|
if (op && (op->move_type & MOVE_FLYING)) |
2420 |
|
|
{ |
2421 |
|
|
if (op->type == ARROW || op->type == THROWN_OBJ) |
2422 |
|
|
return 1; |
2423 |
|
|
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2424 |
|
|
return 1; |
2425 |
elmex |
1.1 |
} |
2426 |
root |
1.9 |
return 0; |
2427 |
|
|
} |