… | |
… | |
267 | * op is going in direction 'dir' |
267 | * op is going in direction 'dir' |
268 | * type is the attacktype of the object. |
268 | * type is the attacktype of the object. |
269 | * full_hit is set if monster area does not matter. |
269 | * full_hit is set if monster area does not matter. |
270 | * returns 1 if it hits something, 0 otherwise. |
270 | * returns 1 if it hits something, 0 otherwise. |
271 | */ |
271 | */ |
272 | |
|
|
273 | int |
272 | int |
274 | hit_map (object *op, int dir, int type, int full_hit) |
273 | hit_map (object *op, int dir, int type, int full_hit) |
275 | { |
274 | { |
276 | maptile *map; |
275 | maptile *map; |
277 | sint16 x, y; |
276 | sint16 x, y; |
… | |
… | |
310 | mapspace &ms = map->at (x, y); |
309 | mapspace &ms = map->at (x, y); |
311 | |
310 | |
312 | if (ms.flags () & P_SAFE) |
311 | if (ms.flags () & P_SAFE) |
313 | return 0; |
312 | return 0; |
314 | |
313 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
314 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
315 | * must be out here because it strikes things which are not alive |
317 | */ |
316 | */ |
318 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
317 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
319 | { |
318 | { |
320 | if (type & AT_COUNTERSPELL) |
319 | if (type & AT_COUNTERSPELL) |
… | |
… | |
774 | { |
773 | { |
775 | int hitdam = base_dam; |
774 | int hitdam = base_dam; |
776 | |
775 | |
777 | if (settings.casting_time == TRUE) |
776 | if (settings.casting_time == TRUE) |
778 | { |
777 | { |
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
778 | if (hitter->type == PLAYER && hitter->casting_time > -1) |
780 | { |
779 | { |
781 | hitter->casting_time = -1; |
780 | hitter->casting_time = -1; |
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
781 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
783 | } |
782 | } |
784 | |
783 | |
785 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if (op->casting_time > -1 && hitdam > 0) |
786 | { |
785 | { |
787 | op->casting_time = -1; |
786 | op->casting_time = -1; |
788 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
789 | { |
788 | { |
790 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
789 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
… | |
… | |
808 | |
807 | |
809 | /* if you were hidden and hit by a creature, you are discovered */ |
808 | /* if you were hidden and hit by a creature, you are discovered */ |
810 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
811 | { |
810 | { |
812 | make_visible (op); |
811 | make_visible (op); |
|
|
812 | |
813 | if (op->type == PLAYER) |
813 | if (op->type == PLAYER) |
814 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
814 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
815 | } |
815 | } |
816 | |
816 | |
817 | /* thrown items (hitter) will have various effects |
817 | /* thrown items (hitter) will have various effects |
… | |
… | |
891 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
891 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
892 | * stick around. |
892 | * stick around. |
893 | */ |
893 | */ |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
895 | { |
895 | { |
896 | if (tmp->head != NULL) |
|
|
897 | tmp = tmp->head; |
896 | tmp = tmp->head_ (); |
898 | |
897 | |
899 | op->remove (); |
898 | op->remove (); |
900 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
901 | |
900 | |
902 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
… | |
… | |
1067 | SET_FLAG (target, FLAG_SCARED); |
1066 | SET_FLAG (target, FLAG_SCARED); |
1068 | if (!target->enemy) |
1067 | if (!target->enemy) |
1069 | target->enemy = owner; |
1068 | target->enemy = owner; |
1070 | } |
1069 | } |
1071 | |
1070 | |
1072 | |
|
|
1073 | /* This returns the amount of damage hitter does to op with the |
1071 | /* This returns the amount of damage hitter does to op with the |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1072 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1075 | * This doesn't damage the player, but returns how much it should |
1073 | * This doesn't damage the player, but returns how much it should |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1074 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1075 | * Note - changed for PR code - we now pass the attack number and not |
… | |
… | |
1099 | if (attacknum == ATNR_INTERNAL) |
1097 | if (attacknum == ATNR_INTERNAL) |
1100 | return dam; |
1098 | return dam; |
1101 | |
1099 | |
1102 | if (hitter->slaying) |
1100 | if (hitter->slaying) |
1103 | { |
1101 | { |
1104 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1102 | if ((op->race && strstr (hitter->slaying, op->race)) |
1105 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1103 | || (op->arch && op->arch->name && strstr (op->arch->name, hitter->slaying))) |
1106 | { |
1104 | { |
1107 | doesnt_slay = 0; |
1105 | doesnt_slay = 0; |
1108 | dam *= 3; |
1106 | dam *= 3; |
1109 | } |
1107 | } |
1110 | } |
1108 | } |
… | |
… | |
1124 | /* Special hack. By default, if immune to something, you |
1122 | /* Special hack. By default, if immune to something, you |
1125 | * shouldn't need to worry. However, acid is an exception, since |
1123 | * shouldn't need to worry. However, acid is an exception, since |
1126 | * it can still damage your items. Only include attacktypes if |
1124 | * it can still damage your items. Only include attacktypes if |
1127 | * special processing is needed */ |
1125 | * special processing is needed */ |
1128 | |
1126 | |
1129 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1127 | if (op->resist[attacknum] >= 100 |
|
|
1128 | && doesnt_slay |
|
|
1129 | && attacknum != ATNR_ACID) |
1130 | return 0; |
1130 | return 0; |
1131 | |
1131 | |
1132 | /* Keep this in order - makes things easier to find */ |
1132 | /* Keep this in order - makes things easier to find */ |
1133 | |
1133 | |
1134 | switch (attacknum) |
1134 | switch (attacknum) |
… | |
… | |
1184 | else if (attacknum == ATNR_DEPLETE) |
1184 | else if (attacknum == ATNR_DEPLETE) |
1185 | op->drain_stat (); |
1185 | op->drain_stat (); |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1187 | blind_player (op, hitter, dam); |
1187 | blind_player (op, hitter, dam); |
1188 | } |
1188 | } |
|
|
1189 | |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | dam = 0; /* These are all effects and don't do real damage */ |
1190 | } |
1191 | } |
1191 | break; |
1192 | break; |
1192 | |
1193 | |
1193 | case ATNR_ACID: |
1194 | case ATNR_ACID: |
… | |
… | |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | if (op->type != PLAYER || owner->type != PLAYER) |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | change_exp (owner, op->stats.exp / (rate * 2), |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1285 | } |
1286 | } |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1287 | { |
|
|
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1290 | } |
1290 | |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1292 | } |
1292 | } |
1293 | |
1293 | |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1294 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
… | |
… | |
1309 | |
1309 | |
1310 | /* if undead are not an enemy of your god, you turn them |
1310 | /* if undead are not an enemy of your god, you turn them |
1311 | * at half strength */ |
1311 | * at half strength */ |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1313 | div = 2; |
1313 | div = 2; |
|
|
1314 | |
1314 | /* Give a bonus if you resist turn undead */ |
1315 | /* Give a bonus if you resist turn undead */ |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1316 | scare_creature (op, owner); |
1317 | scare_creature (op, owner); |
1317 | } |
1318 | } |
1318 | else |
1319 | else |