1 |
elmex |
1.1 |
/* |
2 |
root |
1.79 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
root |
1.148 |
* |
4 |
root |
1.150 |
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.131 |
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992 Frank Tore Johansen |
7 |
root |
1.148 |
* |
8 |
root |
1.112 |
* Deliantra is free software: you can redistribute it and/or modify it under |
9 |
|
|
* the terms of the Affero GNU General Public License as published by the |
10 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
11 |
|
|
* option) any later version. |
12 |
root |
1.148 |
* |
13 |
root |
1.69 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
|
* GNU General Public License for more details. |
17 |
root |
1.148 |
* |
18 |
root |
1.112 |
* You should have received a copy of the Affero GNU General Public License |
19 |
|
|
* and the GNU General Public License along with this program. If not, see |
20 |
|
|
* <http://www.gnu.org/licenses/>. |
21 |
root |
1.148 |
* |
22 |
root |
1.79 |
* The authors can be reached via e-mail to <support@deliantra.net> |
23 |
pippijn |
1.45 |
*/ |
24 |
root |
1.66 |
|
25 |
elmex |
1.1 |
#include <assert.h> |
26 |
|
|
#include <global.h> |
27 |
|
|
#include <living.h> |
28 |
|
|
#include <material.h> |
29 |
|
|
#include <skills.h> |
30 |
|
|
#include <sounds.h> |
31 |
root |
1.53 |
#include <sproto.h> |
32 |
elmex |
1.1 |
|
33 |
|
|
/*#define ATTACK_DEBUG*/ |
34 |
|
|
|
35 |
|
|
/* did_make_save_item just checks to make sure the item actually |
36 |
|
|
* made its saving throw based on the tables. It does not take |
37 |
|
|
* any further action (like destroying the item). |
38 |
|
|
*/ |
39 |
root |
1.114 |
static int |
40 |
root |
1.121 |
did_make_save_item (object *op, uint32_t type, object *originator) |
41 |
root |
1.9 |
{ |
42 |
root |
1.121 |
int saves = 0, attacks = 0; |
43 |
root |
1.118 |
materialtype_t *mt = op->material; |
44 |
root |
1.40 |
|
45 |
root |
1.119 |
// destroying objects without material has many bad effects |
46 |
root |
1.120 |
if (mt == MATERIAL_NULL) |
47 |
root |
1.119 |
return 1; |
48 |
|
|
|
49 |
root |
1.121 |
int roll = rndm (1, 20); |
50 |
root |
1.9 |
|
51 |
|
|
/* the attacktypes have no meaning for object saves |
52 |
|
|
* If the type is only magic, don't adjust type - basically, if |
53 |
|
|
* pure magic is hitting an object, it should save. However, if it |
54 |
|
|
* is magic teamed with something else, then strip out the |
55 |
|
|
* magic type, and instead let the fire, cold, or whatever component |
56 |
root |
1.121 |
* destroy the item. Otherwise, you get the case of poisoncloud |
57 |
root |
1.9 |
* destroying objects because it has magic attacktype. |
58 |
|
|
*/ |
59 |
|
|
if (type != AT_MAGIC) |
60 |
|
|
type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
61 |
|
|
AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
62 |
|
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AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
63 |
|
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|
64 |
root |
1.121 |
|
65 |
root |
1.87 |
if (type == 0) return TRUE; |
66 |
|
|
|
67 |
|
|
if (roll == 20) return TRUE; |
68 |
|
|
if (roll == 1) return FALSE; |
69 |
root |
1.9 |
|
70 |
root |
1.121 |
for_all_bits_sparse_32 (type, number) |
71 |
root |
1.9 |
{ |
72 |
root |
1.121 |
attacks++; |
73 |
root |
1.87 |
|
74 |
root |
1.9 |
if (op->resist[number] == 100) |
75 |
|
|
saves++; |
76 |
|
|
else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
77 |
|
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saves++; |
78 |
|
|
else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
79 |
|
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saves++; |
80 |
|
|
} |
81 |
|
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|
82 |
|
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if (saves == attacks || attacks == 0) |
83 |
|
|
return TRUE; |
84 |
root |
1.46 |
|
85 |
|
|
if (saves == 0 || (rndm (1, attacks) > saves)) |
86 |
root |
1.9 |
return FALSE; |
87 |
root |
1.46 |
|
88 |
root |
1.9 |
return TRUE; |
89 |
elmex |
1.1 |
} |
90 |
|
|
|
91 |
root |
1.114 |
/* cancels object *op. Cancellation basically means an object loses |
92 |
|
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* its magical benefits. |
93 |
|
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*/ |
94 |
|
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void |
95 |
|
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cancellation (object *op) |
96 |
|
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{ |
97 |
|
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if (op->invisible) |
98 |
|
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return; |
99 |
|
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|
100 |
root |
1.136 |
if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ) |
101 |
root |
1.114 |
{ |
102 |
|
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/* Recurse through the inventory */ |
103 |
|
|
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
104 |
|
|
if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
105 |
|
|
cancellation (tmp); |
106 |
|
|
} |
107 |
root |
1.117 |
else if (fabs (op->magic) <= rndm (0, 5)) |
108 |
root |
1.114 |
{ |
109 |
|
|
/* Nullify this object. This code could probably be more complete */ |
110 |
|
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/* in what abilities it should cancel */ |
111 |
|
|
op->magic = 0; |
112 |
|
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|
113 |
root |
1.136 |
op->clr_flag (FLAG_DAMNED); |
114 |
|
|
op->clr_flag (FLAG_CURSED); |
115 |
|
|
op->clr_flag (FLAG_KNOWN_MAGICAL); |
116 |
|
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op->clr_flag (FLAG_KNOWN_CURSED); |
117 |
root |
1.114 |
|
118 |
|
|
if (object *pl = op->visible_to ()) |
119 |
|
|
esrv_update_item (UPD_FLAGS, pl, op); |
120 |
|
|
} |
121 |
|
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} |
122 |
|
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|
123 |
elmex |
1.1 |
/* This function calls did_make_save_item. It then performs the |
124 |
|
|
* appropriate actions to the item (such as burning the item up, |
125 |
|
|
* calling cancellation, etc.) |
126 |
|
|
*/ |
127 |
root |
1.9 |
void |
128 |
|
|
save_throw_object (object *op, int type, object *originator) |
129 |
elmex |
1.1 |
{ |
130 |
root |
1.129 |
op = op->head_ (); |
131 |
|
|
|
132 |
root |
1.9 |
if (!did_make_save_item (op, type, originator)) |
133 |
elmex |
1.1 |
{ |
134 |
root |
1.9 |
object *env = op->env; |
135 |
|
|
int x = op->x, y = op->y; |
136 |
root |
1.19 |
maptile *m = op->map; |
137 |
root |
1.9 |
|
138 |
|
|
op = stop_item (op); |
139 |
root |
1.88 |
if (!op) |
140 |
root |
1.9 |
return; |
141 |
elmex |
1.1 |
|
142 |
root |
1.151 |
/* Hacked the following so that type LIGHTER will work. |
143 |
|
|
* Also, objects which are potential "lights" that are hit by |
144 |
|
|
* flame/elect attacks will be set to glow. "lights" are any |
145 |
|
|
* object with +/- glow_radius and an "other_arch" to change to. |
146 |
|
|
* (and please note that we cant fail our save and reach this |
147 |
|
|
* function if the object doesnt contain a material that can burn. |
148 |
root |
1.9 |
* So forget lighting magical swords on fire with this!) -b.t. |
149 |
|
|
*/ |
150 |
root |
1.121 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
151 |
root |
1.9 |
{ |
152 |
root |
1.121 |
// seems LAMPs and TORCHes are always IS_LIGHTABLE? |
153 |
|
|
if (op->type == LAMP || op->type == TORCH) |
154 |
elmex |
1.107 |
{ |
155 |
root |
1.121 |
apply_lamp (op, true); // turn on a lamp |
156 |
|
|
return; |
157 |
|
|
} |
158 |
|
|
else if (op->flag [FLAG_IS_LIGHTABLE]) |
159 |
|
|
{ |
160 |
|
|
if (op->other_arch) |
161 |
|
|
{ |
162 |
|
|
const char *arch = op->other_arch->archname; |
163 |
elmex |
1.1 |
|
164 |
root |
1.121 |
if (op->decrease ()) |
165 |
|
|
fix_stopped_item (op, m, originator); |
166 |
elmex |
1.107 |
|
167 |
root |
1.121 |
if ((op = archetype::get (arch))) |
168 |
|
|
{ |
169 |
|
|
if (env) |
170 |
|
|
env->insert (op); |
171 |
|
|
else |
172 |
|
|
m->insert (op, x, y, originator); |
173 |
|
|
} |
174 |
|
|
} |
175 |
root |
1.13 |
|
176 |
root |
1.121 |
return; |
177 |
root |
1.9 |
} |
178 |
|
|
} |
179 |
root |
1.13 |
|
180 |
root |
1.9 |
if (type & AT_CANCELLATION) |
181 |
|
|
{ /* Cancellation. */ |
182 |
|
|
cancellation (op); |
183 |
|
|
fix_stopped_item (op, m, originator); |
184 |
root |
1.119 |
|
185 |
root |
1.9 |
return; |
186 |
|
|
} |
187 |
root |
1.13 |
|
188 |
root |
1.119 |
if (type & (AT_FIRE | AT_ELECTRICITY)) |
189 |
|
|
if (env) |
190 |
|
|
{ |
191 |
root |
1.121 |
object *op = archetype::get (shstr_burnout); |
192 |
root |
1.119 |
op->x = env->x, op->y = env->y; |
193 |
|
|
env->insert (op); |
194 |
|
|
} |
195 |
|
|
else |
196 |
|
|
replace_insert_ob_in_map (shstr_burnout, originator); |
197 |
|
|
|
198 |
root |
1.9 |
if (op->nrof > 1) |
199 |
|
|
{ |
200 |
root |
1.80 |
if (op->decrease (rndm (0, op->nrof - 1))) |
201 |
root |
1.9 |
fix_stopped_item (op, m, originator); |
202 |
elmex |
1.1 |
} |
203 |
root |
1.9 |
else |
204 |
root |
1.87 |
{ |
205 |
|
|
// drop everything to the ground, if possible |
206 |
root |
1.88 |
op->insert_at (originator); |
207 |
root |
1.95 |
op->drop_and_destroy (); |
208 |
root |
1.87 |
} |
209 |
root |
1.13 |
|
210 |
root |
1.9 |
return; |
211 |
|
|
} |
212 |
root |
1.15 |
|
213 |
root |
1.9 |
/* The value of 50 is arbitrary. */ |
214 |
root |
1.136 |
if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2)) |
215 |
root |
1.9 |
{ |
216 |
root |
1.84 |
archetype *at = archetype::find (shstr_icecube); |
217 |
root |
1.9 |
|
218 |
|
|
if (at == NULL) |
219 |
root |
1.5 |
return; |
220 |
root |
1.15 |
|
221 |
root |
1.9 |
op = stop_item (op); |
222 |
|
|
if (op == NULL) |
223 |
elmex |
1.1 |
return; |
224 |
root |
1.15 |
|
225 |
root |
1.87 |
object *tmp = present_arch (at, op->map, op->x, op->y); |
226 |
|
|
if (!tmp) |
227 |
root |
1.9 |
{ |
228 |
root |
1.127 |
tmp = at->instance (); |
229 |
root |
1.9 |
tmp->x = op->x, tmp->y = op->y; |
230 |
|
|
/* This was in the old (pre new movement code) - |
231 |
|
|
* icecubes have slow_move set to 1 - don't want |
232 |
|
|
* that for ones we create. |
233 |
|
|
*/ |
234 |
|
|
tmp->move_slow_penalty = 0; |
235 |
|
|
tmp->move_slow = 0; |
236 |
|
|
insert_ob_in_map (tmp, op->map, originator, 0); |
237 |
|
|
} |
238 |
root |
1.15 |
|
239 |
root |
1.87 |
tmp->insert (op); |
240 |
root |
1.9 |
return; |
241 |
elmex |
1.1 |
} |
242 |
|
|
} |
243 |
|
|
|
244 |
|
|
/* Object op is hitting the map. |
245 |
|
|
* op is going in direction 'dir' |
246 |
|
|
* type is the attacktype of the object. |
247 |
|
|
* full_hit is set if monster area does not matter. |
248 |
|
|
* returns 1 if it hits something, 0 otherwise. |
249 |
|
|
*/ |
250 |
root |
1.9 |
int |
251 |
root |
1.121 |
hit_map (object *op, int dir, uint32_t type, int full_hit) |
252 |
root |
1.9 |
{ |
253 |
|
|
sint16 x, y; |
254 |
|
|
int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
255 |
elmex |
1.1 |
|
256 |
root |
1.136 |
if (op->flag [FLAG_FREED]) |
257 |
root |
1.9 |
{ |
258 |
|
|
LOG (llevError, "BUG: hit_map(): free object\n"); |
259 |
|
|
return 0; |
260 |
elmex |
1.1 |
} |
261 |
|
|
|
262 |
root |
1.136 |
if (op->flag [FLAG_REMOVED] || op->env != NULL) |
263 |
root |
1.9 |
{ |
264 |
root |
1.67 |
LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
265 |
root |
1.9 |
return 0; |
266 |
elmex |
1.1 |
} |
267 |
|
|
|
268 |
root |
1.9 |
if (!op->map) |
269 |
|
|
{ |
270 |
|
|
LOG (llevError, "BUG: hit_map(): %s has no map\n", &op->name); |
271 |
|
|
return 0; |
272 |
elmex |
1.1 |
} |
273 |
|
|
|
274 |
root |
1.9 |
if (op->head) |
275 |
|
|
op = op->head; |
276 |
|
|
|
277 |
root |
1.86 |
mapxy pos (op); |
278 |
|
|
pos.move (dir); |
279 |
elmex |
1.1 |
|
280 |
root |
1.86 |
if (!pos.normalise ()) |
281 |
root |
1.41 |
return 0; |
282 |
root |
1.9 |
|
283 |
|
|
// elmex: a safe map tile can't be hit! |
284 |
|
|
// this should prevent most harmful effects on items and players there. |
285 |
root |
1.86 |
mapspace &ms = pos.ms (); |
286 |
root |
1.41 |
|
287 |
|
|
if (ms.flags () & P_SAFE) |
288 |
root |
1.9 |
return 0; |
289 |
|
|
|
290 |
root |
1.59 |
/* peterm: a few special cases for special attacktypes --counterspell |
291 |
root |
1.9 |
* must be out here because it strikes things which are not alive |
292 |
|
|
*/ |
293 |
root |
1.41 |
if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
294 |
root |
1.9 |
{ |
295 |
root |
1.41 |
if (type & AT_COUNTERSPELL) |
296 |
|
|
{ |
297 |
|
|
counterspell (op, dir); /* see spell_effect.c */ |
298 |
elmex |
1.1 |
|
299 |
root |
1.41 |
/* If the only attacktype is counterspell or magic, don't need |
300 |
|
|
* to do any further processing. |
301 |
|
|
*/ |
302 |
|
|
if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
303 |
|
|
return 0; |
304 |
root |
1.11 |
|
305 |
root |
1.41 |
type &= ~AT_COUNTERSPELL; |
306 |
|
|
} |
307 |
elmex |
1.1 |
|
308 |
root |
1.41 |
if (type & AT_CHAOS) |
309 |
|
|
{ |
310 |
|
|
shuffle_attack (op, 1); /* flag tells it to change the face */ |
311 |
|
|
update_object (op, UP_OBJ_FACE); |
312 |
|
|
type &= ~AT_CHAOS; |
313 |
|
|
} |
314 |
elmex |
1.1 |
} |
315 |
|
|
|
316 |
root |
1.37 |
/* There may still be objects that were above 'next', but there is no |
317 |
|
|
* simple way to find out short of copying all object references and |
318 |
|
|
* tags into a temporary array before we start processing the first |
319 |
|
|
* object. That's why we just abort on destroy. |
320 |
|
|
* |
321 |
|
|
* This happens whenever attack spells (like fire) hit a pile |
322 |
|
|
* of objects. This is not a bug - nor an error. |
323 |
|
|
*/ |
324 |
root |
1.41 |
for (object *next = ms.bot; next && !next->destroyed (); ) |
325 |
root |
1.9 |
{ |
326 |
root |
1.37 |
object *tmp = next; |
327 |
root |
1.9 |
next = tmp->above; |
328 |
root |
1.11 |
|
329 |
root |
1.9 |
/* Something could have happened to 'tmp' while 'tmp->below' was processed. |
330 |
|
|
* For example, 'tmp' was put in an icecube. |
331 |
|
|
* This is one of the few cases where on_same_map should not be used. |
332 |
|
|
*/ |
333 |
root |
1.86 |
if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
334 |
root |
1.9 |
continue; |
335 |
|
|
|
336 |
root |
1.136 |
if (tmp->flag [FLAG_ALIVE]) |
337 |
root |
1.9 |
{ |
338 |
|
|
hit_player (tmp, op->stats.dam, op, type, full_hit); |
339 |
|
|
retflag |= 1; |
340 |
root |
1.41 |
|
341 |
root |
1.18 |
if (op->destroyed ()) |
342 |
root |
1.5 |
break; |
343 |
|
|
} |
344 |
root |
1.9 |
/* Here we are potentially destroying an object. If the object has |
345 |
|
|
* NO_PASS set, it is also immune - you can't destroy walls. Note |
346 |
|
|
* that weak walls have is_alive set, which prevent objects from |
347 |
|
|
* passing over/through them. We don't care what type of movement |
348 |
|
|
* the wall blocks - if it blocks any type of movement, can't be |
349 |
|
|
* destroyed right now. |
350 |
root |
1.119 |
* Without the material check the server completely fails to work, |
351 |
|
|
* objects detsroy themselves, floors get destroyed etc. etc. |
352 |
root |
1.9 |
*/ |
353 |
root |
1.120 |
else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
354 |
root |
1.9 |
{ |
355 |
|
|
save_throw_object (tmp, type, op); |
356 |
root |
1.37 |
|
357 |
root |
1.18 |
if (op->destroyed ()) |
358 |
root |
1.9 |
break; |
359 |
root |
1.5 |
} |
360 |
elmex |
1.1 |
} |
361 |
root |
1.11 |
|
362 |
root |
1.147 |
return retflag; |
363 |
elmex |
1.1 |
} |
364 |
|
|
|
365 |
root |
1.115 |
static void |
366 |
root |
1.9 |
attack_message (int dam, int type, object *op, object *hitter) |
367 |
|
|
{ |
368 |
elmex |
1.1 |
char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
369 |
root |
1.9 |
int i, found = 0; |
370 |
root |
1.19 |
maptile *map; |
371 |
elmex |
1.1 |
object *next, *tmp; |
372 |
|
|
|
373 |
|
|
/* put in a few special messages for some of the common attacktypes |
374 |
|
|
* a player might have. For example, fire, electric, cold, etc |
375 |
|
|
* [garbled 20010919] |
376 |
|
|
*/ |
377 |
root |
1.9 |
if (dam == 9998 && op->type == DOOR) |
378 |
|
|
{ |
379 |
|
|
sprintf (buf1, "unlock %s", &op->name); |
380 |
|
|
sprintf (buf2, " unlocks"); |
381 |
|
|
found++; |
382 |
|
|
} |
383 |
root |
1.113 |
else if (dam < 0) |
384 |
root |
1.9 |
{ |
385 |
|
|
sprintf (buf1, "hit %s", &op->name); |
386 |
|
|
sprintf (buf2, " hits"); |
387 |
|
|
found++; |
388 |
|
|
} |
389 |
|
|
else if (dam == 0) |
390 |
|
|
{ |
391 |
|
|
sprintf (buf1, "missed %s", &op->name); |
392 |
|
|
sprintf (buf2, " misses"); |
393 |
|
|
found++; |
394 |
|
|
} |
395 |
|
|
else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
396 |
root |
1.29 |
hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
397 |
root |
1.9 |
{ |
398 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
399 |
|
|
if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
400 |
|
|
{ |
401 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
402 |
|
|
strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
403 |
|
|
found++; |
404 |
|
|
break; |
405 |
|
|
} |
406 |
|
|
} |
407 |
|
|
else if (op->type == DOOR && !found) |
408 |
|
|
{ |
409 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; i++) |
410 |
|
|
if (dam < attack_mess[ATM_DOOR][i].level || attack_mess[ATM_DOOR][i + 1].level == -1) |
411 |
|
|
{ |
412 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, &op->name, attack_mess[ATM_DOOR][i].buf2); |
413 |
|
|
strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
414 |
|
|
found++; |
415 |
|
|
break; |
416 |
|
|
} |
417 |
|
|
} |
418 |
root |
1.29 |
else if (hitter->type == PLAYER && op->is_alive ()) |
419 |
root |
1.9 |
{ |
420 |
|
|
if (USING_SKILL (hitter, SK_KARATE)) |
421 |
|
|
{ |
422 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
423 |
|
|
if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
424 |
|
|
{ |
425 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, &op->name, attack_mess[ATM_KARATE][i].buf2); |
426 |
|
|
strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
427 |
root |
1.5 |
found++; |
428 |
|
|
break; |
429 |
root |
1.9 |
} |
430 |
|
|
} |
431 |
|
|
else if (USING_SKILL (hitter, SK_CLAWING)) |
432 |
|
|
{ |
433 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; i++) |
434 |
|
|
if (dam < attack_mess[ATM_CLAW][i].level || attack_mess[ATM_CLAW][i + 1].level == -1) |
435 |
|
|
{ |
436 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, &op->name, attack_mess[ATM_CLAW][i].buf2); |
437 |
|
|
strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
438 |
root |
1.5 |
found++; |
439 |
|
|
break; |
440 |
|
|
} |
441 |
root |
1.9 |
} |
442 |
|
|
else if (USING_SKILL (hitter, SK_PUNCHING)) |
443 |
|
|
{ |
444 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; i++) |
445 |
|
|
if (dam < attack_mess[ATM_PUNCH][i].level || attack_mess[ATM_PUNCH][i + 1].level == -1) |
446 |
|
|
{ |
447 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, &op->name, attack_mess[ATM_PUNCH][i].buf2); |
448 |
|
|
strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
449 |
|
|
found++; |
450 |
|
|
break; |
451 |
root |
1.5 |
} |
452 |
|
|
} |
453 |
elmex |
1.1 |
} |
454 |
root |
1.29 |
|
455 |
root |
1.9 |
if (found) |
456 |
|
|
{ |
457 |
|
|
/* done */ |
458 |
|
|
} |
459 |
root |
1.29 |
else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
460 |
root |
1.9 |
{ |
461 |
|
|
sprintf (buf1, "hit"); /* just in case */ |
462 |
|
|
for (i = 0; i < MAXATTACKMESS; i++) |
463 |
|
|
if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
464 |
|
|
{ |
465 |
|
|
strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
466 |
|
|
found++; |
467 |
|
|
break; |
468 |
|
|
} |
469 |
|
|
} |
470 |
root |
1.29 |
else if (type & AT_DRAIN && op->is_alive ()) |
471 |
root |
1.9 |
{ |
472 |
elmex |
1.1 |
/* drain is first, because some items have multiple attypes */ |
473 |
root |
1.9 |
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
474 |
|
|
if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
475 |
|
|
{ |
476 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, &op->name, attack_mess[ATM_DRAIN][i].buf2); |
477 |
|
|
strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
478 |
|
|
found++; |
479 |
|
|
break; |
480 |
|
|
} |
481 |
|
|
} |
482 |
root |
1.29 |
else if (type & AT_ELECTRICITY && op->is_alive ()) |
483 |
root |
1.9 |
{ |
484 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
485 |
|
|
if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
486 |
|
|
{ |
487 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
488 |
|
|
strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
489 |
|
|
found++; |
490 |
|
|
break; |
491 |
|
|
} |
492 |
|
|
} |
493 |
root |
1.29 |
else if (type & AT_COLD && op->is_alive ()) |
494 |
root |
1.9 |
{ |
495 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
496 |
|
|
if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
497 |
|
|
{ |
498 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
499 |
|
|
strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
500 |
|
|
found++; |
501 |
|
|
break; |
502 |
|
|
} |
503 |
|
|
} |
504 |
|
|
else if (type & AT_FIRE) |
505 |
|
|
{ |
506 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; i++) |
507 |
|
|
if (dam < attack_mess[ATM_FIRE][i].level || attack_mess[ATM_FIRE][i + 1].level == -1) |
508 |
|
|
{ |
509 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, &op->name, attack_mess[ATM_FIRE][i].buf2); |
510 |
|
|
strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
511 |
|
|
found++; |
512 |
|
|
break; |
513 |
|
|
} |
514 |
|
|
} |
515 |
root |
1.113 |
else if (hitter->current_weapon) |
516 |
root |
1.9 |
{ |
517 |
|
|
int mtype; |
518 |
|
|
|
519 |
|
|
switch (hitter->current_weapon->weapontype) |
520 |
|
|
{ |
521 |
root |
1.130 |
case WEAP_HIT: mtype = ATM_BASIC; break; |
522 |
|
|
case WEAP_SLASH: mtype = ATM_SLASH; break; |
523 |
|
|
case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
524 |
|
|
case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
525 |
|
|
case WEAP_SLICE: mtype = ATM_SLICE; break; |
526 |
|
|
case WEAP_STAB: mtype = ATM_STAB; break; |
527 |
|
|
case WEAP_WHIP: mtype = ATM_WHIP; break; |
528 |
|
|
case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
529 |
|
|
case WEAP_BLUD: mtype = ATM_BLUD; break; |
530 |
|
|
default: mtype = ATM_BASIC; break; |
531 |
root |
1.9 |
} |
532 |
root |
1.86 |
|
533 |
root |
1.9 |
for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
534 |
|
|
if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
535 |
|
|
{ |
536 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
537 |
|
|
strcpy (buf2, attack_mess[mtype][i].buf3); |
538 |
|
|
found++; |
539 |
|
|
break; |
540 |
|
|
} |
541 |
|
|
} |
542 |
|
|
else |
543 |
|
|
{ |
544 |
|
|
for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; i++) |
545 |
|
|
if (dam < attack_mess[ATM_BASIC][i].level || attack_mess[ATM_BASIC][i + 1].level == -1) |
546 |
|
|
{ |
547 |
|
|
sprintf (buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, &op->name, attack_mess[ATM_BASIC][i].buf2); |
548 |
|
|
strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
549 |
|
|
found++; |
550 |
|
|
break; |
551 |
|
|
} |
552 |
elmex |
1.1 |
} |
553 |
|
|
|
554 |
root |
1.9 |
if (!found) |
555 |
|
|
{ |
556 |
|
|
strcpy (buf1, "hit"); |
557 |
|
|
strcpy (buf2, " hits"); |
558 |
elmex |
1.1 |
} |
559 |
|
|
|
560 |
root |
1.9 |
/* bail out if a monster is casting spells */ |
561 |
root |
1.27 |
if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
562 |
root |
1.9 |
return; |
563 |
elmex |
1.1 |
|
564 |
root |
1.9 |
/* scale down magic considerably. */ |
565 |
|
|
if (type & AT_MAGIC && rndm (0, 5)) |
566 |
|
|
return; |
567 |
elmex |
1.1 |
|
568 |
root |
1.9 |
/* Did a player hurt another player? Inform both! */ |
569 |
root |
1.27 |
if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
570 |
root |
1.9 |
{ |
571 |
root |
1.27 |
if (hitter->owner != NULL) |
572 |
root |
1.9 |
sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
573 |
|
|
else |
574 |
|
|
{ |
575 |
|
|
sprintf (buf, "%s%s you.", &hitter->name, buf2); |
576 |
root |
1.74 |
|
577 |
root |
1.9 |
if (dam != 0) |
578 |
|
|
{ |
579 |
|
|
if (dam < 10) |
580 |
root |
1.72 |
op->contr->play_sound (sound_find ("player_is_hit1")); |
581 |
root |
1.9 |
else if (dam < 20) |
582 |
root |
1.72 |
op->contr->play_sound (sound_find ("player_is_hit2")); |
583 |
root |
1.9 |
else |
584 |
root |
1.72 |
op->contr->play_sound (sound_find ("player_is_hit3")); |
585 |
root |
1.5 |
} |
586 |
|
|
} |
587 |
root |
1.72 |
|
588 |
root |
1.9 |
new_draw_info (NDI_BLACK, 0, op, buf); |
589 |
|
|
} /* end of player hitting player */ |
590 |
elmex |
1.1 |
|
591 |
root |
1.9 |
if (hitter->type == PLAYER) |
592 |
|
|
{ |
593 |
|
|
sprintf (buf, "You %s.", buf1); |
594 |
root |
1.74 |
|
595 |
root |
1.9 |
if (dam != 0) |
596 |
|
|
{ |
597 |
|
|
if (dam < 10) |
598 |
root |
1.74 |
op->play_sound (sound_find ("player_hits1")); |
599 |
root |
1.9 |
else if (dam < 20) |
600 |
root |
1.74 |
op->play_sound (sound_find ("player_hits2")); |
601 |
root |
1.9 |
else |
602 |
root |
1.74 |
op->play_sound (sound_find ("player_hits3")); |
603 |
root |
1.5 |
} |
604 |
root |
1.72 |
|
605 |
root |
1.9 |
new_draw_info (NDI_BLACK, 0, hitter, buf); |
606 |
|
|
} |
607 |
root |
1.27 |
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
608 |
root |
1.9 |
{ |
609 |
elmex |
1.1 |
/* look for stacked spells and start reducing the message chances */ |
610 |
root |
1.9 |
if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
611 |
|
|
{ |
612 |
|
|
i = 4; |
613 |
|
|
map = hitter->map; |
614 |
|
|
if (out_of_map (map, hitter->x, hitter->y)) |
615 |
|
|
return; |
616 |
root |
1.53 |
|
617 |
root |
1.30 |
next = GET_MAP_OB (map, hitter->x, hitter->y); |
618 |
root |
1.9 |
if (next) |
619 |
|
|
while (next) |
620 |
|
|
{ |
621 |
|
|
if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
622 |
|
|
i *= 3; |
623 |
root |
1.72 |
|
624 |
root |
1.9 |
tmp = next; |
625 |
|
|
next = tmp->above; |
626 |
|
|
} |
627 |
root |
1.53 |
|
628 |
root |
1.9 |
if (i < 0) |
629 |
root |
1.5 |
return; |
630 |
root |
1.53 |
|
631 |
root |
1.9 |
if (rndm (0, i) != 0) |
632 |
|
|
return; |
633 |
|
|
} |
634 |
|
|
else if (rndm (0, 5) != 0) |
635 |
|
|
return; |
636 |
root |
1.53 |
|
637 |
root |
1.9 |
sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
638 |
root |
1.72 |
op->play_sound (sound_find ("player_hits4")); |
639 |
root |
1.9 |
new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
640 |
elmex |
1.1 |
} |
641 |
|
|
} |
642 |
|
|
|
643 |
root |
1.9 |
static int |
644 |
|
|
get_attack_mode (object **target, object **hitter, int *simple_attack) |
645 |
elmex |
1.1 |
{ |
646 |
root |
1.136 |
if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED]) |
647 |
root |
1.9 |
{ |
648 |
|
|
LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
649 |
|
|
return 1; |
650 |
elmex |
1.1 |
} |
651 |
root |
1.77 |
|
652 |
root |
1.113 |
*target = (*target)->head_ (); |
653 |
|
|
*hitter = (*hitter)->head_ (); |
654 |
root |
1.77 |
|
655 |
root |
1.86 |
if ((*target)->type == LOCKED_DOOR) |
656 |
|
|
return 1; // locked doors cannot be hit |
657 |
|
|
|
658 |
|
|
if ((*hitter)->env || (*target)->env) |
659 |
root |
1.9 |
{ |
660 |
|
|
*simple_attack = 1; |
661 |
|
|
return 0; |
662 |
elmex |
1.1 |
} |
663 |
root |
1.77 |
|
664 |
root |
1.136 |
if ((*target)->flag [FLAG_REMOVED] |
665 |
|
|
|| (*hitter)->flag [FLAG_REMOVED] |
666 |
root |
1.78 |
|| !(*hitter)->map |
667 |
|
|
|| !on_same_map (*hitter, *target)) |
668 |
elmex |
1.1 |
{ |
669 |
root |
1.77 |
LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
670 |
|
|
(*hitter)->debug_desc (), (*target)->debug_desc ()); |
671 |
root |
1.9 |
return 1; |
672 |
elmex |
1.1 |
} |
673 |
root |
1.77 |
|
674 |
root |
1.9 |
*simple_attack = 0; |
675 |
|
|
return 0; |
676 |
elmex |
1.1 |
} |
677 |
|
|
|
678 |
root |
1.9 |
static int |
679 |
|
|
abort_attack (object *target, object *hitter, int simple_attack) |
680 |
elmex |
1.1 |
{ |
681 |
root |
1.113 |
/* Check if target and hitter are still in a relation similar to the one |
682 |
|
|
* determined by get_attack_mode(). Returns true if the relation has changed. |
683 |
|
|
*/ |
684 |
root |
1.9 |
int new_mode; |
685 |
elmex |
1.1 |
|
686 |
root |
1.9 |
if (hitter->env == target || target->env == hitter) |
687 |
|
|
new_mode = 1; |
688 |
root |
1.136 |
else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED] |
689 |
root |
1.113 |
|| hitter->map == NULL || !on_same_map (hitter, target)) |
690 |
root |
1.9 |
return 1; |
691 |
|
|
else |
692 |
|
|
new_mode = 0; |
693 |
root |
1.113 |
|
694 |
root |
1.9 |
return new_mode != simple_attack; |
695 |
elmex |
1.1 |
} |
696 |
|
|
|
697 |
root |
1.114 |
/* thrown_item_effect() - handles any special effects of thrown |
698 |
|
|
* items (like attacking living creatures--a potion thrown at a |
699 |
|
|
* monster). |
700 |
|
|
*/ |
701 |
|
|
static void |
702 |
|
|
thrown_item_effect (object *hitter, object *victim) |
703 |
|
|
{ |
704 |
root |
1.136 |
if (!hitter->flag [FLAG_ALIVE]) |
705 |
root |
1.114 |
{ |
706 |
|
|
/* May not need a switch for just 2 types, but this makes it |
707 |
|
|
* easier for expansion. |
708 |
|
|
*/ |
709 |
|
|
switch (hitter->type) |
710 |
|
|
{ |
711 |
|
|
case POTION: |
712 |
|
|
/* should player get a save throw instead of checking magic protection? */ |
713 |
root |
1.136 |
if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60)) |
714 |
root |
1.126 |
apply_potion (victim, hitter); |
715 |
root |
1.114 |
break; |
716 |
|
|
|
717 |
|
|
case POISON: /* poison drinks */ |
718 |
|
|
/* As with potions, should monster get a save? */ |
719 |
root |
1.136 |
if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60)) |
720 |
root |
1.114 |
apply_poison (victim, hitter); |
721 |
|
|
break; |
722 |
|
|
|
723 |
|
|
/* Removed case statements that did nothing. |
724 |
|
|
* food may be poisonous, but monster must be willing to eat it, |
725 |
|
|
* so we don't handle it here. |
726 |
|
|
* Containers should perhaps break open, but that code was disabled. |
727 |
|
|
*/ |
728 |
|
|
} |
729 |
|
|
} |
730 |
|
|
} |
731 |
|
|
|
732 |
|
|
/* determine if the object is an 'aimed' missile */ |
733 |
|
|
static int |
734 |
|
|
is_aimed_missile (object *op) |
735 |
|
|
{ |
736 |
|
|
/* I broke what used to be one big if into a few nested |
737 |
|
|
* ones so that figuring out the logic is at least possible. |
738 |
|
|
*/ |
739 |
|
|
if (op && (op->move_type & MOVE_FLYING)) |
740 |
|
|
if (op->type == ARROW || op->type == THROWN_OBJ) |
741 |
|
|
return 1; |
742 |
|
|
else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
743 |
|
|
return 1; |
744 |
|
|
|
745 |
|
|
return 0; |
746 |
|
|
} |
747 |
|
|
/* adj_attackroll() - adjustments to attacks by various conditions */ |
748 |
|
|
static int |
749 |
|
|
adj_attackroll (object *hitter, object *target) |
750 |
|
|
{ |
751 |
|
|
object *attacker = hitter; |
752 |
|
|
int adjust = 0; |
753 |
|
|
|
754 |
|
|
/* safety */ |
755 |
|
|
if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
756 |
|
|
{ |
757 |
|
|
LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
758 |
|
|
return 0; |
759 |
|
|
} |
760 |
|
|
|
761 |
|
|
/* aimed missiles use the owning object's sight */ |
762 |
|
|
if (is_aimed_missile (hitter)) |
763 |
|
|
{ |
764 |
|
|
if ((attacker = hitter->owner) == NULL) |
765 |
|
|
attacker = hitter; |
766 |
|
|
/* A player who saves but hasn't quit still could have objects |
767 |
|
|
* owned by him - need to handle that case to avoid crashes. |
768 |
|
|
*/ |
769 |
root |
1.136 |
if (attacker->flag [FLAG_REMOVED]) |
770 |
root |
1.114 |
attacker = hitter; |
771 |
|
|
} |
772 |
root |
1.136 |
else if (!hitter->flag [FLAG_ALIVE]) |
773 |
root |
1.114 |
return 0; |
774 |
|
|
|
775 |
|
|
/* determine the condtions under which we make an attack. |
776 |
|
|
* Add more cases, as the need occurs. */ |
777 |
|
|
|
778 |
|
|
if (!can_see_enemy (attacker, target)) |
779 |
|
|
{ |
780 |
|
|
/* target is unseen */ |
781 |
root |
1.136 |
if (target->invisible || attacker->flag [FLAG_BLIND]) |
782 |
root |
1.114 |
adjust -= 10; |
783 |
|
|
/* dark map penalty for the hitter (lacks infravision if we got here). */ |
784 |
|
|
else if (!stand_in_light (target)) |
785 |
|
|
adjust -= target->map->darklevel (); |
786 |
|
|
} |
787 |
|
|
|
788 |
root |
1.136 |
if (attacker->flag [FLAG_SCARED]) |
789 |
root |
1.114 |
adjust -= 3; |
790 |
|
|
|
791 |
root |
1.136 |
if (target->flag [FLAG_UNAGGRESSIVE]) |
792 |
root |
1.114 |
adjust += 1; |
793 |
|
|
|
794 |
root |
1.136 |
if (target->flag [FLAG_SCARED]) |
795 |
root |
1.114 |
adjust += 1; |
796 |
|
|
|
797 |
root |
1.136 |
if (attacker->flag [FLAG_CONFUSED]) |
798 |
root |
1.114 |
adjust -= 3; |
799 |
|
|
|
800 |
|
|
/* if we attack at a different 'altitude' its harder */ |
801 |
|
|
if ((attacker->move_type & target->move_type) == 0) |
802 |
|
|
adjust -= 2; |
803 |
|
|
|
804 |
|
|
#if 0 |
805 |
|
|
/* slower attacks are less likely to succeed. We should use a |
806 |
|
|
* comparison between attacker/target speeds BUT, players have |
807 |
|
|
* a generally faster speed, so this will wind up being a HUGE |
808 |
|
|
* disadantage for the monsters! Too bad, because missiles which |
809 |
|
|
* fly fast should have a better chance of hitting a slower target. |
810 |
|
|
*/ |
811 |
|
|
if (hitter->speed < target->speed) |
812 |
|
|
adjust += ((float) hitter->speed - target->speed); |
813 |
|
|
#endif |
814 |
|
|
|
815 |
|
|
#if 0 |
816 |
|
|
LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
817 |
|
|
#endif |
818 |
|
|
|
819 |
|
|
return adjust; |
820 |
|
|
} |
821 |
elmex |
1.1 |
|
822 |
root |
1.9 |
static int |
823 |
|
|
attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
824 |
elmex |
1.1 |
{ |
825 |
root |
1.9 |
int simple_attack, roll, dam = 0; |
826 |
|
|
uint32 type; |
827 |
|
|
shstr op_name; |
828 |
|
|
|
829 |
|
|
if (get_attack_mode (&op, &hitter, &simple_attack)) |
830 |
|
|
goto error; |
831 |
|
|
|
832 |
|
|
if (hitter->current_weapon) |
833 |
|
|
if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
834 |
|
|
return RESULT_INT (0); |
835 |
|
|
|
836 |
|
|
if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
837 |
|
|
return RESULT_INT (0); |
838 |
elmex |
1.1 |
|
839 |
root |
1.9 |
/* |
840 |
|
|
* A little check to make it more difficult to dance forward and back |
841 |
|
|
* to avoid ever being hit by monsters. |
842 |
|
|
*/ |
843 |
root |
1.136 |
if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f) |
844 |
root |
1.9 |
{ |
845 |
|
|
/* Decrease speed BEFORE calling process_object. Otherwise, an |
846 |
|
|
* infinite loop occurs, with process_object calling move_monster, |
847 |
|
|
* which then gets here again. By decreasing the speed before |
848 |
|
|
* we call process_object, the 'if' statement above will fail. |
849 |
|
|
*/ |
850 |
root |
1.65 |
--op->speed_left; |
851 |
root |
1.9 |
process_object (op); |
852 |
root |
1.26 |
|
853 |
root |
1.18 |
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
854 |
elmex |
1.1 |
goto error; |
855 |
root |
1.9 |
} |
856 |
elmex |
1.1 |
|
857 |
root |
1.9 |
op_name = op->name; |
858 |
root |
1.3 |
|
859 |
root |
1.9 |
roll = random_roll (1, 20, hitter, PREFER_HIGH); |
860 |
elmex |
1.1 |
|
861 |
root |
1.9 |
/* Adjust roll for various situations. */ |
862 |
|
|
if (!simple_attack) |
863 |
|
|
roll += adj_attackroll (hitter, op); |
864 |
elmex |
1.1 |
|
865 |
root |
1.9 |
/* See if we hit the creature */ |
866 |
|
|
if (roll == 20 || op->stats.ac >= base_wc - roll) |
867 |
|
|
{ |
868 |
|
|
int hitdam = base_dam; |
869 |
|
|
|
870 |
|
|
if (!simple_attack) |
871 |
elmex |
1.1 |
{ |
872 |
root |
1.9 |
/* If you hit something, the victim should *always* wake up. |
873 |
|
|
* Before, invisible hitters could avoid doing this. |
874 |
|
|
* -b.t. */ |
875 |
root |
1.136 |
if (op->flag [FLAG_SLEEP]) |
876 |
|
|
op->clr_flag (FLAG_SLEEP); |
877 |
root |
1.9 |
|
878 |
|
|
/* If the victim can't see the attacker, it may alert others |
879 |
|
|
* for help. */ |
880 |
root |
1.27 |
if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
881 |
root |
1.9 |
npc_call_help (op); |
882 |
|
|
|
883 |
|
|
/* if you were hidden and hit by a creature, you are discovered */ |
884 |
root |
1.99 |
if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
885 |
root |
1.9 |
{ |
886 |
|
|
make_visible (op); |
887 |
root |
1.59 |
|
888 |
root |
1.9 |
if (op->type == PLAYER) |
889 |
root |
1.110 |
new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
890 |
root |
1.9 |
} |
891 |
|
|
|
892 |
|
|
/* thrown items (hitter) will have various effects |
893 |
|
|
* when they hit the victim. For things like thrown daggers, |
894 |
|
|
* this sets 'hitter' to the actual dagger, and not the |
895 |
|
|
* wrapper object. |
896 |
|
|
*/ |
897 |
|
|
thrown_item_effect (hitter, op); |
898 |
root |
1.26 |
|
899 |
root |
1.18 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
900 |
root |
1.9 |
goto leave; |
901 |
|
|
} |
902 |
|
|
|
903 |
|
|
/* Need to do at least 1 damage, otherwise there is no point |
904 |
|
|
* to go further and it will cause FPE's below. |
905 |
|
|
*/ |
906 |
root |
1.138 |
max_it (hitdam, 1); |
907 |
elmex |
1.1 |
|
908 |
root |
1.9 |
type = hitter->attacktype; |
909 |
root |
1.18 |
|
910 |
elmex |
1.109 |
/* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
911 |
|
|
* Crossfire we have to default the attacktype here to AT_PHYSICAL. |
912 |
|
|
* This check is important for the most simple monsters out there in the |
913 |
|
|
* game content (maps, archs). For example orcs: They would have |
914 |
|
|
* no attacktype at all. |
915 |
|
|
* |
916 |
|
|
* Some time in the future someone should just go into the game data |
917 |
|
|
* and fix every monster out there ;-/ Until then we will kill some |
918 |
|
|
* more trees in the african rain forests with this check. |
919 |
|
|
*/ |
920 |
root |
1.9 |
if (!type) |
921 |
|
|
type = AT_PHYSICAL; |
922 |
root |
1.18 |
|
923 |
root |
1.9 |
/* Handle monsters that hit back */ |
924 |
root |
1.136 |
if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE]) |
925 |
root |
1.9 |
{ |
926 |
|
|
if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
927 |
|
|
new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
928 |
root |
1.18 |
|
929 |
root |
1.9 |
hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
930 |
root |
1.18 |
|
931 |
|
|
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
932 |
root |
1.5 |
goto leave; |
933 |
root |
1.9 |
} |
934 |
elmex |
1.1 |
|
935 |
root |
1.9 |
/* In the new attack code, it should handle multiple attack |
936 |
|
|
* types in its area, so remove it from here. |
937 |
|
|
*/ |
938 |
|
|
dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
939 |
root |
1.18 |
|
940 |
|
|
if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
941 |
root |
1.9 |
goto leave; |
942 |
|
|
} /* end of if hitter hit op */ |
943 |
|
|
/* if we missed, dam=0 */ |
944 |
|
|
|
945 |
|
|
/*attack_message(dam, type, op, hitter); */ |
946 |
elmex |
1.1 |
|
947 |
root |
1.9 |
goto leave; |
948 |
elmex |
1.1 |
|
949 |
root |
1.9 |
error: |
950 |
|
|
dam = 1; |
951 |
elmex |
1.1 |
|
952 |
root |
1.9 |
leave: |
953 |
elmex |
1.1 |
|
954 |
root |
1.9 |
return dam; |
955 |
elmex |
1.1 |
} |
956 |
|
|
|
957 |
root |
1.9 |
int |
958 |
|
|
attack_ob (object *op, object *hitter) |
959 |
elmex |
1.1 |
{ |
960 |
root |
1.138 |
return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc); |
961 |
elmex |
1.1 |
} |
962 |
|
|
|
963 |
|
|
/* op is the arrow, tmp is what is stopping the arrow. |
964 |
|
|
* |
965 |
|
|
* Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
966 |
|
|
*/ |
967 |
root |
1.9 |
static int |
968 |
|
|
stick_arrow (object *op, object *tmp) |
969 |
elmex |
1.1 |
{ |
970 |
root |
1.9 |
/* If the missile hit a player, we insert it in their inventory. |
971 |
|
|
* However, if the missile is heavy, we don't do so (assume it falls |
972 |
|
|
* to the ground after a hit). What a good value for this is up to |
973 |
|
|
* debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
974 |
|
|
* stick around. |
975 |
|
|
*/ |
976 |
|
|
if (op->weight <= 5000 && tmp->stats.hp >= 0) |
977 |
|
|
{ |
978 |
root |
1.82 |
tmp->head_ ()->insert (op); |
979 |
root |
1.9 |
return 1; |
980 |
|
|
} |
981 |
|
|
else |
982 |
|
|
return 0; |
983 |
elmex |
1.1 |
} |
984 |
|
|
|
985 |
|
|
/* hit_with_arrow() disassembles the missile, attacks the victim and |
986 |
|
|
* reassembles the missile. |
987 |
|
|
* |
988 |
|
|
* It returns a pointer to the reassembled missile, or NULL if the missile |
989 |
|
|
* isn't available anymore. |
990 |
|
|
*/ |
991 |
root |
1.9 |
object * |
992 |
|
|
hit_with_arrow (object *op, object *victim) |
993 |
elmex |
1.1 |
{ |
994 |
root |
1.9 |
object *container, *hitter; |
995 |
|
|
int hit_something = 0; |
996 |
|
|
|
997 |
|
|
/* Disassemble missile */ |
998 |
|
|
if (op->inv) |
999 |
|
|
{ |
1000 |
|
|
container = op; |
1001 |
|
|
hitter = op->inv; |
1002 |
root |
1.97 |
hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1003 |
root |
1.9 |
/* Note that we now have an empty THROWN_OBJ on the map. Code that |
1004 |
|
|
* might be called until this THROWN_OBJ is either reassembled or |
1005 |
|
|
* removed at the end of this function must be able to deal with empty |
1006 |
|
|
* THROWN_OBJs. */ |
1007 |
|
|
} |
1008 |
|
|
else |
1009 |
|
|
{ |
1010 |
root |
1.21 |
container = 0; |
1011 |
root |
1.9 |
hitter = op; |
1012 |
|
|
} |
1013 |
|
|
|
1014 |
|
|
/* Try to hit victim */ |
1015 |
|
|
hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
1016 |
|
|
|
1017 |
|
|
/* Arrow attacks door, rune of summoning is triggered, demon is put on |
1018 |
|
|
* arrow, move_apply() calls this function, arrow sticks in demon, |
1019 |
|
|
* attack_ob_simple() returns, and we've got an arrow that still exists |
1020 |
|
|
* but is no longer on the map. Ugh. (Beware: Such things can happen at |
1021 |
|
|
* other places as well!) |
1022 |
|
|
*/ |
1023 |
root |
1.149 |
if (hitter->destroyed () || hitter->env) |
1024 |
root |
1.9 |
{ |
1025 |
|
|
if (container) |
1026 |
root |
1.96 |
container->destroy (); |
1027 |
root |
1.21 |
|
1028 |
|
|
return 0; |
1029 |
elmex |
1.1 |
} |
1030 |
|
|
|
1031 |
root |
1.9 |
/* Missile hit victim */ |
1032 |
root |
1.149 |
/* if the speed is >= 10, then this is a fast moving arrow, we go straight |
1033 |
|
|
* through the target |
1034 |
root |
1.9 |
*/ |
1035 |
root |
1.149 |
if (hit_something) |
1036 |
|
|
if (op->speed < 10.0) |
1037 |
|
|
{ |
1038 |
|
|
/* Stop arrow */ |
1039 |
root |
1.151 |
if (container) |
1040 |
|
|
container->destroy (); |
1041 |
|
|
else |
1042 |
root |
1.149 |
{ |
1043 |
|
|
hitter = fix_stopped_arrow (hitter); |
1044 |
|
|
if (!hitter) |
1045 |
|
|
return 0; |
1046 |
|
|
} |
1047 |
|
|
|
1048 |
|
|
/* Try to stick arrow into victim */ |
1049 |
|
|
if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1050 |
|
|
return 0; |
1051 |
|
|
|
1052 |
|
|
/* Else try to put arrow on victim's map square |
1053 |
|
|
* remove check for P_WALL here. If the arrow got to this |
1054 |
|
|
* space, that is good enough - with the new movement code, |
1055 |
|
|
* there is now the potential for lots of spaces where something |
1056 |
|
|
* can fly over but not otherwise move over. What is the correct |
1057 |
|
|
* way to handle those otherwise? |
1058 |
|
|
*/ |
1059 |
|
|
if (victim->x != hitter->x || victim->y != hitter->y) |
1060 |
|
|
{ |
1061 |
|
|
if (victim->destroyed ()) |
1062 |
|
|
hitter->destroy (); |
1063 |
|
|
else |
1064 |
|
|
{ |
1065 |
|
|
hitter->remove (); |
1066 |
|
|
hitter->x = victim->x; |
1067 |
|
|
hitter->y = victim->y; |
1068 |
|
|
insert_ob_in_map (hitter, victim->map, hitter, 0); |
1069 |
|
|
} |
1070 |
|
|
} |
1071 |
|
|
else |
1072 |
|
|
/* Else leave arrow where it is */ |
1073 |
|
|
merge_ob (hitter, NULL); |
1074 |
elmex |
1.1 |
|
1075 |
root |
1.21 |
return 0; |
1076 |
root |
1.149 |
} |
1077 |
|
|
else |
1078 |
|
|
op->set_speed (op->speed - 1.f); |
1079 |
elmex |
1.1 |
|
1080 |
root |
1.9 |
/* Missile missed victim - reassemble missile */ |
1081 |
|
|
if (container) |
1082 |
|
|
{ |
1083 |
root |
1.25 |
hitter->remove (); |
1084 |
root |
1.9 |
insert_ob_in_ob (hitter, container); |
1085 |
elmex |
1.1 |
} |
1086 |
root |
1.21 |
|
1087 |
root |
1.9 |
return op; |
1088 |
elmex |
1.1 |
} |
1089 |
|
|
|
1090 |
root |
1.116 |
static void |
1091 |
root |
1.9 |
tear_down_wall (object *op) |
1092 |
elmex |
1.1 |
{ |
1093 |
root |
1.9 |
if (!op->stats.maxhp) |
1094 |
root |
1.108 |
LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1095 |
|
|
else if (!op->has_anim ()) |
1096 |
root |
1.9 |
{ |
1097 |
|
|
/* Object has been called - no animations, so remove it */ |
1098 |
|
|
if (op->stats.hp < 0) |
1099 |
root |
1.96 |
op->destroy (); |
1100 |
root |
1.26 |
|
1101 |
root |
1.9 |
return; /* no animations, so nothing more to do */ |
1102 |
|
|
} |
1103 |
root |
1.26 |
|
1104 |
root |
1.108 |
// we use frames 1..num-2 as intermediate frames, so |
1105 |
|
|
// the last frame is used only when hp < 0. |
1106 |
|
|
int perc = clamp ( |
1107 |
|
|
lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1108 |
|
|
0, op->anim_frames () - 1 |
1109 |
|
|
); |
1110 |
root |
1.26 |
|
1111 |
root |
1.108 |
op->set_anim_frame (perc); |
1112 |
root |
1.9 |
update_object (op, UP_OBJ_FACE); |
1113 |
root |
1.26 |
|
1114 |
root |
1.108 |
if (op->stats.hp < 0) |
1115 |
root |
1.9 |
{ /* Reached the last animation */ |
1116 |
|
|
if (op->face == blank_face) |
1117 |
root |
1.26 |
/* If the last face is blank, remove the ob */ |
1118 |
root |
1.96 |
op->destroy (); |
1119 |
root |
1.9 |
else |
1120 |
|
|
{ /* The last face was not blank, leave an image */ |
1121 |
root |
1.108 |
op->flag [FLAG_BLOCKSVIEW] = false; |
1122 |
root |
1.9 |
update_all_los (op->map, op->x, op->y); |
1123 |
|
|
op->move_block = 0; |
1124 |
root |
1.108 |
op->flag [FLAG_ALIVE] = false; |
1125 |
root |
1.5 |
} |
1126 |
elmex |
1.1 |
} |
1127 |
|
|
} |
1128 |
|
|
|
1129 |
root |
1.116 |
static void |
1130 |
root |
1.9 |
scare_creature (object *target, object *hitter) |
1131 |
elmex |
1.1 |
{ |
1132 |
root |
1.108 |
target->flag [FLAG_SCARED] = true; |
1133 |
elmex |
1.1 |
|
1134 |
root |
1.9 |
if (!target->enemy) |
1135 |
root |
1.108 |
target->enemy = hitter->outer_owner (); |
1136 |
elmex |
1.1 |
} |
1137 |
|
|
|
1138 |
root |
1.114 |
/* GROS: This code comes from hit_player. It has been made external to |
1139 |
|
|
* allow script procedures to "kill" objects in a combat-like fashion. |
1140 |
|
|
* It was initially used by (kill-object) developed for the Collector's |
1141 |
|
|
* Sword. Note that nothing has been changed from the original version |
1142 |
|
|
* of the following code. |
1143 |
|
|
* op is what is being killed. |
1144 |
|
|
* dam is the damage done to it. |
1145 |
|
|
* hitter is what is hitting it. |
1146 |
|
|
* type is the attacktype. |
1147 |
|
|
* |
1148 |
|
|
* This function was a bit of a mess with hitter getting changed, |
1149 |
|
|
* values being stored away but not used, etc. I've cleaned it up |
1150 |
|
|
* a bit - I think it should be functionally equivalant. |
1151 |
|
|
* MSW 2002-07-17 |
1152 |
|
|
*/ |
1153 |
root |
1.9 |
int |
1154 |
root |
1.114 |
kill_object (object *op, int dam, object *hitter, int type) |
1155 |
root |
1.9 |
{ |
1156 |
root |
1.114 |
shstr skill; |
1157 |
|
|
int maxdam = 0; |
1158 |
|
|
int battleg = 0; /* true if op standing on battleground */ |
1159 |
|
|
int pk = 0; /* true if op and what controls hitter are both players */ |
1160 |
|
|
object *owner = 0; |
1161 |
|
|
object *skop = 0; |
1162 |
|
|
|
1163 |
|
|
if (op->stats.hp >= 0) |
1164 |
|
|
return -1; |
1165 |
|
|
|
1166 |
|
|
if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1167 |
|
|
return 0; |
1168 |
|
|
|
1169 |
|
|
/* maxdam needs to be the amount of damage it took to kill |
1170 |
|
|
* this creature. The function(s) that call us have already |
1171 |
|
|
* adjusted the creatures HP total, so that is negative. |
1172 |
|
|
*/ |
1173 |
|
|
maxdam = dam + op->stats.hp + 1; |
1174 |
|
|
|
1175 |
root |
1.136 |
if (op->flag [FLAG_BLOCKSVIEW]) |
1176 |
root |
1.114 |
update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1177 |
root |
1.9 |
|
1178 |
root |
1.114 |
if (op->type == DOOR) |
1179 |
root |
1.9 |
{ |
1180 |
root |
1.114 |
op->set_speed (0.1f); |
1181 |
|
|
op->speed_left = -0.05f; |
1182 |
|
|
return maxdam; |
1183 |
elmex |
1.1 |
} |
1184 |
root |
1.9 |
|
1185 |
root |
1.136 |
if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER) |
1186 |
root |
1.9 |
{ |
1187 |
root |
1.114 |
op->drop_and_destroy (); |
1188 |
|
|
return maxdam; |
1189 |
elmex |
1.1 |
} |
1190 |
root |
1.9 |
|
1191 |
root |
1.114 |
/* Now lets start dealing with experience we get for killing something */ |
1192 |
|
|
|
1193 |
|
|
owner = hitter->outer_owner (); |
1194 |
|
|
if (!owner) |
1195 |
root |
1.9 |
owner = hitter; |
1196 |
|
|
|
1197 |
|
|
/* is the victim (op) standing on battleground? */ |
1198 |
|
|
if (op_on_battleground (op, NULL, NULL)) |
1199 |
|
|
battleg = 1; |
1200 |
|
|
|
1201 |
|
|
/* is this player killing? */ |
1202 |
|
|
if (op->type == PLAYER && owner->type == PLAYER) |
1203 |
|
|
pk = 1; |
1204 |
|
|
|
1205 |
|
|
/* Player killed something */ |
1206 |
|
|
if (owner->type == PLAYER) |
1207 |
|
|
{ |
1208 |
|
|
/* Log players killing other players - makes it easier to detect |
1209 |
|
|
* and filter out malicious player killers - that is why the |
1210 |
|
|
* ip address is included. |
1211 |
|
|
*/ |
1212 |
|
|
if (op->type == PLAYER && !battleg) |
1213 |
|
|
{ |
1214 |
|
|
time_t t = time (NULL); |
1215 |
|
|
struct tm *tmv; |
1216 |
|
|
char buf[256]; |
1217 |
|
|
|
1218 |
|
|
tmv = localtime (&t); |
1219 |
|
|
strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1220 |
|
|
|
1221 |
root |
1.31 |
LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1222 |
root |
1.9 |
} |
1223 |
|
|
|
1224 |
|
|
/* try to filter some things out - basically, if you are |
1225 |
|
|
* killing a level 1 creature and your level 20, you |
1226 |
|
|
* probably don't want to see that. |
1227 |
|
|
*/ |
1228 |
|
|
if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1229 |
|
|
{ |
1230 |
|
|
if (owner != hitter) |
1231 |
root |
1.20 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1232 |
root |
1.9 |
else |
1233 |
root |
1.20 |
new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1234 |
|
|
|
1235 |
root |
1.9 |
/* Only play sounds for melee kills */ |
1236 |
|
|
if (hitter->type == PLAYER) |
1237 |
root |
1.72 |
owner->play_sound (sound_find ("player_kills")); |
1238 |
root |
1.9 |
} |
1239 |
|
|
|
1240 |
|
|
/* If a player kills another player, not on |
1241 |
|
|
* battleground, the "killer" looses 1 luck. Since this is |
1242 |
|
|
* not reversible, it's actually quite a pain IMHO. -AV |
1243 |
|
|
* Fix bug in that we were changing the luck of the hitter, not |
1244 |
|
|
* player that the object belonged to - so if you killed another player |
1245 |
|
|
* with spells, pets, whatever, there was no penalty. |
1246 |
|
|
* Changed to make luck penalty configurable in settings. |
1247 |
|
|
*/ |
1248 |
|
|
if (op->type == PLAYER && owner != op && !battleg) |
1249 |
root |
1.32 |
owner->change_luck (-settings.pk_luck_penalty); |
1250 |
root |
1.9 |
|
1251 |
|
|
/* This code below deals with finding the appropriate skill |
1252 |
root |
1.61 |
* to credit exp to. This is a bit problematic - we should |
1253 |
root |
1.9 |
* probably never really have to look at current_weapon->skill |
1254 |
|
|
*/ |
1255 |
|
|
if (hitter->skill && hitter->type != PLAYER) |
1256 |
|
|
skill = hitter->skill; |
1257 |
|
|
else if (owner->chosen_skill) |
1258 |
|
|
{ |
1259 |
root |
1.61 |
skop = owner->chosen_skill; |
1260 |
|
|
skill = skop->skill; |
1261 |
root |
1.9 |
} |
1262 |
root |
1.136 |
else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon) |
1263 |
root |
1.9 |
skill = owner->current_weapon->skill; |
1264 |
|
|
else |
1265 |
root |
1.92 |
{ |
1266 |
root |
1.135 |
LOG (llevError | logBacktrace, |
1267 |
|
|
"BUG: kill_object - unable to find skill that killed monster\n" |
1268 |
root |
1.142 |
"op: %s\n" "hitter: %s\n" "op: %s\n", |
1269 |
|
|
op->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
1270 |
root |
1.92 |
skill = 0; |
1271 |
|
|
} |
1272 |
elmex |
1.1 |
|
1273 |
root |
1.9 |
/* We have the skill we want to credit to - now find the object this goes |
1274 |
root |
1.51 |
* to. Make sure skop is an actual skill, and not a skill tool! |
1275 |
root |
1.9 |
*/ |
1276 |
root |
1.93 |
skop = owner->contr->find_skill (skill); |
1277 |
root |
1.9 |
} /* Was it a player that hit somethign */ |
1278 |
|
|
else |
1279 |
root |
1.20 |
skill = 0; |
1280 |
root |
1.9 |
|
1281 |
|
|
/* These may have been set in the player code section above */ |
1282 |
|
|
if (!skop) |
1283 |
|
|
skop = hitter->chosen_skill; |
1284 |
root |
1.20 |
|
1285 |
root |
1.9 |
if (!skill && skop) |
1286 |
|
|
skill = skop->skill; |
1287 |
|
|
|
1288 |
|
|
/* If you didn't kill yourself, and your not the wizard */ |
1289 |
root |
1.136 |
if (owner != op && !op->flag [FLAG_WIZ]) |
1290 |
root |
1.9 |
{ |
1291 |
|
|
int exp; |
1292 |
|
|
|
1293 |
|
|
/* Really don't give much experience for killing other players */ |
1294 |
root |
1.20 |
// schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1295 |
root |
1.117 |
if (battleg) |
1296 |
root |
1.9 |
{ |
1297 |
root |
1.117 |
if (op->is_player ()) |
1298 |
root |
1.9 |
{ |
1299 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1300 |
|
|
new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1301 |
root |
1.5 |
} |
1302 |
root |
1.117 |
|
1303 |
|
|
exp = 0; |
1304 |
elmex |
1.1 |
} |
1305 |
root |
1.117 |
else if (op->is_player ()) |
1306 |
|
|
exp = op->stats.exp / 1000; |
1307 |
root |
1.9 |
else |
1308 |
|
|
exp = calc_skill_exp (owner, op, skop); |
1309 |
elmex |
1.1 |
|
1310 |
root |
1.9 |
/* Don't know why this is set this way - doesn't make |
1311 |
|
|
* sense to just divide everything by two for no reason. |
1312 |
|
|
*/ |
1313 |
elmex |
1.1 |
|
1314 |
root |
1.9 |
if (!settings.simple_exp) |
1315 |
|
|
exp = exp / 2; |
1316 |
root |
1.5 |
|
1317 |
root |
1.9 |
if (owner->type != PLAYER || owner->contr->party == NULL) |
1318 |
root |
1.23 |
change_exp (owner, exp, skill, 0); |
1319 |
root |
1.9 |
else |
1320 |
|
|
{ |
1321 |
|
|
int shares = 0, count = 0; |
1322 |
|
|
partylist *party = owner->contr->party; |
1323 |
root |
1.5 |
|
1324 |
root |
1.9 |
add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1325 |
root |
1.35 |
|
1326 |
root |
1.33 |
for_all_players (pl) |
1327 |
root |
1.20 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1328 |
|
|
{ |
1329 |
|
|
count++; |
1330 |
|
|
shares += (pl->ob->level + 4); |
1331 |
|
|
} |
1332 |
|
|
|
1333 |
root |
1.23 |
if (count == 1 || shares > exp || !shares) |
1334 |
root |
1.9 |
change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1335 |
|
|
else |
1336 |
|
|
{ |
1337 |
|
|
int share = exp / shares, given = 0, nexp; |
1338 |
|
|
|
1339 |
root |
1.33 |
for_all_players (pl) |
1340 |
root |
1.20 |
if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1341 |
|
|
{ |
1342 |
|
|
nexp = (pl->ob->level + 4) * share; |
1343 |
|
|
change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1344 |
|
|
given += nexp; |
1345 |
|
|
} |
1346 |
|
|
|
1347 |
root |
1.9 |
exp -= given; |
1348 |
|
|
/* give any remainder to the player */ |
1349 |
|
|
change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1350 |
root |
1.5 |
} |
1351 |
root |
1.9 |
} /* else part of a party */ |
1352 |
|
|
} /* end if person didn't kill himself */ |
1353 |
elmex |
1.1 |
|
1354 |
root |
1.9 |
if (op->type != PLAYER) |
1355 |
|
|
{ |
1356 |
root |
1.136 |
if (op->flag [FLAG_FRIENDLY]) |
1357 |
root |
1.9 |
{ |
1358 |
root |
1.27 |
object *owner1 = op->owner; |
1359 |
elmex |
1.1 |
|
1360 |
root |
1.20 |
if (owner1 && owner1->type == PLAYER) |
1361 |
root |
1.9 |
{ |
1362 |
root |
1.72 |
owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1363 |
root |
1.9 |
/* Maybe we should include the owner that killed this, maybe not */ |
1364 |
root |
1.90 |
new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1365 |
root |
1.5 |
} |
1366 |
root |
1.12 |
|
1367 |
root |
1.9 |
remove_friendly_object (op); |
1368 |
root |
1.5 |
} |
1369 |
root |
1.12 |
|
1370 |
root |
1.95 |
op->drop_and_destroy (); |
1371 |
elmex |
1.1 |
} |
1372 |
root |
1.9 |
else |
1373 |
root |
1.83 |
/* Player has been killed! */ |
1374 |
|
|
op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1375 |
root |
1.12 |
|
1376 |
root |
1.9 |
/* This was return -1 - that doesn't seem correct - if we return -1, process |
1377 |
|
|
* continues in the calling function. |
1378 |
|
|
*/ |
1379 |
|
|
return maxdam; |
1380 |
elmex |
1.1 |
} |
1381 |
|
|
|
1382 |
|
|
/* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1383 |
|
|
* Returns 0 this is not friendly fire |
1384 |
|
|
*/ |
1385 |
root |
1.9 |
int |
1386 |
|
|
friendly_fire (object *op, object *hitter) |
1387 |
|
|
{ |
1388 |
|
|
object *owner; |
1389 |
|
|
int friendlyfire; |
1390 |
|
|
|
1391 |
|
|
if (hitter->head) |
1392 |
|
|
hitter = hitter->head; |
1393 |
|
|
|
1394 |
|
|
friendlyfire = 0; |
1395 |
|
|
|
1396 |
|
|
if (op->type == PLAYER) |
1397 |
|
|
{ |
1398 |
|
|
if (op_on_battleground (hitter, 0, 0)) |
1399 |
|
|
return 0; |
1400 |
|
|
|
1401 |
|
|
if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1402 |
|
|
return 1; |
1403 |
|
|
|
1404 |
root |
1.27 |
if ((owner = hitter->owner) != NULL) |
1405 |
root |
1.9 |
{ |
1406 |
|
|
if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1407 |
|
|
friendlyfire = 2; |
1408 |
|
|
} |
1409 |
|
|
|
1410 |
|
|
if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1411 |
|
|
friendlyfire = 0; |
1412 |
elmex |
1.1 |
} |
1413 |
root |
1.62 |
|
1414 |
root |
1.9 |
return friendlyfire; |
1415 |
elmex |
1.1 |
} |
1416 |
|
|
|
1417 |
|
|
/* This isn't used just for players, but in fact most objects. |
1418 |
|
|
* op is the object to be hit, dam is the amount of damage, hitter |
1419 |
|
|
* is what is hitting the object, type is the attacktype, and |
1420 |
|
|
* full_hit is set if monster area does not matter. |
1421 |
|
|
* dam is base damage - protections/vulnerabilities/slaying matches can |
1422 |
|
|
* modify it. |
1423 |
|
|
*/ |
1424 |
root |
1.40 |
/* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1425 |
|
|
* which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1426 |
root |
1.9 |
int |
1427 |
root |
1.121 |
hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1428 |
root |
1.9 |
{ |
1429 |
root |
1.122 |
int magic = type & AT_MAGIC; |
1430 |
|
|
int body_attack = op && op->head; /* Did we hit op's head? */ |
1431 |
root |
1.146 |
int maxdam = 0, ndam = 0; |
1432 |
root |
1.121 |
int maxattacktype; |
1433 |
root |
1.9 |
int simple_attack; |
1434 |
|
|
int rtn_kill = 0; |
1435 |
|
|
int friendlyfire; |
1436 |
elmex |
1.1 |
|
1437 |
root |
1.9 |
if (get_attack_mode (&op, &hitter, &simple_attack)) |
1438 |
|
|
return 0; |
1439 |
elmex |
1.1 |
|
1440 |
root |
1.9 |
/* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1441 |
root |
1.136 |
if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE]) |
1442 |
root |
1.9 |
return 0; |
1443 |
elmex |
1.1 |
|
1444 |
root |
1.64 |
// only allow pk for hostile players |
1445 |
root |
1.9 |
if (op->type == PLAYER) |
1446 |
|
|
{ |
1447 |
root |
1.27 |
object *owner = hitter->owner; |
1448 |
root |
1.9 |
|
1449 |
|
|
if (!owner) |
1450 |
|
|
owner = hitter; |
1451 |
root |
1.18 |
|
1452 |
root |
1.56 |
if (owner->type == PLAYER |
1453 |
|
|
&& (!op_on_battleground (op, 0, 0) |
1454 |
|
|
&& (op->contr->peaceful || owner->contr->peaceful)) |
1455 |
|
|
&& op != owner) |
1456 |
root |
1.18 |
return 0; |
1457 |
elmex |
1.1 |
} |
1458 |
|
|
|
1459 |
root |
1.9 |
if (body_attack) |
1460 |
|
|
{ |
1461 |
|
|
/* slow and paralyze must hit the head. But we don't want to just |
1462 |
|
|
* return - we still need to process other attacks the spell still |
1463 |
|
|
* might have. So just remove the paralyze and slow attacktypes, |
1464 |
|
|
* and keep on processing if we have other attacktypes. |
1465 |
|
|
* return if only magic or nothing is left - under normal code |
1466 |
|
|
* we don't attack with pure magic if there is another attacktype. |
1467 |
|
|
* Only do processing if the initial attacktype includes one of those |
1468 |
|
|
* attack so we don't cancel out things like magic bullet. |
1469 |
|
|
*/ |
1470 |
|
|
if (type & (AT_PARALYZE | AT_SLOW)) |
1471 |
|
|
{ |
1472 |
|
|
type &= ~(AT_PARALYZE | AT_SLOW); |
1473 |
root |
1.18 |
|
1474 |
root |
1.9 |
if (!type || type == AT_MAGIC) |
1475 |
|
|
return 0; |
1476 |
root |
1.5 |
} |
1477 |
elmex |
1.1 |
} |
1478 |
|
|
|
1479 |
root |
1.9 |
if (!simple_attack && op->type == DOOR) |
1480 |
|
|
{ |
1481 |
root |
1.44 |
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1482 |
root |
1.9 |
if (tmp->type == RUNE || tmp->type == TRAP) |
1483 |
|
|
{ |
1484 |
|
|
spring_trap (tmp, hitter); |
1485 |
root |
1.26 |
|
1486 |
root |
1.18 |
if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1487 |
root |
1.9 |
return 0; |
1488 |
root |
1.26 |
|
1489 |
root |
1.9 |
break; |
1490 |
|
|
} |
1491 |
elmex |
1.1 |
} |
1492 |
|
|
|
1493 |
root |
1.136 |
if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0) |
1494 |
root |
1.9 |
{ |
1495 |
|
|
/* FIXME: If a player is killed by a rune in a door, the |
1496 |
root |
1.18 |
* destroyed() check above doesn't return, and might get here. |
1497 |
root |
1.9 |
*/ |
1498 |
elmex |
1.54 |
|
1499 |
|
|
/* FIXME: This for example happens when a dead door is on a mover and |
1500 |
|
|
gets it's speed_left raised on each mover-tick. |
1501 |
|
|
Doors are removed in a kinda funny way by giving them speed and speed_left |
1502 |
|
|
and waiting for that to run out. |
1503 |
|
|
*/ |
1504 |
|
|
LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1505 |
root |
1.9 |
return 0; |
1506 |
elmex |
1.1 |
} |
1507 |
|
|
|
1508 |
|
|
#ifdef ATTACK_DEBUG |
1509 |
root |
1.9 |
LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1510 |
elmex |
1.1 |
#endif |
1511 |
|
|
|
1512 |
root |
1.9 |
if (magic) |
1513 |
|
|
{ |
1514 |
elmex |
1.1 |
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1515 |
|
|
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1516 |
root |
1.9 |
dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1517 |
elmex |
1.1 |
if (dam >= 100) |
1518 |
root |
1.5 |
dam /= 100; |
1519 |
elmex |
1.1 |
else |
1520 |
root |
1.48 |
dam = (dam > rndm (0, 99)) ? 1 : 0; |
1521 |
elmex |
1.1 |
} |
1522 |
|
|
|
1523 |
root |
1.9 |
/* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1524 |
|
|
* If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1525 |
|
|
*/ |
1526 |
|
|
if (type & AT_CHAOS) |
1527 |
|
|
{ |
1528 |
|
|
shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
1529 |
|
|
update_object (op, UP_OBJ_FACE); |
1530 |
elmex |
1.1 |
type &= ~AT_CHAOS; |
1531 |
|
|
} |
1532 |
|
|
|
1533 |
root |
1.9 |
/* Holyword is really an attacktype modifier (like magic is). If |
1534 |
|
|
* holyword is part of an attacktype, then make sure the creature is |
1535 |
|
|
* a proper match, otherwise no damage. |
1536 |
|
|
*/ |
1537 |
|
|
if (type & AT_HOLYWORD) |
1538 |
|
|
{ |
1539 |
|
|
object *god; |
1540 |
|
|
|
1541 |
root |
1.105 |
if ((!hitter->slaying |
1542 |
|
|
|| (!(op->race && hitter->slaying.contains (op->race)) |
1543 |
|
|
&& !(op->name && hitter->slaying.contains (op->name)))) |
1544 |
root |
1.136 |
&& (!op->flag [FLAG_UNDEAD] |
1545 |
root |
1.105 |
|| (hitter->title |
1546 |
|
|
&& (god = find_god (determine_god (hitter))) != NULL |
1547 |
|
|
&& god->race.contains (shstr_undead)))) |
1548 |
root |
1.9 |
return 0; |
1549 |
elmex |
1.1 |
} |
1550 |
|
|
|
1551 |
pippijn |
1.36 |
maxattacktype = type; /* initialise this to something */ |
1552 |
root |
1.121 |
for_all_bits_sparse_32 (type, attacknum) |
1553 |
root |
1.9 |
{ |
1554 |
root |
1.121 |
uint32_t attacktype = 1 << attacknum; |
1555 |
|
|
|
1556 |
root |
1.9 |
/* Magic isn't really a true attack type - it gets combined with other |
1557 |
|
|
* attack types. As such, skip it over. However, if magic is |
1558 |
|
|
* the only attacktype in the group, then still attack with it |
1559 |
|
|
*/ |
1560 |
|
|
if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1561 |
|
|
continue; |
1562 |
|
|
|
1563 |
|
|
/* Go through and hit the player with each attacktype, one by one. |
1564 |
|
|
* hit_player_attacktype only figures out the damage, doesn't inflict |
1565 |
|
|
* it. It will do the appropriate action for attacktypes with |
1566 |
|
|
* effects (slow, paralization, etc. |
1567 |
|
|
*/ |
1568 |
root |
1.121 |
ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1569 |
root |
1.123 |
|
1570 |
root |
1.121 |
/* the >= causes us to prefer messages from special attacks, if |
1571 |
|
|
* the damage is equal. |
1572 |
|
|
*/ |
1573 |
|
|
if (ndam >= maxdam) |
1574 |
root |
1.9 |
{ |
1575 |
root |
1.121 |
maxdam = ndam; |
1576 |
|
|
maxattacktype = 1 << attacknum; |
1577 |
root |
1.5 |
} |
1578 |
elmex |
1.1 |
} |
1579 |
root |
1.9 |
|
1580 |
|
|
/* if this is friendly fire then do a set % of damage only |
1581 |
|
|
* Note - put a check in to make sure this attack is actually |
1582 |
|
|
* doing damage - otherwise, the +1 in the code below will make |
1583 |
|
|
* an attack do damage before when it otherwise didn't |
1584 |
|
|
*/ |
1585 |
|
|
friendlyfire = friendly_fire (op, hitter); |
1586 |
|
|
if (friendlyfire && maxdam) |
1587 |
|
|
{ |
1588 |
|
|
maxdam = ((dam * settings.set_friendly_fire) / 100); |
1589 |
|
|
|
1590 |
elmex |
1.1 |
#ifdef ATTACK_DEBUG |
1591 |
root |
1.9 |
LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1592 |
|
|
friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1593 |
elmex |
1.1 |
#endif |
1594 |
|
|
} |
1595 |
|
|
|
1596 |
root |
1.9 |
if (!full_hit) |
1597 |
|
|
{ |
1598 |
|
|
int area; |
1599 |
|
|
int remainder; |
1600 |
|
|
|
1601 |
|
|
area = 0; |
1602 |
root |
1.68 |
|
1603 |
|
|
for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1604 |
root |
1.9 |
area++; |
1605 |
root |
1.68 |
|
1606 |
root |
1.9 |
assert (area > 0); |
1607 |
|
|
|
1608 |
|
|
/* basically: maxdam /= area; we try to "simulate" a float |
1609 |
|
|
value-effect */ |
1610 |
|
|
remainder = 100 * (maxdam % area) / area; |
1611 |
|
|
maxdam /= area; |
1612 |
root |
1.47 |
if (rndm (100) < remainder) |
1613 |
root |
1.9 |
maxdam++; |
1614 |
elmex |
1.1 |
} |
1615 |
|
|
|
1616 |
|
|
#ifdef ATTACK_DEBUG |
1617 |
root |
1.9 |
LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1618 |
elmex |
1.1 |
#endif |
1619 |
|
|
|
1620 |
root |
1.57 |
// for now, only do this for active objects, otherwise they |
1621 |
|
|
// keep a refcount for a long time and I see no usefulness |
1622 |
|
|
// for an non-active objetc to know its enemy. |
1623 |
|
|
if (op->active) |
1624 |
|
|
if (hitter->owner) |
1625 |
|
|
op->enemy = hitter->owner; |
1626 |
root |
1.136 |
else if (hitter->flag [FLAG_ALIVE]) |
1627 |
root |
1.57 |
op->enemy = hitter; |
1628 |
root |
1.9 |
|
1629 |
root |
1.136 |
if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER) |
1630 |
root |
1.9 |
{ |
1631 |
|
|
/* The unaggressives look after themselves 8) */ |
1632 |
root |
1.136 |
op->clr_flag (FLAG_UNAGGRESSIVE); |
1633 |
root |
1.9 |
npc_call_help (op); |
1634 |
|
|
} |
1635 |
|
|
|
1636 |
|
|
if (magic && did_make_save (op, op->level, 0)) |
1637 |
|
|
maxdam = maxdam / 2; |
1638 |
|
|
|
1639 |
|
|
attack_message (maxdam, maxattacktype, op, hitter); |
1640 |
|
|
|
1641 |
|
|
op->stats.hp -= maxdam; |
1642 |
|
|
|
1643 |
|
|
/* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1644 |
root |
1.122 |
if (op->stats.hp >= 0 |
1645 |
root |
1.136 |
&& (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
1646 |
root |
1.123 |
&& op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
1647 |
root |
1.9 |
{ |
1648 |
elmex |
1.1 |
|
1649 |
root |
1.136 |
if (op->flag [FLAG_MONSTER]) |
1650 |
|
|
op->set_flag (FLAG_RUN_AWAY); |
1651 |
root |
1.9 |
else |
1652 |
|
|
scare_creature (op, hitter); |
1653 |
elmex |
1.1 |
} |
1654 |
|
|
|
1655 |
root |
1.136 |
if (op->flag [FLAG_TEAR_DOWN]) |
1656 |
root |
1.9 |
{ |
1657 |
|
|
if (maxdam) |
1658 |
|
|
tear_down_wall (op); |
1659 |
root |
1.26 |
|
1660 |
root |
1.9 |
return maxdam; /* nothing more to do for wall */ |
1661 |
|
|
} |
1662 |
elmex |
1.1 |
|
1663 |
root |
1.9 |
/* See if the creature has been killed */ |
1664 |
|
|
rtn_kill = kill_object (op, maxdam, hitter, type); |
1665 |
|
|
if (rtn_kill != -1) |
1666 |
|
|
return rtn_kill; |
1667 |
elmex |
1.1 |
|
1668 |
root |
1.9 |
/* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1669 |
|
|
* that before if the player was immune to ghosthit, the monster |
1670 |
|
|
* remained - that is no longer the case. |
1671 |
|
|
*/ |
1672 |
root |
1.136 |
if (hitter->flag [FLAG_ONE_HIT]) |
1673 |
root |
1.95 |
hitter->drop_and_destroy (); |
1674 |
root |
1.9 |
/* Lets handle creatures that are splitting now */ |
1675 |
root |
1.136 |
else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING]) |
1676 |
root |
1.9 |
{ |
1677 |
root |
1.136 |
int friendly = op->flag [FLAG_FRIENDLY]; |
1678 |
|
|
int unaggressive = op->flag [FLAG_UNAGGRESSIVE]; |
1679 |
root |
1.27 |
object *owner = op->owner; |
1680 |
root |
1.5 |
|
1681 |
root |
1.9 |
if (!op->other_arch) |
1682 |
|
|
{ |
1683 |
|
|
LOG (llevError, "SPLITTING without other_arch error.\n"); |
1684 |
|
|
return maxdam; |
1685 |
|
|
} |
1686 |
root |
1.26 |
|
1687 |
root |
1.25 |
op->remove (); |
1688 |
root |
1.26 |
|
1689 |
root |
1.123 |
for (int i = 0; i < op->stats.food; i++) |
1690 |
root |
1.9 |
{ /* This doesn't handle op->more yet */ |
1691 |
root |
1.127 |
object *tmp = op->other_arch->instance (); |
1692 |
root |
1.9 |
|
1693 |
|
|
tmp->stats.hp = op->stats.hp; |
1694 |
root |
1.26 |
|
1695 |
root |
1.9 |
if (friendly) |
1696 |
|
|
{ |
1697 |
|
|
add_friendly_object (tmp); |
1698 |
|
|
tmp->attack_movement = PETMOVE; |
1699 |
root |
1.39 |
|
1700 |
|
|
if (owner) |
1701 |
root |
1.27 |
tmp->set_owner (owner); |
1702 |
root |
1.9 |
} |
1703 |
root |
1.26 |
|
1704 |
root |
1.9 |
if (unaggressive) |
1705 |
root |
1.136 |
tmp->set_flag (FLAG_UNAGGRESSIVE); |
1706 |
root |
1.26 |
|
1707 |
root |
1.123 |
int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1708 |
root |
1.26 |
|
1709 |
root |
1.9 |
if (j == -1) /* No spot to put this monster */ |
1710 |
root |
1.96 |
tmp->destroy (); |
1711 |
root |
1.9 |
else |
1712 |
|
|
{ |
1713 |
|
|
tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1714 |
|
|
insert_ob_in_map (tmp, op->map, NULL, 0); |
1715 |
|
|
} |
1716 |
|
|
} |
1717 |
root |
1.26 |
|
1718 |
root |
1.96 |
op->destroy (); |
1719 |
root |
1.9 |
} |
1720 |
|
|
else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1721 |
root |
1.95 |
hitter->drop_and_destroy (); |
1722 |
root |
1.26 |
|
1723 |
root |
1.9 |
return maxdam; |
1724 |
|
|
} |
1725 |
|
|
|
1726 |
root |
1.116 |
static void |
1727 |
root |
1.9 |
poison_player (object *op, object *hitter, int dam) |
1728 |
|
|
{ |
1729 |
root |
1.117 |
archetype *at = archetype::find (shstr_poisoning); |
1730 |
root |
1.9 |
object *tmp = present_arch_in_ob (at, op); |
1731 |
elmex |
1.1 |
|
1732 |
root |
1.137 |
if (!tmp) |
1733 |
root |
1.9 |
{ |
1734 |
root |
1.128 |
tmp = insert_ob_in_ob (at->instance (), op); |
1735 |
|
|
/* peterm: give poisoning some teeth. It should |
1736 |
|
|
* be able to kill things better than it does: |
1737 |
|
|
* damage should be dependent something--I choose to |
1738 |
|
|
* do this: if it's a monster, the damage from the |
1739 |
|
|
* poisoning goes as the level of the monster/2. |
1740 |
|
|
* If anything else, goes as damage. |
1741 |
|
|
*/ |
1742 |
|
|
|
1743 |
root |
1.136 |
if (hitter->flag [FLAG_ALIVE]) |
1744 |
root |
1.128 |
tmp->stats.dam += hitter->level / 2; |
1745 |
root |
1.9 |
else |
1746 |
root |
1.128 |
tmp->stats.dam = dam; |
1747 |
root |
1.9 |
|
1748 |
root |
1.128 |
tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1749 |
|
|
if (hitter->skill && hitter->skill != tmp->skill) |
1750 |
|
|
tmp->skill = hitter->skill; |
1751 |
root |
1.9 |
|
1752 |
root |
1.128 |
tmp->stats.food += dam; /* more damage, longer poisoning */ |
1753 |
root |
1.9 |
|
1754 |
root |
1.128 |
if (op->type == PLAYER) |
1755 |
|
|
{ |
1756 |
|
|
/* player looses stats, maximum is -10 of each */ |
1757 |
|
|
tmp->stats.Con = max (-(dam / 4 + 1), -10); |
1758 |
|
|
tmp->stats.Str = max (-(dam / 3 + 2), -10); |
1759 |
|
|
tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
1760 |
|
|
tmp->stats.Int = max (-(dam / 7 ), -10); |
1761 |
root |
1.136 |
tmp->set_flag (FLAG_APPLIED); |
1762 |
root |
1.128 |
op->update_stats (); |
1763 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1764 |
|
|
op->play_sound (tmp->sound); |
1765 |
|
|
} |
1766 |
root |
1.63 |
|
1767 |
root |
1.128 |
if (hitter->type == PLAYER) |
1768 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1769 |
|
|
else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1770 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1771 |
root |
1.63 |
|
1772 |
root |
1.9 |
tmp->speed_left = 0; |
1773 |
|
|
} |
1774 |
|
|
else |
1775 |
|
|
tmp->stats.food++; |
1776 |
|
|
} |
1777 |
|
|
|
1778 |
root |
1.116 |
static void |
1779 |
root |
1.9 |
slow_player (object *op, object *hitter, int dam) |
1780 |
|
|
{ |
1781 |
root |
1.117 |
archetype *at = archetype::find (shstr_slowness); |
1782 |
root |
1.9 |
object *tmp; |
1783 |
|
|
|
1784 |
root |
1.137 |
if (!at) |
1785 |
root |
1.62 |
LOG (llevError, "Can't find slowness archetype.\n"); |
1786 |
|
|
|
1787 |
root |
1.9 |
if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1788 |
|
|
{ |
1789 |
root |
1.127 |
tmp = at->instance (); |
1790 |
root |
1.9 |
tmp = insert_ob_in_ob (tmp, op); |
1791 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1792 |
|
|
} |
1793 |
|
|
else |
1794 |
|
|
tmp->stats.food++; |
1795 |
root |
1.62 |
|
1796 |
root |
1.136 |
tmp->set_flag (FLAG_APPLIED); |
1797 |
root |
1.9 |
tmp->speed_left = 0; |
1798 |
root |
1.32 |
op->update_stats (); |
1799 |
elmex |
1.1 |
} |
1800 |
|
|
|
1801 |
root |
1.9 |
void |
1802 |
|
|
confuse_player (object *op, object *hitter, int dam) |
1803 |
|
|
{ |
1804 |
|
|
object *tmp; |
1805 |
|
|
int maxduration; |
1806 |
elmex |
1.1 |
|
1807 |
root |
1.117 |
tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
1808 |
root |
1.9 |
if (!tmp) |
1809 |
|
|
{ |
1810 |
root |
1.144 |
tmp = archetype::get (FORCE_NAME); |
1811 |
root |
1.9 |
tmp = insert_ob_in_ob (tmp, op); |
1812 |
|
|
} |
1813 |
root |
1.5 |
|
1814 |
root |
1.9 |
/* Duration added per hit and max. duration of confusion both depend |
1815 |
|
|
* on the player's resistance |
1816 |
|
|
*/ |
1817 |
root |
1.141 |
tmp->set_speed (0.05); |
1818 |
root |
1.9 |
tmp->subtype = FORCE_CONFUSION; |
1819 |
root |
1.117 |
tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1820 |
|
|
tmp->name = shstr_confusion; |
1821 |
|
|
maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1822 |
root |
1.62 |
|
1823 |
root |
1.9 |
if (tmp->duration > maxduration) |
1824 |
|
|
tmp->duration = maxduration; |
1825 |
|
|
|
1826 |
root |
1.136 |
if (op->type == PLAYER && !op->flag [FLAG_CONFUSED]) |
1827 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1828 |
root |
1.62 |
|
1829 |
root |
1.136 |
op->set_flag (FLAG_CONFUSED); |
1830 |
root |
1.9 |
} |
1831 |
root |
1.5 |
|
1832 |
root |
1.9 |
void |
1833 |
|
|
blind_player (object *op, object *hitter, int dam) |
1834 |
|
|
{ |
1835 |
|
|
/* Save some work if we know it isn't going to affect the player */ |
1836 |
|
|
if (op->resist[ATNR_BLIND] == 100) |
1837 |
|
|
return; |
1838 |
root |
1.5 |
|
1839 |
root |
1.141 |
object *tmp = present_in_ob (BLINDNESS, op); |
1840 |
root |
1.9 |
if (!tmp) |
1841 |
|
|
{ |
1842 |
root |
1.144 |
tmp = archetype::get (shstr_blindness); |
1843 |
root |
1.136 |
tmp->set_flag (FLAG_BLIND); |
1844 |
|
|
tmp->set_flag (FLAG_APPLIED); |
1845 |
root |
1.141 |
// use floats so we don't lose too much precision due to rounding errors. |
1846 |
|
|
tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED)); |
1847 |
elmex |
1.1 |
|
1848 |
root |
1.9 |
tmp = insert_ob_in_ob (tmp, op); |
1849 |
|
|
change_abil (op, tmp); /* Mostly to display any messages */ |
1850 |
root |
1.32 |
op->update_stats (); /* This takes care of some other stuff */ |
1851 |
elmex |
1.1 |
|
1852 |
root |
1.141 |
new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op)); |
1853 |
root |
1.9 |
} |
1854 |
root |
1.140 |
|
1855 |
root |
1.9 |
tmp->stats.food += dam; |
1856 |
root |
1.140 |
min_it (tmp->stats.food, 10); |
1857 |
elmex |
1.1 |
} |
1858 |
|
|
|
1859 |
root |
1.9 |
void |
1860 |
|
|
paralyze_player (object *op, object *hitter, int dam) |
1861 |
elmex |
1.1 |
{ |
1862 |
root |
1.9 |
/* This is strange stuff... someone knows for what this is |
1863 |
|
|
* written? Well, i think this can and should be removed |
1864 |
|
|
*/ |
1865 |
elmex |
1.1 |
|
1866 |
root |
1.9 |
/* |
1867 |
|
|
if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
1868 |
|
|
tmp=clone_arch(PARAIMAGE); |
1869 |
|
|
tmp->x=op->x,tmp->y=op->y; |
1870 |
|
|
insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1871 |
|
|
} |
1872 |
|
|
*/ |
1873 |
elmex |
1.1 |
|
1874 |
root |
1.9 |
/* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1875 |
root |
1.117 |
float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
1876 |
elmex |
1.1 |
|
1877 |
root |
1.125 |
op->speed_left -= op->speed * effect; |
1878 |
root |
1.9 |
/* tmp->stats.food+=(signed short) effect/op->speed; */ |
1879 |
elmex |
1.1 |
|
1880 |
root |
1.9 |
/* max number of ticks to be affected for. */ |
1881 |
root |
1.117 |
float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1882 |
|
|
|
1883 |
root |
1.125 |
max_it (op->speed_left, -op->speed * max); |
1884 |
elmex |
1.1 |
|
1885 |
root |
1.125 |
/* tmp->stats.food = (signed short) (max / op->speed); */ |
1886 |
elmex |
1.1 |
} |
1887 |
|
|
|
1888 |
|
|
/* Attempts to kill 'op'. hitter is the attack object, dam is |
1889 |
|
|
* the computed damaged. |
1890 |
|
|
*/ |
1891 |
root |
1.115 |
static void |
1892 |
root |
1.9 |
deathstrike_player (object *op, object *hitter, int *dam) |
1893 |
elmex |
1.1 |
{ |
1894 |
root |
1.9 |
/* The intention of a death attack is to kill outright things |
1895 |
|
|
** that are a lot weaker than the attacker, have a chance of killing |
1896 |
|
|
** things somewhat weaker than the caster, and no chance of |
1897 |
|
|
** killing something equal or stronger than the attacker. |
1898 |
|
|
** Also, if a deathstrike attack has a slaying, any monster |
1899 |
|
|
** whose name or race matches a comma-delimited list in the slaying |
1900 |
|
|
** field of the deathstriking object */ |
1901 |
|
|
|
1902 |
|
|
int atk_lev, def_lev, kill_lev; |
1903 |
|
|
|
1904 |
root |
1.114 |
if (hitter->slaying) |
1905 |
root |
1.136 |
if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead)) |
1906 |
root |
1.114 |
|| (op->race && hitter->slaying.contains (op->race)))) |
1907 |
|
|
return; |
1908 |
|
|
|
1909 |
|
|
def_lev = op->level; |
1910 |
|
|
if (def_lev < 1) |
1911 |
|
|
{ |
1912 |
|
|
LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
1913 |
|
|
def_lev = 1; |
1914 |
|
|
} |
1915 |
|
|
|
1916 |
|
|
atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1917 |
|
|
/* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1918 |
|
|
atk_lev, def_lev); */ |
1919 |
|
|
|
1920 |
|
|
if (atk_lev >= def_lev) |
1921 |
|
|
{ |
1922 |
|
|
kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
1923 |
|
|
|
1924 |
|
|
/* Note that the below effectively means the ratio of the atk vs |
1925 |
|
|
* defener level is important - if level 52 character has very little |
1926 |
|
|
* chance of killing a level 50 monster. This should probably be |
1927 |
|
|
* redone. |
1928 |
|
|
*/ |
1929 |
|
|
if (kill_lev >= def_lev) |
1930 |
|
|
{ |
1931 |
|
|
*dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
1932 |
|
|
/* I think this doesn't really do much. Because of |
1933 |
|
|
* integer rounding, this only makes any difference if the |
1934 |
|
|
* attack level is double the defender level. |
1935 |
|
|
*/ |
1936 |
|
|
*dam *= kill_lev / def_lev; |
1937 |
|
|
} |
1938 |
|
|
} |
1939 |
|
|
else |
1940 |
|
|
*dam = 0; /* no harm done */ |
1941 |
|
|
} |
1942 |
|
|
|
1943 |
|
|
/* This returns the amount of damage hitter does to op with the |
1944 |
|
|
* appropriate attacktype. Only 1 attacktype should be set at a time. |
1945 |
|
|
* This doesn't damage the player, but returns how much it should |
1946 |
|
|
* take. However, it will do other effects (paralyzation, slow, etc.) |
1947 |
|
|
* Note - changed for PR code - we now pass the attack number and not |
1948 |
|
|
* the attacktype. Makes it easier for the PR code. */ |
1949 |
|
|
int |
1950 |
|
|
hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1951 |
|
|
{ |
1952 |
|
|
int doesnt_slay = 1; |
1953 |
|
|
|
1954 |
|
|
/* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1955 |
|
|
if (attacknum >= NROFATTACKS) |
1956 |
|
|
{ |
1957 |
|
|
LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1958 |
|
|
return 0; |
1959 |
|
|
} |
1960 |
|
|
|
1961 |
|
|
if (dam < 0) |
1962 |
|
|
{ |
1963 |
|
|
LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
1964 |
|
|
dam, hitter->debug_desc (), op->debug_desc ()); |
1965 |
|
|
return 0; |
1966 |
|
|
} |
1967 |
|
|
|
1968 |
|
|
/* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1969 |
|
|
* people can't mess with that or it otherwise get confused. */ |
1970 |
|
|
if (attacknum == ATNR_INTERNAL) |
1971 |
|
|
return dam; |
1972 |
|
|
|
1973 |
|
|
if (hitter->slaying) |
1974 |
|
|
{ |
1975 |
|
|
if ((op->race && hitter->slaying.contains (op->race)) |
1976 |
|
|
|| (op->arch && op->arch->archname.contains (hitter->slaying))) |
1977 |
|
|
{ |
1978 |
|
|
doesnt_slay = 0; |
1979 |
|
|
dam *= 3; |
1980 |
|
|
} |
1981 |
|
|
} |
1982 |
|
|
|
1983 |
|
|
/* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1984 |
|
|
if (op->resist[attacknum]) |
1985 |
|
|
{ |
1986 |
|
|
/* basically: dam = dam*(100-op->resist[attacknum])/100; |
1987 |
|
|
* in case 0>dam>1, we try to "simulate" a float value-effect */ |
1988 |
|
|
dam *= (100 - op->resist[attacknum]); |
1989 |
|
|
if (dam >= 100) |
1990 |
|
|
dam /= 100; |
1991 |
|
|
else |
1992 |
|
|
dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
1993 |
|
|
} |
1994 |
|
|
|
1995 |
|
|
/* Special hack. By default, if immune to something, you |
1996 |
|
|
* shouldn't need to worry. However, acid is an exception, since |
1997 |
|
|
* it can still damage your items. Only include attacktypes if |
1998 |
|
|
* special processing is needed */ |
1999 |
|
|
|
2000 |
|
|
if (op->resist[attacknum] >= 100 |
2001 |
|
|
&& doesnt_slay |
2002 |
|
|
&& attacknum != ATNR_ACID) |
2003 |
|
|
return 0; |
2004 |
|
|
|
2005 |
|
|
/* Keep this in order - makes things easier to find */ |
2006 |
|
|
|
2007 |
|
|
switch (attacknum) |
2008 |
|
|
{ |
2009 |
|
|
case ATNR_PHYSICAL: |
2010 |
|
|
/* here also check for diseases */ |
2011 |
|
|
check_physically_infect (op, hitter); |
2012 |
|
|
break; |
2013 |
|
|
|
2014 |
|
|
/* Don't need to do anything for: |
2015 |
|
|
magic, |
2016 |
|
|
fire, |
2017 |
|
|
electricity, |
2018 |
|
|
cold */ |
2019 |
|
|
|
2020 |
|
|
case ATNR_CONFUSION: |
2021 |
|
|
case ATNR_POISON: |
2022 |
|
|
case ATNR_SLOW: |
2023 |
|
|
case ATNR_PARALYZE: |
2024 |
|
|
case ATNR_FEAR: |
2025 |
|
|
case ATNR_CANCELLATION: |
2026 |
|
|
case ATNR_DEPLETE: |
2027 |
|
|
case ATNR_BLIND: |
2028 |
|
|
{ |
2029 |
|
|
/* chance for inflicting a special attack depends on the |
2030 |
|
|
* difference between attacker's and defender's level |
2031 |
|
|
*/ |
2032 |
root |
1.117 |
int level_diff = min (110, max (0, op->level - hitter->level)); |
2033 |
root |
1.114 |
|
2034 |
|
|
/* First, only creatures/players with speed can be affected. |
2035 |
|
|
* Second, just getting hit doesn't mean it always affects |
2036 |
|
|
* you. Third, you still get a saving through against the |
2037 |
|
|
* effect. |
2038 |
|
|
*/ |
2039 |
root |
1.117 |
if (op->has_active_speed () |
2040 |
root |
1.136 |
&& (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
2041 |
root |
1.117 |
&& !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
2042 |
|
|
&& !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2043 |
root |
1.114 |
{ |
2044 |
|
|
|
2045 |
|
|
/* Player has been hit by something */ |
2046 |
|
|
if (attacknum == ATNR_CONFUSION) |
2047 |
|
|
confuse_player (op, hitter, dam); |
2048 |
|
|
else if (attacknum == ATNR_POISON) |
2049 |
|
|
poison_player (op, hitter, dam); |
2050 |
|
|
else if (attacknum == ATNR_SLOW) |
2051 |
|
|
slow_player (op, hitter, dam); |
2052 |
|
|
else if (attacknum == ATNR_PARALYZE) |
2053 |
|
|
paralyze_player (op, hitter, dam); |
2054 |
|
|
else if (attacknum == ATNR_FEAR) |
2055 |
|
|
scare_creature (op, hitter); |
2056 |
|
|
else if (attacknum == ATNR_CANCELLATION) |
2057 |
|
|
cancellation (op); |
2058 |
|
|
else if (attacknum == ATNR_DEPLETE) |
2059 |
|
|
op->drain_stat (); |
2060 |
root |
1.136 |
else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR]) |
2061 |
root |
1.114 |
blind_player (op, hitter, dam); |
2062 |
|
|
} |
2063 |
|
|
|
2064 |
|
|
dam = 0; /* These are all effects and don't do real damage */ |
2065 |
|
|
} |
2066 |
|
|
break; |
2067 |
|
|
|
2068 |
|
|
case ATNR_ACID: |
2069 |
|
|
{ |
2070 |
|
|
int flag = 0; |
2071 |
|
|
|
2072 |
|
|
/* Items only get corroded if you're not on a battleground and |
2073 |
|
|
* if your acid resistance is below 50%. */ |
2074 |
|
|
if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
2075 |
|
|
{ |
2076 |
|
|
for (object *tmp = op->inv; tmp; tmp = tmp->below) |
2077 |
|
|
{ |
2078 |
|
|
if (tmp->invisible) |
2079 |
|
|
continue; |
2080 |
root |
1.136 |
if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10)) |
2081 |
root |
1.114 |
/* >= 10% acid res. on items will protect these */ |
2082 |
|
|
continue; |
2083 |
|
|
if (!(tmp->materials & M_IRON)) |
2084 |
|
|
continue; |
2085 |
|
|
if (tmp->magic < -4) /* Let's stop at -5 */ |
2086 |
|
|
continue; |
2087 |
|
|
if (tmp->type == RING |
2088 |
|
|
/* removed boots and gloves from exclusion list in PR */ |
2089 |
|
|
|| tmp->type == GIRDLE |
2090 |
|
|
|| tmp->type == AMULET |
2091 |
|
|
|| tmp->type == WAND |
2092 |
|
|
|| tmp->type == ROD |
2093 |
|
|
|| tmp->type == HORN) |
2094 |
|
|
continue; /* To avoid some strange effects */ |
2095 |
|
|
|
2096 |
|
|
/* High damage acid has better chance of corroding |
2097 |
|
|
objects */ |
2098 |
|
|
if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
2099 |
|
|
{ |
2100 |
|
|
flag = 1; |
2101 |
|
|
tmp->magic--; |
2102 |
|
|
|
2103 |
|
|
if (object *pl = tmp->visible_to ()) |
2104 |
|
|
{ |
2105 |
|
|
/* Make this more visible */ |
2106 |
|
|
new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
2107 |
|
|
"The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
2108 |
|
|
|
2109 |
|
|
esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
2110 |
|
|
} |
2111 |
|
|
} |
2112 |
|
|
} |
2113 |
|
|
|
2114 |
|
|
if (flag) |
2115 |
|
|
op->update_stats (); /* Something was corroded */ |
2116 |
|
|
} |
2117 |
|
|
} |
2118 |
|
|
break; |
2119 |
|
|
|
2120 |
|
|
case ATNR_DRAIN: |
2121 |
|
|
{ |
2122 |
|
|
/* rate is the proportion of exp drained. High rate means |
2123 |
|
|
* not much is drained, low rate means a lot is drained. |
2124 |
|
|
*/ |
2125 |
|
|
int rate; |
2126 |
|
|
|
2127 |
|
|
if (op->resist[ATNR_DRAIN] >= 0) |
2128 |
|
|
rate = 400 + op->resist[ATNR_DRAIN] * 3; |
2129 |
|
|
else |
2130 |
|
|
rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
2131 |
|
|
|
2132 |
|
|
if (op->stats.exp <= rate) |
2133 |
|
|
{ |
2134 |
|
|
if (op->type == GOLEM) |
2135 |
root |
1.133 |
dam = 9998; /* Its force is "sucked" away. 8) */ |
2136 |
root |
1.114 |
else |
2137 |
|
|
/* If we can't drain, lets try to do physical damage */ |
2138 |
|
|
dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
2139 |
|
|
} |
2140 |
|
|
else |
2141 |
|
|
{ |
2142 |
|
|
/* Randomly give the hitter some hp */ |
2143 |
|
|
if (hitter->stats.hp < hitter->stats.maxhp && |
2144 |
|
|
(op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
2145 |
|
|
hitter->stats.hp++; |
2146 |
root |
1.9 |
|
2147 |
root |
1.114 |
/* Can't do drains on battleground spaces. |
2148 |
|
|
* Move the wiz check up here - before, the hitter wouldn't gain exp |
2149 |
|
|
* exp, but the wiz would still lose exp! If drainee is a wiz, |
2150 |
|
|
* nothing happens. |
2151 |
|
|
* Try to credit the owner. We try to display player -> player drain |
2152 |
|
|
* attacks, hence all the != PLAYER checks. |
2153 |
|
|
*/ |
2154 |
root |
1.136 |
if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ]) |
2155 |
root |
1.114 |
{ |
2156 |
|
|
object *owner = hitter->owner; |
2157 |
root |
1.52 |
|
2158 |
root |
1.114 |
if (owner && owner != hitter) |
2159 |
|
|
{ |
2160 |
|
|
if (op->type != PLAYER || owner->type != PLAYER) |
2161 |
|
|
change_exp (owner, op->stats.exp / (rate * 2), |
2162 |
root |
1.139 |
hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL); |
2163 |
root |
1.114 |
} |
2164 |
|
|
else if (op->type != PLAYER || hitter->type != PLAYER) |
2165 |
|
|
change_exp (hitter, op->stats.exp / (rate * 2), |
2166 |
root |
1.139 |
hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0); |
2167 |
root |
1.9 |
|
2168 |
root |
1.139 |
change_exp (op, -op->stats.exp / rate, shstr (), 0); |
2169 |
root |
1.114 |
} |
2170 |
root |
1.9 |
|
2171 |
root |
1.114 |
dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
2172 |
|
|
* drain attack, you won't know that you are actually sucking out EXP, |
2173 |
|
|
* as the messages will say you missed |
2174 |
|
|
*/ |
2175 |
|
|
} |
2176 |
root |
1.5 |
} |
2177 |
root |
1.114 |
break; |
2178 |
elmex |
1.1 |
|
2179 |
root |
1.114 |
case ATNR_TURN_UNDEAD: |
2180 |
root |
1.9 |
{ |
2181 |
root |
1.136 |
if (op->flag [FLAG_UNDEAD]) |
2182 |
root |
1.114 |
{ |
2183 |
|
|
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2184 |
|
|
object *god = find_god (determine_god (owner)); |
2185 |
|
|
int div = 1; |
2186 |
root |
1.9 |
|
2187 |
root |
1.114 |
/* if undead are not an enemy of your god, you turn them |
2188 |
|
|
* at half strength */ |
2189 |
|
|
if (!god || !god->slaying.contains (shstr_undead)) |
2190 |
|
|
div = 2; |
2191 |
root |
1.9 |
|
2192 |
root |
1.114 |
/* Give a bonus if you resist turn undead */ |
2193 |
|
|
if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2194 |
|
|
scare_creature (op, owner); |
2195 |
|
|
} |
2196 |
|
|
else |
2197 |
|
|
dam = 0; /* don't damage non undead - should we damage |
2198 |
|
|
undead? */ |
2199 |
root |
1.5 |
} |
2200 |
root |
1.114 |
break; |
2201 |
elmex |
1.1 |
|
2202 |
root |
1.114 |
case ATNR_DEATH: |
2203 |
|
|
deathstrike_player (op, hitter, &dam); |
2204 |
|
|
break; |
2205 |
elmex |
1.1 |
|
2206 |
root |
1.114 |
case ATNR_CHAOS: |
2207 |
|
|
LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2208 |
|
|
dam = 0; |
2209 |
|
|
break; |
2210 |
elmex |
1.1 |
|
2211 |
root |
1.114 |
case ATNR_COUNTERSPELL: |
2212 |
|
|
LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
2213 |
|
|
dam = 0; |
2214 |
|
|
/* This should never happen. Counterspell is handled |
2215 |
|
|
* seperately and filtered out. If this does happen, |
2216 |
|
|
* Counterspell has no effect on anything but spells, so it |
2217 |
|
|
* does no damage. */ |
2218 |
|
|
break; |
2219 |
elmex |
1.1 |
|
2220 |
root |
1.114 |
case ATNR_HOLYWORD: |
2221 |
|
|
{ |
2222 |
|
|
/* This has already been handled by hit_player, |
2223 |
|
|
* no need to check twice -- DAMN */ |
2224 |
|
|
object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2225 |
elmex |
1.1 |
|
2226 |
root |
1.114 |
/* As with turn undead above, give a bonus on the saving throw */ |
2227 |
|
|
if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
2228 |
|
|
scare_creature (op, owner); |
2229 |
|
|
} |
2230 |
|
|
break; |
2231 |
elmex |
1.1 |
|
2232 |
root |
1.114 |
case ATNR_LIFE_STEALING: |
2233 |
|
|
{ |
2234 |
|
|
int new_hp; |
2235 |
elmex |
1.1 |
|
2236 |
root |
1.114 |
/* this is replacement to drain for players, instead of taking |
2237 |
|
|
* exp it takes hp. It is geared for players, probably not |
2238 |
|
|
* much use giving it to monsters |
2239 |
|
|
* |
2240 |
|
|
* life stealing doesn't do a lot of damage, but it gives the |
2241 |
|
|
* damage it does do to the player. Given that, |
2242 |
|
|
* it only does 1/10'th normal damage (hence the divide by |
2243 |
|
|
* 1000). |
2244 |
|
|
*/ |
2245 |
|
|
/* You can't steal life from something undead */ |
2246 |
root |
1.136 |
if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD])) |
2247 |
root |
1.114 |
return 0; |
2248 |
elmex |
1.1 |
|
2249 |
root |
1.114 |
/* If drain protection is higher than life stealing, use that */ |
2250 |
|
|
if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
2251 |
|
|
dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
2252 |
|
|
else |
2253 |
|
|
dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
2254 |
elmex |
1.1 |
|
2255 |
root |
1.114 |
/* You die at -1 hp, not zero. */ |
2256 |
|
|
if (dam > (op->stats.hp + 1)) |
2257 |
|
|
dam = op->stats.hp + 1; |
2258 |
elmex |
1.1 |
|
2259 |
root |
1.114 |
new_hp = hitter->stats.hp + dam; |
2260 |
|
|
if (new_hp > hitter->stats.maxhp) |
2261 |
|
|
new_hp = hitter->stats.maxhp; |
2262 |
elmex |
1.1 |
|
2263 |
root |
1.114 |
if (new_hp > hitter->stats.hp) |
2264 |
|
|
hitter->stats.hp = new_hp; |
2265 |
|
|
} |
2266 |
|
|
} |
2267 |
elmex |
1.1 |
|
2268 |
root |
1.114 |
return dam; |
2269 |
root |
1.9 |
} |
2270 |
elmex |
1.1 |
|