… | |
… | |
41 | /* did_make_save_item just checks to make sure the item actually |
41 | /* did_make_save_item just checks to make sure the item actually |
42 | * made its saving throw based on the tables. It does not take |
42 | * made its saving throw based on the tables. It does not take |
43 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
44 | */ |
44 | */ |
45 | static int |
45 | static int |
46 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, uint32_t type, object *originator) |
47 | { |
47 | { |
48 | int i, roll, saves = 0, attacks = 0, number; |
48 | int saves = 0, attacks = 0; |
49 | materialtype_t *mt = op->material; |
49 | materialtype_t *mt = op->material; |
50 | |
50 | |
51 | // destroying objects without material has many bad effects |
51 | // destroying objects without material has many bad effects |
52 | if (mt == MATERIAL_NULL) |
52 | if (mt == MATERIAL_NULL) |
53 | return 1; |
53 | return 1; |
54 | |
54 | |
55 | roll = rndm (1, 20); |
55 | int roll = rndm (1, 20); |
56 | |
56 | |
57 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
58 | * If the type is only magic, don't adjust type - basically, if |
58 | * If the type is only magic, don't adjust type - basically, if |
59 | * pure magic is hitting an object, it should save. However, if it |
59 | * pure magic is hitting an object, it should save. However, if it |
60 | * is magic teamed with something else, then strip out the |
60 | * is magic teamed with something else, then strip out the |
61 | * magic type, and instead let the fire, cold, or whatever component |
61 | * magic type, and instead let the fire, cold, or whatever component |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
63 | * destroying objects because it has magic attacktype. |
63 | * destroying objects because it has magic attacktype. |
64 | */ |
64 | */ |
65 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
69 | |
69 | |
|
|
70 | |
70 | if (type == 0) return TRUE; |
71 | if (type == 0) return TRUE; |
71 | |
72 | |
72 | if (roll == 20) return TRUE; |
73 | if (roll == 20) return TRUE; |
73 | if (roll == 1) return FALSE; |
74 | if (roll == 1) return FALSE; |
74 | |
75 | |
75 | for (number = 0; number < NROFATTACKS; number++) |
76 | for_all_bits_sparse_32 (type, number) |
76 | { |
77 | { |
77 | i = 1 << number; |
|
|
78 | |
|
|
79 | if (!(i & type)) |
|
|
80 | continue; |
|
|
81 | |
|
|
82 | attacks++; |
78 | attacks++; |
|
|
79 | |
83 | if (op->resist[number] == 100) |
80 | if (op->resist[number] == 100) |
84 | saves++; |
81 | saves++; |
85 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
82 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
86 | saves++; |
83 | saves++; |
87 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
84 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
… | |
… | |
152 | * object with +/- glow_radius and an "other_arch" to change to. |
149 | * object with +/- glow_radius and an "other_arch" to change to. |
153 | * (and please note that we cant fail our save and reach this |
150 | * (and please note that we cant fail our save and reach this |
154 | * function if the object doesnt contain a material that can burn. |
151 | * function if the object doesnt contain a material that can burn. |
155 | * So forget lighting magical swords on fire with this!) -b.t. |
152 | * So forget lighting magical swords on fire with this!) -b.t. |
156 | */ |
153 | */ |
157 | if (type & (AT_FIRE | AT_ELECTRICITY) |
154 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
158 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
|
|
159 | || op->type == LAMP |
|
|
160 | || op->type == TORCH |
|
|
161 | )) |
155 | { |
162 | { |
156 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
163 | switch (op->type) |
157 | if (op->type == LAMP || op->type == TORCH) |
164 | { |
158 | { |
165 | case LAMP: |
|
|
166 | case TORCH: |
|
|
167 | // turn on a lamp |
|
|
168 | apply_lamp (op, true); |
159 | apply_lamp (op, true); // turn on a lamp |
169 | break; |
160 | return; |
170 | |
|
|
171 | default: |
|
|
172 | // for instance icecubes: |
|
|
173 | if (op->other_arch) |
|
|
174 | { |
|
|
175 | const char *arch = op->other_arch->archname; |
|
|
176 | |
|
|
177 | if (op->decrease ()) |
|
|
178 | fix_stopped_item (op, m, originator); |
|
|
179 | |
|
|
180 | if ((op = archetype::get (arch))) |
|
|
181 | { |
|
|
182 | if (env) |
|
|
183 | env->insert (op); |
|
|
184 | else |
|
|
185 | m->insert (op, x, y, originator); |
|
|
186 | } |
|
|
187 | } |
|
|
188 | } |
161 | } |
|
|
162 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
163 | { |
|
|
164 | if (op->other_arch) |
|
|
165 | { |
|
|
166 | const char *arch = op->other_arch->archname; |
189 | |
167 | |
|
|
168 | if (op->decrease ()) |
|
|
169 | fix_stopped_item (op, m, originator); |
|
|
170 | |
|
|
171 | if ((op = archetype::get (arch))) |
|
|
172 | { |
|
|
173 | if (env) |
|
|
174 | env->insert (op); |
|
|
175 | else |
|
|
176 | m->insert (op, x, y, originator); |
|
|
177 | } |
|
|
178 | } |
|
|
179 | |
190 | return; |
180 | return; |
|
|
181 | } |
191 | } |
182 | } |
192 | |
183 | |
193 | if (type & AT_CANCELLATION) |
184 | if (type & AT_CANCELLATION) |
194 | { /* Cancellation. */ |
185 | { /* Cancellation. */ |
195 | cancellation (op); |
186 | cancellation (op); |
… | |
… | |
199 | } |
190 | } |
200 | |
191 | |
201 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
192 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
202 | if (env) |
193 | if (env) |
203 | { |
194 | { |
204 | op = archetype::get (shstr_burnout); |
195 | object *op = archetype::get (shstr_burnout); |
205 | op->x = env->x, op->y = env->y; |
196 | op->x = env->x, op->y = env->y; |
206 | env->insert (op); |
197 | env->insert (op); |
207 | } |
198 | } |
208 | else |
199 | else |
209 | replace_insert_ob_in_map (shstr_burnout, originator); |
200 | replace_insert_ob_in_map (shstr_burnout, originator); |
… | |
… | |
259 | * type is the attacktype of the object. |
250 | * type is the attacktype of the object. |
260 | * full_hit is set if monster area does not matter. |
251 | * full_hit is set if monster area does not matter. |
261 | * returns 1 if it hits something, 0 otherwise. |
252 | * returns 1 if it hits something, 0 otherwise. |
262 | */ |
253 | */ |
263 | int |
254 | int |
264 | hit_map (object *op, int dir, int type, int full_hit) |
255 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
265 | { |
256 | { |
266 | maptile *map; |
257 | maptile *map; |
267 | sint16 x, y; |
258 | sint16 x, y; |
268 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
259 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
269 | |
260 | |
… | |
… | |
1460 | * modify it. |
1451 | * modify it. |
1461 | */ |
1452 | */ |
1462 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1453 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1463 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1454 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1464 | int |
1455 | int |
1465 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1456 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1466 | { |
1457 | { |
1467 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1458 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1468 | int maxattacktype, attacknum; |
1459 | int maxattacktype; |
1469 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1460 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1470 | int simple_attack; |
1461 | int simple_attack; |
1471 | int rtn_kill = 0; |
1462 | int rtn_kill = 0; |
1472 | int friendlyfire; |
1463 | int friendlyfire; |
1473 | |
1464 | |
… | |
… | |
1584 | && god->race.contains (shstr_undead)))) |
1575 | && god->race.contains (shstr_undead)))) |
1585 | return 0; |
1576 | return 0; |
1586 | } |
1577 | } |
1587 | |
1578 | |
1588 | maxattacktype = type; /* initialise this to something */ |
1579 | maxattacktype = type; /* initialise this to something */ |
1589 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1580 | for_all_bits_sparse_32 (type, attacknum) |
1590 | { |
1581 | { |
|
|
1582 | uint32_t attacktype = 1 << attacknum; |
|
|
1583 | |
1591 | /* Magic isn't really a true attack type - it gets combined with other |
1584 | /* Magic isn't really a true attack type - it gets combined with other |
1592 | * attack types. As such, skip it over. However, if magic is |
1585 | * attack types. As such, skip it over. However, if magic is |
1593 | * the only attacktype in the group, then still attack with it |
1586 | * the only attacktype in the group, then still attack with it |
1594 | */ |
1587 | */ |
1595 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1588 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
… | |
… | |
1598 | /* Go through and hit the player with each attacktype, one by one. |
1591 | /* Go through and hit the player with each attacktype, one by one. |
1599 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1592 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1600 | * it. It will do the appropriate action for attacktypes with |
1593 | * it. It will do the appropriate action for attacktypes with |
1601 | * effects (slow, paralization, etc. |
1594 | * effects (slow, paralization, etc. |
1602 | */ |
1595 | */ |
1603 | if (type & attacktype) |
|
|
1604 | { |
|
|
1605 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1596 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1606 | /* the >= causes us to prefer messages from special attacks, if |
1597 | /* the >= causes us to prefer messages from special attacks, if |
1607 | * the damage is equal. |
1598 | * the damage is equal. |
1608 | */ |
1599 | */ |
1609 | if (ndam >= maxdam) |
1600 | if (ndam >= maxdam) |
1610 | { |
1601 | { |
1611 | maxdam = ndam; |
1602 | maxdam = ndam; |
1612 | maxattacktype = 1 << attacknum; |
1603 | maxattacktype = 1 << attacknum; |
1613 | } |
|
|
1614 | } |
1604 | } |
1615 | } |
1605 | } |
1616 | |
1606 | |
1617 | /* if this is friendly fire then do a set % of damage only |
1607 | /* if this is friendly fire then do a set % of damage only |
1618 | * Note - put a check in to make sure this attack is actually |
1608 | * Note - put a check in to make sure this attack is actually |