1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_attack_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: attack.C,v 1.10 2006/09/11 11:46:52 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
23 | */ |
6 | |
24 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | #include <assert.h> |
25 | #include <assert.h> |
30 | #include <global.h> |
26 | #include <global.h> |
31 | #include <living.h> |
27 | #include <living.h> |
32 | #include <material.h> |
28 | #include <material.h> |
33 | #include <skills.h> |
29 | #include <skills.h> |
34 | |
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35 | #ifndef __CEXTRACT__ |
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36 | # include <sproto.h> |
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37 | #endif |
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38 | |
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39 | #include <sounds.h> |
30 | #include <sounds.h> |
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31 | #include <sproto.h> |
40 | |
32 | |
41 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
42 | { |
34 | { |
43 | char *msg1; |
35 | char *msg1; |
44 | char *msg2; |
36 | char *msg2; |
45 | } att_msg; |
37 | } att_msg; |
46 | |
38 | |
47 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
48 | |
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49 | /* cancels object *op. Cancellation basically means an object loses |
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50 | * its magical benefits. |
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51 | */ |
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52 | void |
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53 | cancellation (object *op) |
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54 | { |
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55 | object *tmp; |
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56 | |
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57 | if (op->invisible) |
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58 | return; |
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59 | |
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60 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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61 | { |
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62 | /* Recur through the inventory */ |
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63 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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64 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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65 | cancellation (tmp); |
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66 | } |
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67 | else if (FABS (op->magic) <= (rndm (0, 5))) |
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68 | { |
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69 | /* Nullify this object. This code could probably be more complete */ |
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70 | /* in what abilities it should cancel */ |
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71 | op->magic = 0; |
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72 | CLEAR_FLAG (op, FLAG_DAMNED); |
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73 | CLEAR_FLAG (op, FLAG_CURSED); |
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74 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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75 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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76 | if (op->env && op->env->type == PLAYER) |
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77 | { |
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78 | esrv_send_item (op->env, op); |
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79 | } |
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80 | } |
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81 | } |
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82 | |
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83 | |
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84 | |
40 | |
85 | /* 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 |
86 | * 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 |
87 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
88 | */ |
44 | */ |
89 | |
45 | static int |
90 | int |
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91 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, int type, object *originator) |
92 | { |
47 | { |
93 | int i, roll, saves = 0, attacks = 0, number; |
48 | int i, roll, saves = 0, attacks = 0, number; |
94 | materialtype_t *mt; |
49 | materialtype_t *mt; |
95 | |
50 | |
96 | if (op->materialname == NULL) |
51 | if (!op->materialname) |
97 | { |
52 | { |
98 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
53 | for (mt = materialt; mt; mt = mt->next) |
99 | { |
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100 | if (op->material & mt->material) |
54 | if (op->materials & mt->material) |
101 | break; |
55 | break; |
102 | } |
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103 | } |
56 | } |
104 | else |
57 | else |
105 | mt = name_to_material (op->materialname); |
58 | mt = name_to_material (op->materialname); |
106 | if (mt == NULL) |
59 | |
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60 | if (!mt) |
107 | return TRUE; |
61 | return TRUE; |
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62 | |
108 | roll = rndm (1, 20); |
63 | roll = rndm (1, 20); |
109 | |
64 | |
110 | /* the attacktypes have no meaning for object saves |
65 | /* the attacktypes have no meaning for object saves |
111 | * If the type is only magic, don't adjust type - basically, if |
66 | * If the type is only magic, don't adjust type - basically, if |
112 | * pure magic is hitting an object, it should save. However, if it |
67 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
118 | if (type != AT_MAGIC) |
73 | if (type != AT_MAGIC) |
119 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
74 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
120 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
75 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
121 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
76 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
122 | |
77 | |
123 | if (type == 0) |
78 | if (type == 0) return TRUE; |
124 | return TRUE; |
79 | |
125 | if (roll == 20) |
80 | if (roll == 20) return TRUE; |
126 | return TRUE; |
81 | if (roll == 1) return FALSE; |
127 | if (roll == 1) |
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128 | return FALSE; |
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129 | |
82 | |
130 | for (number = 0; number < NROFATTACKS; number++) |
83 | for (number = 0; number < NROFATTACKS; number++) |
131 | { |
84 | { |
132 | i = 1 << number; |
85 | i = 1 << number; |
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86 | |
133 | if (!(i & type)) |
87 | if (!(i & type)) |
134 | continue; |
88 | continue; |
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89 | |
135 | attacks++; |
90 | attacks++; |
136 | if (op->resist[number] == 100) |
91 | if (op->resist[number] == 100) |
137 | saves++; |
92 | saves++; |
138 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
93 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
139 | saves++; |
94 | saves++; |
… | |
… | |
141 | saves++; |
96 | saves++; |
142 | } |
97 | } |
143 | |
98 | |
144 | if (saves == attacks || attacks == 0) |
99 | if (saves == attacks || attacks == 0) |
145 | return TRUE; |
100 | return TRUE; |
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101 | |
146 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
102 | if (saves == 0 || (rndm (1, attacks) > saves)) |
147 | return FALSE; |
103 | return FALSE; |
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104 | |
148 | return TRUE; |
105 | return TRUE; |
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106 | } |
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107 | |
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108 | /* cancels object *op. Cancellation basically means an object loses |
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109 | * its magical benefits. |
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110 | */ |
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111 | void |
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112 | cancellation (object *op) |
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113 | { |
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114 | if (op->invisible) |
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115 | return; |
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116 | |
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117 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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118 | { |
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119 | /* Recurse through the inventory */ |
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120 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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121 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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122 | cancellation (tmp); |
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123 | } |
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124 | else if (FABS (op->magic) <= rndm (0, 5)) |
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125 | { |
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126 | /* Nullify this object. This code could probably be more complete */ |
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127 | /* in what abilities it should cancel */ |
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128 | op->magic = 0; |
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129 | |
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130 | CLEAR_FLAG (op, FLAG_DAMNED); |
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131 | CLEAR_FLAG (op, FLAG_CURSED); |
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132 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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133 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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134 | |
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135 | if (object *pl = op->visible_to ()) |
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136 | esrv_update_item (UPD_FLAGS, pl, op); |
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137 | } |
149 | } |
138 | } |
150 | |
139 | |
151 | /* This function calls did_make_save_item. It then performs the |
140 | /* This function calls did_make_save_item. It then performs the |
152 | * appropriate actions to the item (such as burning the item up, |
141 | * appropriate actions to the item (such as burning the item up, |
153 | * calling cancellation, etc.) |
142 | * calling cancellation, etc.) |
154 | */ |
143 | */ |
155 | |
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156 | void |
144 | void |
157 | save_throw_object (object *op, int type, object *originator) |
145 | save_throw_object (object *op, int type, object *originator) |
158 | { |
146 | { |
159 | if (!did_make_save_item (op, type, originator)) |
147 | if (!did_make_save_item (op, type, originator)) |
160 | { |
148 | { |
161 | object *env = op->env; |
149 | object *env = op->env; |
162 | int x = op->x, y = op->y; |
150 | int x = op->x, y = op->y; |
163 | mapstruct *m = op->map; |
151 | maptile *m = op->map; |
164 | |
152 | |
165 | op = stop_item (op); |
153 | op = stop_item (op); |
166 | if (op == NULL) |
154 | if (!op) |
167 | return; |
155 | return; |
168 | |
156 | |
169 | /* Hacked the following so that type LIGHTER will work. |
157 | /* Hacked the following so that type LIGHTER will work. |
170 | * Also, objects which are potenital "lights" that are hit by |
158 | * Also, objects which are potential "lights" that are hit by |
171 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * flame/elect attacks will be set to glow. "lights" are any |
172 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * object with +/- glow_radius and an "other_arch" to change to. |
173 | * (and please note that we cant fail our save and reach this |
161 | * (and please note that we cant fail our save and reach this |
174 | * function if the object doesnt contain a material that can burn. |
162 | * function if the object doesnt contain a material that can burn. |
175 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | * So forget lighting magical swords on fire with this!) -b.t. |
176 | */ |
164 | */ |
177 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | if (type & (AT_FIRE | AT_ELECTRICITY) |
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166 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
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167 | || op->type == LAMP |
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168 | || op->type == TORCH |
178 | { |
169 | )) |
179 | const char *arch = op->other_arch->name; |
170 | { |
180 | |
171 | switch (op->type) |
181 | op = decrease_ob_nr (op, 1); |
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182 | if (op) |
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183 | fix_stopped_item (op, m, originator); |
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184 | if ((op = get_archetype (arch)) != NULL) |
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185 | { |
172 | { |
186 | if (env) |
173 | case LAMP: |
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174 | case TORCH: |
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175 | // turn on a lamp |
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176 | apply_lamp (op, true); |
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177 | break; |
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178 | |
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179 | default: |
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180 | // for instance icecubes: |
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181 | if (op->other_arch) |
187 | { |
182 | { |
188 | op->x = env->x, op->y = env->y; |
183 | const char *arch = op->other_arch->archname; |
189 | insert_ob_in_ob (op, env); |
184 | |
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185 | if (op->decrease ()) |
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186 | fix_stopped_item (op, m, originator); |
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187 | |
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188 | if ((op = archetype::get (arch))) |
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189 | { |
190 | if (env->contr) |
190 | if (env) |
191 | esrv_send_item (env, op); |
191 | env->insert (op); |
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192 | else |
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193 | m->insert (op, x, y, originator); |
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194 | } |
192 | } |
195 | } |
193 | else |
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194 | { |
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195 | op->x = x, op->y = y; |
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196 | insert_ob_in_map (op, m, originator, 0); |
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197 | } |
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198 | } |
196 | } |
199 | return; |
197 | return; |
200 | } |
198 | } |
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199 | |
201 | if (type & AT_CANCELLATION) |
200 | if (type & AT_CANCELLATION) |
202 | { /* Cancellation. */ |
201 | { /* Cancellation. */ |
203 | cancellation (op); |
202 | cancellation (op); |
204 | fix_stopped_item (op, m, originator); |
203 | fix_stopped_item (op, m, originator); |
205 | return; |
204 | return; |
206 | } |
205 | } |
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206 | |
207 | if (op->nrof > 1) |
207 | if (op->nrof > 1) |
208 | { |
208 | { |
209 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
209 | if (op->decrease (rndm (0, op->nrof - 1))) |
210 | if (op) |
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211 | fix_stopped_item (op, m, originator); |
210 | fix_stopped_item (op, m, originator); |
212 | } |
211 | } |
213 | else |
212 | else |
214 | { |
213 | { |
215 | if (op->env) |
214 | // drop everything to the ground, if possible |
216 | { |
215 | op->insert_at (originator); |
217 | object *tmp = is_player_inv (op->env); |
216 | op->drop_and_destroy (); |
218 | |
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219 | if (tmp) |
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220 | { |
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221 | esrv_del_item (tmp->contr, op->count); |
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222 | } |
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223 | } |
217 | } |
224 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
218 | |
225 | remove_ob (op); |
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226 | free_object (op); |
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227 | } |
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228 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
229 | { |
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230 | if (env) |
220 | if (env) |
231 | { |
221 | { |
232 | op = get_archetype ("burnout"); |
222 | op = archetype::get (shstr_burnout); |
233 | op->x = env->x, op->y = env->y; |
223 | op->x = env->x, op->y = env->y; |
234 | insert_ob_in_ob (op, env); |
224 | env->insert (op); |
235 | } |
225 | } |
236 | else |
226 | else |
237 | { |
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238 | replace_insert_ob_in_map ("burnout", originator); |
227 | replace_insert_ob_in_map (shstr_burnout, originator); |
239 | } |
228 | |
240 | } |
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241 | return; |
229 | return; |
242 | } |
230 | } |
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231 | |
243 | /* The value of 50 is arbitrary. */ |
232 | /* The value of 50 is arbitrary. */ |
244 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
245 | { |
234 | { |
246 | object *tmp; |
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247 | archetype *at = find_archetype ("icecube"); |
235 | archetype *at = archetype::find (shstr_icecube); |
248 | |
236 | |
249 | if (at == NULL) |
237 | if (at == NULL) |
250 | return; |
238 | return; |
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239 | |
251 | op = stop_item (op); |
240 | op = stop_item (op); |
252 | if (op == NULL) |
241 | if (op == NULL) |
253 | return; |
242 | return; |
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243 | |
254 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
244 | object *tmp = present_arch (at, op->map, op->x, op->y); |
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245 | if (!tmp) |
255 | { |
246 | { |
256 | tmp = arch_to_object (at); |
247 | tmp = arch_to_object (at); |
257 | tmp->x = op->x, tmp->y = op->y; |
248 | tmp->x = op->x, tmp->y = op->y; |
258 | /* This was in the old (pre new movement code) - |
249 | /* This was in the old (pre new movement code) - |
259 | * icecubes have slow_move set to 1 - don't want |
250 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
261 | */ |
252 | */ |
262 | tmp->move_slow_penalty = 0; |
253 | tmp->move_slow_penalty = 0; |
263 | tmp->move_slow = 0; |
254 | tmp->move_slow = 0; |
264 | insert_ob_in_map (tmp, op->map, originator, 0); |
255 | insert_ob_in_map (tmp, op->map, originator, 0); |
265 | } |
256 | } |
266 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
257 | |
267 | remove_ob (op); |
258 | tmp->insert (op); |
268 | (void) insert_ob_in_ob (op, tmp); |
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269 | return; |
259 | return; |
270 | } |
260 | } |
271 | } |
261 | } |
272 | |
262 | |
273 | /* Object op is hitting the map. |
263 | /* Object op is hitting the map. |
274 | * op is going in direction 'dir' |
264 | * op is going in direction 'dir' |
275 | * type is the attacktype of the object. |
265 | * type is the attacktype of the object. |
276 | * full_hit is set if monster area does not matter. |
266 | * full_hit is set if monster area does not matter. |
277 | * returns 1 if it hits something, 0 otherwise. |
267 | * returns 1 if it hits something, 0 otherwise. |
278 | */ |
268 | */ |
279 | |
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280 | int |
269 | int |
281 | hit_map (object *op, int dir, int type, int full_hit) |
270 | hit_map (object *op, int dir, int type, int full_hit) |
282 | { |
271 | { |
283 | object *tmp, *next; |
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284 | mapstruct *map; |
272 | maptile *map; |
285 | sint16 x, y; |
273 | sint16 x, y; |
286 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
274 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
287 | |
275 | |
288 | tag_t op_tag, next_tag = 0; |
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289 | |
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290 | if (QUERY_FLAG (op, FLAG_FREED)) |
276 | if (QUERY_FLAG (op, FLAG_FREED)) |
291 | { |
277 | { |
292 | LOG (llevError, "BUG: hit_map(): free object\n"); |
278 | LOG (llevError, "BUG: hit_map(): free object\n"); |
293 | return 0; |
279 | return 0; |
294 | } |
280 | } |
295 | |
281 | |
296 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
282 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
297 | { |
283 | { |
298 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
284 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
299 | return 0; |
285 | return 0; |
300 | } |
286 | } |
301 | |
287 | |
302 | if (!op->map) |
288 | if (!op->map) |
303 | { |
289 | { |
… | |
… | |
306 | } |
292 | } |
307 | |
293 | |
308 | if (op->head) |
294 | if (op->head) |
309 | op = op->head; |
295 | op = op->head; |
310 | |
296 | |
311 | op_tag = op->count; |
297 | mapxy pos (op); |
|
|
298 | pos.move (dir); |
312 | |
299 | |
313 | map = op->map; |
300 | if (!pos.normalise ()) |
314 | x = op->x + freearr_x[dir]; |
301 | return 0; |
315 | y = op->y + freearr_y[dir]; |
|
|
316 | |
|
|
317 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
|
|
318 | |
302 | |
319 | // elmex: a safe map tile can't be hit! |
303 | // elmex: a safe map tile can't be hit! |
320 | // this should prevent most harmful effects on items and players there. |
304 | // this should prevent most harmful effects on items and players there. |
321 | if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) |
305 | mapspace &ms = pos.ms (); |
|
|
306 | |
|
|
307 | if (ms.flags () & P_SAFE) |
322 | return 0; |
308 | return 0; |
323 | |
309 | |
324 | /* peterm: a few special cases for special attacktypes --counterspell |
310 | /* peterm: a few special cases for special attacktypes --counterspell |
325 | * must be out here because it strikes things which are not alive |
311 | * must be out here because it strikes things which are not alive |
326 | */ |
312 | */ |
327 | |
313 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
314 | { |
328 | if (type & AT_COUNTERSPELL) |
315 | if (type & AT_COUNTERSPELL) |
329 | { |
316 | { |
330 | counterspell (op, dir); /* see spell_effect.c */ |
317 | counterspell (op, dir); /* see spell_effect.c */ |
331 | |
318 | |
332 | /* If the only attacktype is counterspell or magic, don't need |
319 | /* If the only attacktype is counterspell or magic, don't need |
333 | * to do any further processing. |
320 | * to do any further processing. |
334 | */ |
|
|
335 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
336 | { |
|
|
337 | return 0; |
|
|
338 | } |
|
|
339 | type &= ~AT_COUNTERSPELL; |
|
|
340 | } |
|
|
341 | |
|
|
342 | if (type & AT_CHAOS) |
|
|
343 | { |
|
|
344 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
345 | update_object (op, UP_OBJ_FACE); |
|
|
346 | type &= ~AT_CHAOS; |
|
|
347 | } |
|
|
348 | |
|
|
349 | next = get_map_ob (map, x, y); |
|
|
350 | if (next) |
|
|
351 | next_tag = next->count; |
|
|
352 | |
|
|
353 | while (next) |
|
|
354 | { |
|
|
355 | if (was_destroyed (next, next_tag)) |
|
|
356 | { |
|
|
357 | /* There may still be objects that were above 'next', but there is no |
|
|
358 | * simple way to find out short of copying all object references and |
|
|
359 | * tags into a temporary array before we start processing the first |
|
|
360 | * object. That's why we just abort. |
|
|
361 | * |
|
|
362 | * This happens whenever attack spells (like fire) hit a pile |
|
|
363 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
364 | * below was spamming the logs for absolutely no reason. |
|
|
365 | */ |
321 | */ |
366 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
322 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
367 | break; |
323 | return 0; |
|
|
324 | |
|
|
325 | type &= ~AT_COUNTERSPELL; |
|
|
326 | } |
|
|
327 | |
|
|
328 | if (type & AT_CHAOS) |
368 | } |
329 | { |
|
|
330 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
331 | update_object (op, UP_OBJ_FACE); |
|
|
332 | type &= ~AT_CHAOS; |
|
|
333 | } |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* There may still be objects that were above 'next', but there is no |
|
|
337 | * simple way to find out short of copying all object references and |
|
|
338 | * tags into a temporary array before we start processing the first |
|
|
339 | * object. That's why we just abort on destroy. |
|
|
340 | * |
|
|
341 | * This happens whenever attack spells (like fire) hit a pile |
|
|
342 | * of objects. This is not a bug - nor an error. |
|
|
343 | */ |
|
|
344 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
345 | { |
369 | tmp = next; |
346 | object *tmp = next; |
370 | next = tmp->above; |
347 | next = tmp->above; |
371 | if (next) |
|
|
372 | next_tag = next->count; |
|
|
373 | |
|
|
374 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
375 | { |
|
|
376 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
377 | break; |
|
|
378 | } |
|
|
379 | |
348 | |
380 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
349 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
381 | * For example, 'tmp' was put in an icecube. |
350 | * For example, 'tmp' was put in an icecube. |
382 | * This is one of the few cases where on_same_map should not be used. |
351 | * This is one of the few cases where on_same_map should not be used. |
383 | */ |
352 | */ |
384 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
353 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
385 | continue; |
354 | continue; |
386 | |
355 | |
387 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
356 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
388 | { |
357 | { |
389 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
358 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
390 | retflag |= 1; |
359 | retflag |= 1; |
|
|
360 | |
391 | if (was_destroyed (op, op_tag)) |
361 | if (op->destroyed ()) |
392 | break; |
362 | break; |
393 | } |
363 | } |
394 | /* Here we are potentially destroying an object. If the object has |
364 | /* Here we are potentially destroying an object. If the object has |
395 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
365 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
396 | * that weak walls have is_alive set, which prevent objects from |
366 | * that weak walls have is_alive set, which prevent objects from |
397 | * passing over/through them. We don't care what type of movement |
367 | * passing over/through them. We don't care what type of movement |
398 | * the wall blocks - if it blocks any type of movement, can't be |
368 | * the wall blocks - if it blocks any type of movement, can't be |
399 | * destroyed right now. |
369 | * destroyed right now. |
400 | */ |
370 | */ |
401 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
371 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
402 | { |
372 | { |
403 | save_throw_object (tmp, type, op); |
373 | save_throw_object (tmp, type, op); |
|
|
374 | |
404 | if (was_destroyed (op, op_tag)) |
375 | if (op->destroyed ()) |
405 | break; |
376 | break; |
406 | } |
377 | } |
407 | } |
378 | } |
|
|
379 | |
408 | return 0; |
380 | return 0; |
409 | } |
381 | } |
410 | |
382 | |
411 | void |
383 | static void |
412 | attack_message (int dam, int type, object *op, object *hitter) |
384 | attack_message (int dam, int type, object *op, object *hitter) |
413 | { |
385 | { |
414 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
386 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
415 | int i, found = 0; |
387 | int i, found = 0; |
416 | mapstruct *map; |
388 | maptile *map; |
417 | object *next, *tmp; |
389 | object *next, *tmp; |
418 | |
390 | |
419 | /* put in a few special messages for some of the common attacktypes |
391 | /* put in a few special messages for some of the common attacktypes |
420 | * a player might have. For example, fire, electric, cold, etc |
392 | * a player might have. For example, fire, electric, cold, etc |
421 | * [garbled 20010919] |
393 | * [garbled 20010919] |
422 | */ |
394 | */ |
423 | |
|
|
424 | if (dam == 9998 && op->type == DOOR) |
395 | if (dam == 9998 && op->type == DOOR) |
425 | { |
396 | { |
426 | sprintf (buf1, "unlock %s", &op->name); |
397 | sprintf (buf1, "unlock %s", &op->name); |
427 | sprintf (buf2, " unlocks"); |
398 | sprintf (buf2, " unlocks"); |
428 | found++; |
399 | found++; |
429 | } |
400 | } |
430 | if (dam < 0) |
401 | else if (dam < 0) |
431 | { |
402 | { |
432 | sprintf (buf1, "hit %s", &op->name); |
403 | sprintf (buf1, "hit %s", &op->name); |
433 | sprintf (buf2, " hits"); |
404 | sprintf (buf2, " hits"); |
434 | found++; |
405 | found++; |
435 | } |
406 | } |
… | |
… | |
438 | sprintf (buf1, "missed %s", &op->name); |
409 | sprintf (buf1, "missed %s", &op->name); |
439 | sprintf (buf2, " misses"); |
410 | sprintf (buf2, " misses"); |
440 | found++; |
411 | found++; |
441 | } |
412 | } |
442 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
413 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
443 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
414 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
444 | { |
415 | { |
445 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
416 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
446 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
417 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
447 | { |
418 | { |
448 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
419 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
460 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
431 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
461 | found++; |
432 | found++; |
462 | break; |
433 | break; |
463 | } |
434 | } |
464 | } |
435 | } |
465 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
436 | else if (hitter->type == PLAYER && op->is_alive ()) |
466 | { |
437 | { |
467 | if (USING_SKILL (hitter, SK_KARATE)) |
438 | if (USING_SKILL (hitter, SK_KARATE)) |
468 | { |
439 | { |
469 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
440 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
470 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
441 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
496 | found++; |
467 | found++; |
497 | break; |
468 | break; |
498 | } |
469 | } |
499 | } |
470 | } |
500 | } |
471 | } |
|
|
472 | |
501 | if (found) |
473 | if (found) |
502 | { |
474 | { |
503 | /* done */ |
475 | /* done */ |
504 | } |
476 | } |
505 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
477 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
506 | { |
478 | { |
507 | sprintf (buf1, "hit"); /* just in case */ |
479 | sprintf (buf1, "hit"); /* just in case */ |
508 | for (i = 0; i < MAXATTACKMESS; i++) |
480 | for (i = 0; i < MAXATTACKMESS; i++) |
509 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
481 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
510 | { |
482 | { |
511 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
483 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
512 | found++; |
484 | found++; |
513 | break; |
485 | break; |
514 | } |
486 | } |
515 | } |
487 | } |
516 | else if (type & AT_DRAIN && IS_LIVE (op)) |
488 | else if (type & AT_DRAIN && op->is_alive ()) |
517 | { |
489 | { |
518 | /* drain is first, because some items have multiple attypes */ |
490 | /* drain is first, because some items have multiple attypes */ |
519 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
491 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
520 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
492 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
521 | { |
493 | { |
… | |
… | |
523 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
495 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
524 | found++; |
496 | found++; |
525 | break; |
497 | break; |
526 | } |
498 | } |
527 | } |
499 | } |
528 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
500 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
529 | { |
501 | { |
530 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
502 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
531 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
503 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
532 | { |
504 | { |
533 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
505 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
534 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
506 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
535 | found++; |
507 | found++; |
536 | break; |
508 | break; |
537 | } |
509 | } |
538 | } |
510 | } |
539 | else if (type & AT_COLD && IS_LIVE (op)) |
511 | else if (type & AT_COLD && op->is_alive ()) |
540 | { |
512 | { |
541 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
513 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
542 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
514 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
543 | { |
515 | { |
544 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
516 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
556 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
528 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
557 | found++; |
529 | found++; |
558 | break; |
530 | break; |
559 | } |
531 | } |
560 | } |
532 | } |
561 | else if (hitter->current_weapon != NULL) |
533 | else if (hitter->current_weapon) |
562 | { |
534 | { |
563 | int mtype; |
535 | int mtype; |
564 | |
536 | |
565 | switch (hitter->current_weapon->weapontype) |
537 | switch (hitter->current_weapon->weapontype) |
566 | { |
538 | { |
567 | case WEAP_HIT: |
539 | case WEAP_HIT: |
568 | mtype = ATM_BASIC; |
540 | mtype = ATM_BASIC; |
569 | break; |
541 | break; |
570 | case WEAP_SLASH: |
542 | case WEAP_SLASH: |
571 | mtype = ATM_SLASH; |
543 | mtype = ATM_SLASH; |
572 | break; |
544 | break; |
573 | case WEAP_PIERCE: |
545 | case WEAP_PIERCE: |
574 | mtype = ATM_PIERCE; |
546 | mtype = ATM_PIERCE; |
575 | break; |
547 | break; |
576 | case WEAP_CLEAVE: |
548 | case WEAP_CLEAVE: |
577 | mtype = ATM_CLEAVE; |
549 | mtype = ATM_CLEAVE; |
578 | break; |
550 | break; |
579 | case WEAP_SLICE: |
551 | case WEAP_SLICE: |
580 | mtype = ATM_SLICE; |
552 | mtype = ATM_SLICE; |
581 | break; |
553 | break; |
582 | case WEAP_STAB: |
554 | case WEAP_STAB: |
583 | mtype = ATM_STAB; |
555 | mtype = ATM_STAB; |
584 | break; |
556 | break; |
585 | case WEAP_WHIP: |
557 | case WEAP_WHIP: |
586 | mtype = ATM_WHIP; |
558 | mtype = ATM_WHIP; |
587 | break; |
559 | break; |
588 | case WEAP_CRUSH: |
560 | case WEAP_CRUSH: |
589 | mtype = ATM_CRUSH; |
561 | mtype = ATM_CRUSH; |
590 | break; |
562 | break; |
591 | case WEAP_BLUD: |
563 | case WEAP_BLUD: |
592 | mtype = ATM_BLUD; |
564 | mtype = ATM_BLUD; |
593 | break; |
565 | break; |
594 | default: |
566 | default: |
595 | mtype = ATM_BASIC; |
567 | mtype = ATM_BASIC; |
596 | break; |
568 | break; |
597 | } |
569 | } |
|
|
570 | |
598 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
571 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
599 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
572 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
600 | { |
573 | { |
601 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
574 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
602 | strcpy (buf2, attack_mess[mtype][i].buf3); |
575 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
621 | strcpy (buf1, "hit"); |
594 | strcpy (buf1, "hit"); |
622 | strcpy (buf2, " hits"); |
595 | strcpy (buf2, " hits"); |
623 | } |
596 | } |
624 | |
597 | |
625 | /* bail out if a monster is casting spells */ |
598 | /* bail out if a monster is casting spells */ |
626 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
599 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
627 | return; |
600 | return; |
628 | |
601 | |
629 | /* scale down magic considerably. */ |
602 | /* scale down magic considerably. */ |
630 | if (type & AT_MAGIC && rndm (0, 5)) |
603 | if (type & AT_MAGIC && rndm (0, 5)) |
631 | return; |
604 | return; |
632 | |
605 | |
633 | /* Did a player hurt another player? Inform both! */ |
606 | /* Did a player hurt another player? Inform both! */ |
634 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
607 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
635 | { |
608 | { |
636 | if (get_owner (hitter) != NULL) |
609 | if (hitter->owner != NULL) |
637 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
610 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
638 | else |
611 | else |
639 | { |
612 | { |
640 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
613 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
614 | |
641 | if (dam != 0) |
615 | if (dam != 0) |
642 | { |
616 | { |
643 | if (dam < 10) |
617 | if (dam < 10) |
644 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
618 | op->contr->play_sound (sound_find ("player_is_hit1")); |
645 | else if (dam < 20) |
619 | else if (dam < 20) |
646 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
620 | op->contr->play_sound (sound_find ("player_is_hit2")); |
647 | else |
621 | else |
648 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
622 | op->contr->play_sound (sound_find ("player_is_hit3")); |
649 | } |
623 | } |
650 | } |
624 | } |
|
|
625 | |
651 | new_draw_info (NDI_BLACK, 0, op, buf); |
626 | new_draw_info (NDI_BLACK, 0, op, buf); |
652 | } /* end of player hitting player */ |
627 | } /* end of player hitting player */ |
653 | |
628 | |
654 | if (hitter->type == PLAYER) |
629 | if (hitter->type == PLAYER) |
655 | { |
630 | { |
656 | sprintf (buf, "You %s.", buf1); |
631 | sprintf (buf, "You %s.", buf1); |
|
|
632 | |
657 | if (dam != 0) |
633 | if (dam != 0) |
658 | { |
634 | { |
659 | if (dam < 10) |
635 | if (dam < 10) |
660 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
636 | op->play_sound (sound_find ("player_hits1")); |
661 | else if (dam < 20) |
637 | else if (dam < 20) |
662 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
638 | op->play_sound (sound_find ("player_hits2")); |
663 | else |
639 | else |
664 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
640 | op->play_sound (sound_find ("player_hits3")); |
665 | } |
641 | } |
|
|
642 | |
666 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
643 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
667 | } |
644 | } |
668 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
645 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
669 | { |
646 | { |
670 | /* look for stacked spells and start reducing the message chances */ |
647 | /* look for stacked spells and start reducing the message chances */ |
671 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
648 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
672 | { |
649 | { |
673 | i = 4; |
650 | i = 4; |
674 | map = hitter->map; |
651 | map = hitter->map; |
675 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
676 | return; |
653 | return; |
|
|
654 | |
677 | next = get_map_ob (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
678 | if (next) |
656 | if (next) |
679 | while (next) |
657 | while (next) |
680 | { |
658 | { |
681 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
682 | i *= 3; |
660 | i *= 3; |
|
|
661 | |
683 | tmp = next; |
662 | tmp = next; |
684 | next = tmp->above; |
663 | next = tmp->above; |
685 | } |
664 | } |
|
|
665 | |
686 | if (i < 0) |
666 | if (i < 0) |
687 | return; |
667 | return; |
|
|
668 | |
688 | if (rndm (0, i) != 0) |
669 | if (rndm (0, i) != 0) |
689 | return; |
670 | return; |
690 | } |
671 | } |
691 | else if (rndm (0, 5) != 0) |
672 | else if (rndm (0, 5) != 0) |
692 | return; |
673 | return; |
|
|
674 | |
693 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
694 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | op->play_sound (sound_find ("player_hits4")); |
695 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
696 | } |
678 | } |
697 | } |
679 | } |
698 | |
|
|
699 | |
680 | |
700 | static int |
681 | static int |
701 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
682 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
702 | { |
683 | { |
703 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
684 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
704 | { |
685 | { |
705 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
686 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
706 | return 1; |
687 | return 1; |
707 | } |
688 | } |
708 | if ((*target)->head) |
689 | |
709 | *target = (*target)->head; |
690 | *target = (*target)->head_ (); |
710 | if ((*hitter)->head) |
|
|
711 | *hitter = (*hitter)->head; |
691 | *hitter = (*hitter)->head_ (); |
|
|
692 | |
|
|
693 | if ((*target)->type == LOCKED_DOOR) |
|
|
694 | return 1; // locked doors cannot be hit |
|
|
695 | |
712 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
696 | if ((*hitter)->env || (*target)->env) |
713 | { |
697 | { |
714 | *simple_attack = 1; |
698 | *simple_attack = 1; |
715 | return 0; |
699 | return 0; |
716 | } |
700 | } |
|
|
701 | |
717 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
702 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
718 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
703 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
704 | || !(*hitter)->map |
|
|
705 | || !on_same_map (*hitter, *target)) |
719 | { |
706 | { |
720 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
707 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
708 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
721 | return 1; |
709 | return 1; |
722 | } |
710 | } |
|
|
711 | |
723 | *simple_attack = 0; |
712 | *simple_attack = 0; |
724 | return 0; |
713 | return 0; |
725 | } |
714 | } |
726 | |
715 | |
727 | static int |
716 | static int |
728 | abort_attack (object *target, object *hitter, int simple_attack) |
717 | abort_attack (object *target, object *hitter, int simple_attack) |
729 | { |
718 | { |
730 | |
|
|
731 | /* Check if target and hitter are still in a relation similar to the one |
719 | /* Check if target and hitter are still in a relation similar to the one |
732 | * determined by get_attack_mode(). Returns true if the relation has changed. |
720 | * determined by get_attack_mode(). Returns true if the relation has changed. |
733 | */ |
721 | */ |
734 | int new_mode; |
722 | int new_mode; |
735 | |
723 | |
736 | if (hitter->env == target || target->env == hitter) |
724 | if (hitter->env == target || target->env == hitter) |
737 | new_mode = 1; |
725 | new_mode = 1; |
738 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
726 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
727 | || hitter->map == NULL || !on_same_map (hitter, target)) |
739 | return 1; |
728 | return 1; |
740 | else |
729 | else |
741 | new_mode = 0; |
730 | new_mode = 0; |
|
|
731 | |
742 | return new_mode != simple_attack; |
732 | return new_mode != simple_attack; |
743 | } |
733 | } |
744 | |
734 | |
|
|
735 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
736 | * items (like attacking living creatures--a potion thrown at a |
|
|
737 | * monster). |
|
|
738 | */ |
|
|
739 | static void |
745 | static void thrown_item_effect (object *, object *); |
740 | thrown_item_effect (object *hitter, object *victim) |
|
|
741 | { |
|
|
742 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
743 | { |
|
|
744 | /* May not need a switch for just 2 types, but this makes it |
|
|
745 | * easier for expansion. |
|
|
746 | */ |
|
|
747 | switch (hitter->type) |
|
|
748 | { |
|
|
749 | case POTION: |
|
|
750 | /* should player get a save throw instead of checking magic protection? */ |
|
|
751 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
752 | (void) apply_potion (victim, hitter); |
|
|
753 | break; |
|
|
754 | |
|
|
755 | case POISON: /* poison drinks */ |
|
|
756 | /* As with potions, should monster get a save? */ |
|
|
757 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
758 | apply_poison (victim, hitter); |
|
|
759 | break; |
|
|
760 | |
|
|
761 | /* Removed case statements that did nothing. |
|
|
762 | * food may be poisonous, but monster must be willing to eat it, |
|
|
763 | * so we don't handle it here. |
|
|
764 | * Containers should perhaps break open, but that code was disabled. |
|
|
765 | */ |
|
|
766 | } |
|
|
767 | } |
|
|
768 | } |
|
|
769 | |
|
|
770 | /* determine if the object is an 'aimed' missile */ |
|
|
771 | static int |
|
|
772 | is_aimed_missile (object *op) |
|
|
773 | { |
|
|
774 | |
|
|
775 | /* I broke what used to be one big if into a few nested |
|
|
776 | * ones so that figuring out the logic is at least possible. |
|
|
777 | */ |
|
|
778 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
779 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
780 | return 1; |
|
|
781 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
782 | return 1; |
|
|
783 | |
|
|
784 | return 0; |
|
|
785 | } |
|
|
786 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
787 | static int |
|
|
788 | adj_attackroll (object *hitter, object *target) |
|
|
789 | { |
|
|
790 | object *attacker = hitter; |
|
|
791 | int adjust = 0; |
|
|
792 | |
|
|
793 | /* safety */ |
|
|
794 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
795 | { |
|
|
796 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
797 | return 0; |
|
|
798 | } |
|
|
799 | |
|
|
800 | /* aimed missiles use the owning object's sight */ |
|
|
801 | if (is_aimed_missile (hitter)) |
|
|
802 | { |
|
|
803 | if ((attacker = hitter->owner) == NULL) |
|
|
804 | attacker = hitter; |
|
|
805 | /* A player who saves but hasn't quit still could have objects |
|
|
806 | * owned by him - need to handle that case to avoid crashes. |
|
|
807 | */ |
|
|
808 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
809 | attacker = hitter; |
|
|
810 | } |
|
|
811 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
812 | return 0; |
|
|
813 | |
|
|
814 | /* determine the condtions under which we make an attack. |
|
|
815 | * Add more cases, as the need occurs. */ |
|
|
816 | |
|
|
817 | if (!can_see_enemy (attacker, target)) |
|
|
818 | { |
|
|
819 | /* target is unseen */ |
|
|
820 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
821 | adjust -= 10; |
|
|
822 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
823 | else if (!stand_in_light (target)) |
|
|
824 | adjust -= target->map->darklevel (); |
|
|
825 | } |
|
|
826 | |
|
|
827 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
828 | adjust -= 3; |
|
|
829 | |
|
|
830 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
831 | adjust += 1; |
|
|
832 | |
|
|
833 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
834 | adjust += 1; |
|
|
835 | |
|
|
836 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
837 | adjust -= 3; |
|
|
838 | |
|
|
839 | /* if we attack at a different 'altitude' its harder */ |
|
|
840 | if ((attacker->move_type & target->move_type) == 0) |
|
|
841 | adjust -= 2; |
|
|
842 | |
|
|
843 | #if 0 |
|
|
844 | /* slower attacks are less likely to succeed. We should use a |
|
|
845 | * comparison between attacker/target speeds BUT, players have |
|
|
846 | * a generally faster speed, so this will wind up being a HUGE |
|
|
847 | * disadantage for the monsters! Too bad, because missiles which |
|
|
848 | * fly fast should have a better chance of hitting a slower target. |
|
|
849 | */ |
|
|
850 | if (hitter->speed < target->speed) |
|
|
851 | adjust += ((float) hitter->speed - target->speed); |
|
|
852 | #endif |
|
|
853 | |
|
|
854 | #if 0 |
|
|
855 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
856 | #endif |
|
|
857 | |
|
|
858 | return adjust; |
|
|
859 | } |
746 | |
860 | |
747 | static int |
861 | static int |
748 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
862 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
749 | { |
863 | { |
750 | int simple_attack, roll, dam = 0; |
864 | int simple_attack, roll, dam = 0; |
751 | uint32 type; |
865 | uint32 type; |
752 | shstr op_name; |
866 | shstr op_name; |
753 | tag_t op_tag, hitter_tag; |
|
|
754 | |
867 | |
755 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
868 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
756 | goto error; |
869 | goto error; |
757 | |
870 | |
758 | if (hitter->current_weapon) |
871 | if (hitter->current_weapon) |
759 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
872 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
760 | return RESULT_INT (0); |
873 | return RESULT_INT (0); |
761 | |
874 | |
762 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
875 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
763 | return RESULT_INT (0); |
876 | return RESULT_INT (0); |
764 | |
|
|
765 | op_tag = op->count; |
|
|
766 | hitter_tag = hitter->count; |
|
|
767 | |
877 | |
768 | /* |
878 | /* |
769 | * A little check to make it more difficult to dance forward and back |
879 | * A little check to make it more difficult to dance forward and back |
770 | * to avoid ever being hit by monsters. |
880 | * to avoid ever being hit by monsters. |
771 | */ |
881 | */ |
772 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
882 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
773 | { |
883 | { |
774 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
884 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
775 | * infinite loop occurs, with process_object calling move_monster, |
885 | * infinite loop occurs, with process_object calling move_monster, |
776 | * which then gets here again. By decreasing the speed before |
886 | * which then gets here again. By decreasing the speed before |
777 | * we call process_object, the 'if' statement above will fail. |
887 | * we call process_object, the 'if' statement above will fail. |
778 | */ |
888 | */ |
779 | op->speed_left--; |
889 | --op->speed_left; |
780 | process_object (op); |
890 | process_object (op); |
|
|
891 | |
781 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
892 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
782 | goto error; |
893 | goto error; |
783 | } |
894 | } |
784 | |
895 | |
785 | op_name = op->name; |
896 | op_name = op->name; |
786 | |
897 | |
… | |
… | |
793 | /* See if we hit the creature */ |
904 | /* See if we hit the creature */ |
794 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
905 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
795 | { |
906 | { |
796 | int hitdam = base_dam; |
907 | int hitdam = base_dam; |
797 | |
908 | |
798 | if (settings.casting_time == TRUE) |
|
|
799 | { |
|
|
800 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
801 | { |
|
|
802 | hitter->casting_time = -1; |
|
|
803 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
804 | } |
|
|
805 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
806 | { |
|
|
807 | op->casting_time = -1; |
|
|
808 | if (op->type == PLAYER) |
|
|
809 | { |
|
|
810 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
811 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
812 | } |
|
|
813 | } |
|
|
814 | } |
|
|
815 | if (!simple_attack) |
909 | if (!simple_attack) |
816 | { |
910 | { |
817 | /* If you hit something, the victim should *always* wake up. |
911 | /* If you hit something, the victim should *always* wake up. |
818 | * Before, invisible hitters could avoid doing this. |
912 | * Before, invisible hitters could avoid doing this. |
819 | * -b.t. */ |
913 | * -b.t. */ |
820 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
914 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
821 | CLEAR_FLAG (op, FLAG_SLEEP); |
915 | CLEAR_FLAG (op, FLAG_SLEEP); |
822 | |
916 | |
823 | /* If the victim can't see the attacker, it may alert others |
917 | /* If the victim can't see the attacker, it may alert others |
824 | * for help. */ |
918 | * for help. */ |
825 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
919 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
826 | npc_call_help (op); |
920 | npc_call_help (op); |
827 | |
921 | |
828 | /* if you were hidden and hit by a creature, you are discovered */ |
922 | /* if you were hidden and hit by a creature, you are discovered */ |
829 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
923 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
830 | { |
924 | { |
831 | make_visible (op); |
925 | make_visible (op); |
|
|
926 | |
832 | if (op->type == PLAYER) |
927 | if (op->type == PLAYER) |
833 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
928 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
834 | } |
929 | } |
835 | |
930 | |
836 | /* thrown items (hitter) will have various effects |
931 | /* thrown items (hitter) will have various effects |
837 | * when they hit the victim. For things like thrown daggers, |
932 | * when they hit the victim. For things like thrown daggers, |
838 | * this sets 'hitter' to the actual dagger, and not the |
933 | * this sets 'hitter' to the actual dagger, and not the |
839 | * wrapper object. |
934 | * wrapper object. |
840 | */ |
935 | */ |
841 | thrown_item_effect (hitter, op); |
936 | thrown_item_effect (hitter, op); |
|
|
937 | |
842 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
938 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
843 | goto leave; |
939 | goto leave; |
844 | } |
940 | } |
845 | |
941 | |
846 | /* Need to do at least 1 damage, otherwise there is no point |
942 | /* Need to do at least 1 damage, otherwise there is no point |
847 | * to go further and it will cause FPE's below. |
943 | * to go further and it will cause FPE's below. |
848 | */ |
944 | */ |
849 | if (hitdam <= 0) |
945 | if (hitdam <= 0) |
850 | hitdam = 1; |
946 | hitdam = 1; |
851 | |
947 | |
852 | type = hitter->attacktype; |
948 | type = hitter->attacktype; |
|
|
949 | |
|
|
950 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
951 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
952 | * This check is important for the most simple monsters out there in the |
|
|
953 | * game content (maps, archs). For example orcs: They would have |
|
|
954 | * no attacktype at all. |
|
|
955 | * |
|
|
956 | * Some time in the future someone should just go into the game data |
|
|
957 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
958 | * more trees in the african rain forests with this check. |
|
|
959 | */ |
853 | if (!type) |
960 | if (!type) |
854 | type = AT_PHYSICAL; |
961 | type = AT_PHYSICAL; |
|
|
962 | |
855 | /* Handle monsters that hit back */ |
963 | /* Handle monsters that hit back */ |
856 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
964 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
857 | { |
965 | { |
858 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
966 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
859 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
967 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
968 | |
860 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
969 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
970 | |
861 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
971 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
862 | goto leave; |
972 | goto leave; |
863 | } |
973 | } |
864 | |
974 | |
865 | /* In the new attack code, it should handle multiple attack |
975 | /* In the new attack code, it should handle multiple attack |
866 | * types in its area, so remove it from here. |
976 | * types in its area, so remove it from here. |
867 | */ |
977 | */ |
868 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
978 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
979 | |
869 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
980 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
870 | goto leave; |
981 | goto leave; |
871 | } /* end of if hitter hit op */ |
982 | } /* end of if hitter hit op */ |
872 | /* if we missed, dam=0 */ |
983 | /* if we missed, dam=0 */ |
873 | |
984 | |
874 | /*attack_message(dam, type, op, hitter); */ |
985 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
884 | } |
995 | } |
885 | |
996 | |
886 | int |
997 | int |
887 | attack_ob (object *op, object *hitter) |
998 | attack_ob (object *op, object *hitter) |
888 | { |
999 | { |
889 | |
|
|
890 | if (hitter->head) |
|
|
891 | hitter = hitter->head; |
1000 | hitter = hitter->head_ (); |
|
|
1001 | |
892 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
1002 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
893 | } |
1003 | } |
894 | |
1004 | |
895 | /* op is the arrow, tmp is what is stopping the arrow. |
1005 | /* op is the arrow, tmp is what is stopping the arrow. |
896 | * |
1006 | * |
… | |
… | |
905 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1015 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
906 | * stick around. |
1016 | * stick around. |
907 | */ |
1017 | */ |
908 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1018 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
909 | { |
1019 | { |
910 | if (tmp->head != NULL) |
1020 | tmp->head_ ()->insert (op); |
911 | tmp = tmp->head; |
|
|
912 | |
|
|
913 | remove_ob (op); |
|
|
914 | op = insert_ob_in_ob (op, tmp); |
|
|
915 | |
|
|
916 | if (tmp->type == PLAYER) |
|
|
917 | esrv_send_item (tmp, op); |
|
|
918 | |
|
|
919 | return 1; |
1021 | return 1; |
920 | } |
1022 | } |
921 | else |
1023 | else |
922 | return 0; |
1024 | return 0; |
923 | } |
1025 | } |
… | |
… | |
931 | object * |
1033 | object * |
932 | hit_with_arrow (object *op, object *victim) |
1034 | hit_with_arrow (object *op, object *victim) |
933 | { |
1035 | { |
934 | object *container, *hitter; |
1036 | object *container, *hitter; |
935 | int hit_something = 0; |
1037 | int hit_something = 0; |
936 | tag_t victim_tag, hitter_tag; |
|
|
937 | sint16 victim_x, victim_y; |
|
|
938 | |
1038 | |
939 | /* Disassemble missile */ |
1039 | /* Disassemble missile */ |
940 | if (op->inv) |
1040 | if (op->inv) |
941 | { |
1041 | { |
942 | container = op; |
1042 | container = op; |
943 | hitter = op->inv; |
1043 | hitter = op->inv; |
944 | remove_ob (hitter); |
|
|
945 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1044 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
946 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1045 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
947 | * might be called until this THROWN_OBJ is either reassembled or |
1046 | * might be called until this THROWN_OBJ is either reassembled or |
948 | * removed at the end of this function must be able to deal with empty |
1047 | * removed at the end of this function must be able to deal with empty |
949 | * THROWN_OBJs. */ |
1048 | * THROWN_OBJs. */ |
950 | } |
1049 | } |
951 | else |
1050 | else |
952 | { |
1051 | { |
953 | container = NULL; |
1052 | container = 0; |
954 | hitter = op; |
1053 | hitter = op; |
955 | } |
1054 | } |
956 | |
1055 | |
957 | /* Try to hit victim */ |
1056 | /* Try to hit victim */ |
958 | victim_x = victim->x; |
|
|
959 | victim_y = victim->y; |
|
|
960 | victim_tag = victim->count; |
|
|
961 | hitter_tag = hitter->count; |
|
|
962 | |
|
|
963 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
1057 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
964 | |
1058 | |
965 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
1059 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
966 | * arrow, move_apply() calls this function, arrow sticks in demon, |
1060 | * arrow, move_apply() calls this function, arrow sticks in demon, |
967 | * attack_ob_simple() returns, and we've got an arrow that still exists |
1061 | * attack_ob_simple() returns, and we've got an arrow that still exists |
968 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
1062 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
969 | * other places as well!) |
1063 | * other places as well!) |
970 | */ |
1064 | */ |
971 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
1065 | if (hitter->destroyed () || hitter->env != NULL) |
972 | { |
1066 | { |
973 | if (container) |
1067 | if (container) |
974 | { |
1068 | container->destroy (); |
975 | remove_ob (container); |
1069 | |
976 | free_object (container); |
|
|
977 | } |
|
|
978 | return NULL; |
1070 | return 0; |
979 | } |
1071 | } |
980 | |
1072 | |
981 | /* Missile hit victim */ |
1073 | /* Missile hit victim */ |
982 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
1074 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
983 | * through the target |
1075 | * through the target |
984 | */ |
1076 | */ |
985 | if (hit_something && op->speed <= 10.0) |
1077 | if (hit_something && op->speed <= 10.0) |
986 | { |
1078 | { |
987 | /* Stop arrow */ |
1079 | /* Stop arrow */ |
988 | if (container == NULL) |
1080 | if (!container) |
989 | { |
1081 | { |
990 | hitter = fix_stopped_arrow (hitter); |
1082 | hitter = fix_stopped_arrow (hitter); |
991 | if (hitter == NULL) |
1083 | if (!hitter) |
992 | return NULL; |
1084 | return 0; |
993 | } |
1085 | } |
994 | else |
1086 | else |
995 | { |
1087 | container->destroy (); |
996 | remove_ob (container); |
|
|
997 | free_object (container); |
|
|
998 | } |
|
|
999 | |
1088 | |
1000 | /* Try to stick arrow into victim */ |
1089 | /* Try to stick arrow into victim */ |
1001 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
1090 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1002 | return NULL; |
1091 | return 0; |
1003 | |
1092 | |
1004 | /* Else try to put arrow on victim's map square |
1093 | /* Else try to put arrow on victim's map square |
1005 | * remove check for P_WALL here. If the arrow got to this |
1094 | * remove check for P_WALL here. If the arrow got to this |
1006 | * space, that is good enough - with the new movement code, |
1095 | * space, that is good enough - with the new movement code, |
1007 | * there is now the potential for lots of spaces where something |
1096 | * there is now the potential for lots of spaces where something |
1008 | * can fly over but not otherwise move over. What is the correct |
1097 | * can fly over but not otherwise move over. What is the correct |
1009 | * way to handle those otherwise? |
1098 | * way to handle those otherwise? |
1010 | */ |
1099 | */ |
1011 | if (victim_x != hitter->x || victim_y != hitter->y) |
1100 | if (victim->x != hitter->x || victim->y != hitter->y) |
|
|
1101 | { |
|
|
1102 | if (victim->destroyed ()) |
|
|
1103 | hitter->destroy (); |
|
|
1104 | else |
1012 | { |
1105 | { |
1013 | remove_ob (hitter); |
1106 | hitter->remove (); |
1014 | hitter->x = victim_x; |
1107 | hitter->x = victim->x; |
1015 | hitter->y = victim_y; |
1108 | hitter->y = victim->y; |
1016 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1109 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1110 | } |
1017 | } |
1111 | } |
1018 | else |
1112 | else |
1019 | { |
|
|
1020 | /* Else leave arrow where it is */ |
1113 | /* Else leave arrow where it is */ |
1021 | merge_ob (hitter, NULL); |
1114 | merge_ob (hitter, NULL); |
1022 | } |
1115 | |
1023 | return NULL; |
1116 | return 0; |
1024 | } |
1117 | } |
1025 | |
1118 | |
1026 | if (hit_something && op->speed >= 10.0) |
1119 | if (hit_something && op->speed >= 10.0) |
1027 | op->speed -= 1.0; |
1120 | op->speed -= 1.0; |
1028 | |
1121 | |
1029 | /* Missile missed victim - reassemble missile */ |
1122 | /* Missile missed victim - reassemble missile */ |
1030 | if (container) |
1123 | if (container) |
1031 | { |
1124 | { |
1032 | remove_ob (hitter); |
1125 | hitter->remove (); |
1033 | insert_ob_in_ob (hitter, container); |
1126 | insert_ob_in_ob (hitter, container); |
1034 | } |
1127 | } |
|
|
1128 | |
1035 | return op; |
1129 | return op; |
1036 | } |
1130 | } |
1037 | |
|
|
1038 | |
1131 | |
1039 | void |
1132 | void |
1040 | tear_down_wall (object *op) |
1133 | tear_down_wall (object *op) |
1041 | { |
1134 | { |
1042 | int perc = 0; |
|
|
1043 | |
|
|
1044 | if (!op->stats.maxhp) |
1135 | if (!op->stats.maxhp) |
1045 | { |
|
|
1046 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1136 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1047 | perc = 1; |
1137 | else if (!op->has_anim ()) |
1048 | } |
|
|
1049 | else if (!GET_ANIM_ID (op)) |
|
|
1050 | { |
1138 | { |
1051 | /* Object has been called - no animations, so remove it */ |
1139 | /* Object has been called - no animations, so remove it */ |
1052 | if (op->stats.hp < 0) |
1140 | if (op->stats.hp < 0) |
|
|
1141 | op->destroy (); |
1053 | { |
1142 | |
1054 | remove_ob (op); /* Should update LOS */ |
|
|
1055 | free_object (op); |
|
|
1056 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
1057 | /*update_position(m, x, y); */ |
|
|
1058 | } |
|
|
1059 | return; /* no animations, so nothing more to do */ |
1143 | return; /* no animations, so nothing more to do */ |
1060 | } |
1144 | } |
1061 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1145 | |
1062 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1146 | // we use frames 1..num-2 as intermediate frames, so |
1063 | perc = NUM_ANIMATIONS (op) - 1; |
1147 | // the last frame is used only when hp < 0. |
1064 | else if (perc < 1) |
1148 | int perc = clamp ( |
1065 | perc = 1; |
1149 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1066 | SET_ANIMATION (op, perc); |
1150 | 0, op->anim_frames () - 1 |
|
|
1151 | ); |
|
|
1152 | |
|
|
1153 | op->set_anim_frame (perc); |
1067 | update_object (op, UP_OBJ_FACE); |
1154 | update_object (op, UP_OBJ_FACE); |
1068 | if (perc == NUM_ANIMATIONS (op) - 1) |
1155 | |
|
|
1156 | if (op->stats.hp < 0) |
1069 | { /* Reached the last animation */ |
1157 | { /* Reached the last animation */ |
1070 | if (op->face == blank_face) |
1158 | if (op->face == blank_face) |
1071 | { |
|
|
1072 | /* If the last face is blank, remove the ob */ |
1159 | /* If the last face is blank, remove the ob */ |
1073 | remove_ob (op); /* Should update LOS */ |
1160 | op->destroy (); |
1074 | free_object (op); |
|
|
1075 | |
|
|
1076 | /* remove_ob should call update_position for us */ |
|
|
1077 | /*update_position(m, x, y); */ |
|
|
1078 | |
|
|
1079 | } |
|
|
1080 | else |
1161 | else |
1081 | { /* The last face was not blank, leave an image */ |
1162 | { /* The last face was not blank, leave an image */ |
1082 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1163 | op->flag [FLAG_BLOCKSVIEW] = false; |
1083 | update_all_los (op->map, op->x, op->y); |
1164 | update_all_los (op->map, op->x, op->y); |
1084 | op->move_block = 0; |
1165 | op->move_block = 0; |
1085 | CLEAR_FLAG (op, FLAG_ALIVE); |
1166 | op->flag [FLAG_ALIVE] = false; |
1086 | } |
1167 | } |
1087 | } |
1168 | } |
1088 | } |
1169 | } |
1089 | |
1170 | |
1090 | void |
1171 | void |
1091 | scare_creature (object *target, object *hitter) |
1172 | scare_creature (object *target, object *hitter) |
1092 | { |
1173 | { |
1093 | object *owner = get_owner (hitter); |
1174 | target->flag [FLAG_SCARED] = true; |
1094 | |
1175 | |
1095 | if (!owner) |
|
|
1096 | owner = hitter; |
|
|
1097 | |
|
|
1098 | SET_FLAG (target, FLAG_SCARED); |
|
|
1099 | if (!target->enemy) |
1176 | if (!target->enemy) |
1100 | target->enemy = owner; |
1177 | target->enemy = hitter->outer_owner (); |
1101 | } |
1178 | } |
1102 | |
|
|
1103 | |
|
|
1104 | /* This returns the amount of damage hitter does to op with the |
|
|
1105 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1106 | * This doesn't damage the player, but returns how much it should |
|
|
1107 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1108 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1109 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1110 | |
|
|
1111 | int |
|
|
1112 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1113 | { |
|
|
1114 | |
|
|
1115 | int doesnt_slay = 1; |
|
|
1116 | |
|
|
1117 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1118 | if (attacknum >= NROFATTACKS) |
|
|
1119 | { |
|
|
1120 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1121 | return 0; |
|
|
1122 | } |
|
|
1123 | |
|
|
1124 | if (dam < 0) |
|
|
1125 | { |
|
|
1126 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1127 | return 0; |
|
|
1128 | } |
|
|
1129 | |
|
|
1130 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1131 | * people can't mess with that or it otherwise get confused. */ |
|
|
1132 | if (attacknum == ATNR_INTERNAL) |
|
|
1133 | return dam; |
|
|
1134 | |
|
|
1135 | if (hitter->slaying) |
|
|
1136 | { |
|
|
1137 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
|
|
1138 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
|
|
1139 | { |
|
|
1140 | doesnt_slay = 0; |
|
|
1141 | dam *= 3; |
|
|
1142 | } |
|
|
1143 | } |
|
|
1144 | |
|
|
1145 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1146 | if (op->resist[attacknum]) |
|
|
1147 | { |
|
|
1148 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1149 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1150 | dam *= (100 - op->resist[attacknum]); |
|
|
1151 | if (dam >= 100) |
|
|
1152 | dam /= 100; |
|
|
1153 | else |
|
|
1154 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* Special hack. By default, if immune to something, you |
|
|
1158 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1159 | * it can still damage your items. Only include attacktypes if |
|
|
1160 | * special processing is needed */ |
|
|
1161 | |
|
|
1162 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1163 | return 0; |
|
|
1164 | |
|
|
1165 | /* Keep this in order - makes things easier to find */ |
|
|
1166 | |
|
|
1167 | switch (attacknum) |
|
|
1168 | { |
|
|
1169 | case ATNR_PHYSICAL: |
|
|
1170 | /* here also check for diseases */ |
|
|
1171 | check_physically_infect (op, hitter); |
|
|
1172 | break; |
|
|
1173 | |
|
|
1174 | /* Don't need to do anything for: |
|
|
1175 | magic, |
|
|
1176 | fire, |
|
|
1177 | electricity, |
|
|
1178 | cold */ |
|
|
1179 | |
|
|
1180 | case ATNR_CONFUSION: |
|
|
1181 | case ATNR_POISON: |
|
|
1182 | case ATNR_SLOW: |
|
|
1183 | case ATNR_PARALYZE: |
|
|
1184 | case ATNR_FEAR: |
|
|
1185 | case ATNR_CANCELLATION: |
|
|
1186 | case ATNR_DEPLETE: |
|
|
1187 | case ATNR_BLIND: |
|
|
1188 | { |
|
|
1189 | /* chance for inflicting a special attack depends on the |
|
|
1190 | * difference between attacker's and defender's level |
|
|
1191 | */ |
|
|
1192 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1193 | |
|
|
1194 | /* First, only creatures/players with speed can be affected. |
|
|
1195 | * Second, just getting hit doesn't mean it always affects |
|
|
1196 | * you. Third, you still get a saving through against the |
|
|
1197 | * effect. |
|
|
1198 | */ |
|
|
1199 | if (op->speed && |
|
|
1200 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1201 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1202 | { |
|
|
1203 | |
|
|
1204 | /* Player has been hit by something */ |
|
|
1205 | if (attacknum == ATNR_CONFUSION) |
|
|
1206 | confuse_player (op, hitter, dam); |
|
|
1207 | else if (attacknum == ATNR_POISON) |
|
|
1208 | poison_player (op, hitter, dam); |
|
|
1209 | else if (attacknum == ATNR_SLOW) |
|
|
1210 | slow_player (op, hitter, dam); |
|
|
1211 | else if (attacknum == ATNR_PARALYZE) |
|
|
1212 | paralyze_player (op, hitter, dam); |
|
|
1213 | else if (attacknum == ATNR_FEAR) |
|
|
1214 | scare_creature (op, hitter); |
|
|
1215 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1216 | cancellation (op); |
|
|
1217 | else if (attacknum == ATNR_DEPLETE) |
|
|
1218 | drain_stat (op); |
|
|
1219 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1220 | blind_player (op, hitter, dam); |
|
|
1221 | } |
|
|
1222 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1223 | } |
|
|
1224 | break; |
|
|
1225 | case ATNR_ACID: |
|
|
1226 | { |
|
|
1227 | int flag = 0; |
|
|
1228 | |
|
|
1229 | /* Items only get corroded if you're not on a battleground and |
|
|
1230 | * if your acid resistance is below 50%. */ |
|
|
1231 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1232 | { |
|
|
1233 | object *tmp; |
|
|
1234 | |
|
|
1235 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1236 | { |
|
|
1237 | if (tmp->invisible) |
|
|
1238 | continue; |
|
|
1239 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1240 | /* >= 10% acid res. on itmes will protect these */ |
|
|
1241 | continue; |
|
|
1242 | if (!(tmp->material & M_IRON)) |
|
|
1243 | continue; |
|
|
1244 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1245 | continue; |
|
|
1246 | if (tmp->type == RING || |
|
|
1247 | /* removed boots and gloves from exclusion list in |
|
|
1248 | PR */ |
|
|
1249 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1250 | continue; /* To avoid some strange effects */ |
|
|
1251 | |
|
|
1252 | /* High damage acid has better chance of corroding |
|
|
1253 | objects */ |
|
|
1254 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1255 | { |
|
|
1256 | if (op->type == PLAYER) |
|
|
1257 | /* Make this more visible */ |
|
|
1258 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1259 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1260 | flag = 1; |
|
|
1261 | tmp->magic--; |
|
|
1262 | if (op->type == PLAYER) |
|
|
1263 | esrv_send_item (op, tmp); |
|
|
1264 | } |
|
|
1265 | } |
|
|
1266 | if (flag) |
|
|
1267 | fix_player (op); /* Something was corroded */ |
|
|
1268 | } |
|
|
1269 | } |
|
|
1270 | break; |
|
|
1271 | case ATNR_DRAIN: |
|
|
1272 | { |
|
|
1273 | /* rate is the proportion of exp drained. High rate means |
|
|
1274 | * not much is drained, low rate means a lot is drained. |
|
|
1275 | */ |
|
|
1276 | int rate; |
|
|
1277 | |
|
|
1278 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1279 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1280 | else |
|
|
1281 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1282 | |
|
|
1283 | if (op->stats.exp <= rate) |
|
|
1284 | { |
|
|
1285 | if (op->type == GOLEM) |
|
|
1286 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1287 | else |
|
|
1288 | /* If we can't drain, lets try to do physical damage */ |
|
|
1289 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1290 | } |
|
|
1291 | else |
|
|
1292 | { |
|
|
1293 | /* Randomly give the hitter some hp */ |
|
|
1294 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1295 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1296 | hitter->stats.hp++; |
|
|
1297 | |
|
|
1298 | /* Can't do drains on battleground spaces. |
|
|
1299 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1300 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1301 | * nothing happens. |
|
|
1302 | * Try to credit the owner. We try to display player -> player drain |
|
|
1303 | * attacks, hence all the != PLAYER checks. |
|
|
1304 | */ |
|
|
1305 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1306 | { |
|
|
1307 | object *owner = get_owner (hitter); |
|
|
1308 | |
|
|
1309 | if (owner && owner != hitter) |
|
|
1310 | { |
|
|
1311 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1312 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1313 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1314 | } |
|
|
1315 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1316 | { |
|
|
1317 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1318 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1319 | } |
|
|
1320 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1321 | } |
|
|
1322 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1323 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1324 | * as the messages will say you missed |
|
|
1325 | */ |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | break; |
|
|
1329 | case ATNR_TURN_UNDEAD: |
|
|
1330 | { |
|
|
1331 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1332 | { |
|
|
1333 | object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); |
|
|
1334 | object *god = find_god (determine_god (owner)); |
|
|
1335 | int div = 1; |
|
|
1336 | |
|
|
1337 | /* if undead are not an enemy of your god, you turn them |
|
|
1338 | * at half strength */ |
|
|
1339 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
|
|
1340 | div = 2; |
|
|
1341 | /* Give a bonus if you resist turn undead */ |
|
|
1342 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
1343 | scare_creature (op, owner); |
|
|
1344 | } |
|
|
1345 | else |
|
|
1346 | dam = 0; /* don't damage non undead - should we damage |
|
|
1347 | undead? */ |
|
|
1348 | } |
|
|
1349 | break; |
|
|
1350 | case ATNR_DEATH: |
|
|
1351 | deathstrike_player (op, hitter, &dam); |
|
|
1352 | break; |
|
|
1353 | case ATNR_CHAOS: |
|
|
1354 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
|
|
1355 | dam = 0; |
|
|
1356 | break; |
|
|
1357 | case ATNR_COUNTERSPELL: |
|
|
1358 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
|
|
1359 | dam = 0; |
|
|
1360 | /* This should never happen. Counterspell is handled |
|
|
1361 | * seperately and filtered out. If this does happen, |
|
|
1362 | * Counterspell has no effect on anything but spells, so it |
|
|
1363 | * does no damage. */ |
|
|
1364 | break; |
|
|
1365 | case ATNR_HOLYWORD: |
|
|
1366 | { |
|
|
1367 | /* This has already been handled by hit_player, |
|
|
1368 | * no need to check twice -- DAMN */ |
|
|
1369 | |
|
|
1370 | object *owner = get_owner (hitter) == NULL ? hitter : get_owner (hitter); |
|
|
1371 | |
|
|
1372 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1373 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1374 | scare_creature (op, owner); |
|
|
1375 | } |
|
|
1376 | break; |
|
|
1377 | case ATNR_LIFE_STEALING: |
|
|
1378 | { |
|
|
1379 | int new_hp; |
|
|
1380 | |
|
|
1381 | /* this is replacement to drain for players, instead of taking |
|
|
1382 | * exp it takes hp. It is geared for players, probably not |
|
|
1383 | * much use giving it to monsters |
|
|
1384 | * |
|
|
1385 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1386 | * damage it does do to the player. Given that, |
|
|
1387 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1388 | * 1000). |
|
|
1389 | */ |
|
|
1390 | /* You can't steal life from something undead */ |
|
|
1391 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1392 | return 0; |
|
|
1393 | /* If drain protection is higher than life stealing, use that */ |
|
|
1394 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1395 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1396 | else |
|
|
1397 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1398 | /* You die at -1 hp, not zero. */ |
|
|
1399 | if (dam > (op->stats.hp + 1)) |
|
|
1400 | dam = op->stats.hp + 1; |
|
|
1401 | new_hp = hitter->stats.hp + dam; |
|
|
1402 | if (new_hp > hitter->stats.maxhp) |
|
|
1403 | new_hp = hitter->stats.maxhp; |
|
|
1404 | if (new_hp > hitter->stats.hp) |
|
|
1405 | hitter->stats.hp = new_hp; |
|
|
1406 | } |
|
|
1407 | } |
|
|
1408 | return dam; |
|
|
1409 | } |
|
|
1410 | |
|
|
1411 | |
1179 | |
1412 | /* GROS: This code comes from hit_player. It has been made external to |
1180 | /* GROS: This code comes from hit_player. It has been made external to |
1413 | * allow script procedures to "kill" objects in a combat-like fashion. |
1181 | * allow script procedures to "kill" objects in a combat-like fashion. |
1414 | * It was initially used by (kill-object) developed for the Collector's |
1182 | * It was initially used by (kill-object) developed for the Collector's |
1415 | * Sword. Note that nothing has been changed from the original version |
1183 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1426 | */ |
1194 | */ |
1427 | int |
1195 | int |
1428 | kill_object (object *op, int dam, object *hitter, int type) |
1196 | kill_object (object *op, int dam, object *hitter, int type) |
1429 | { |
1197 | { |
1430 | char buf[MAX_BUF]; |
1198 | char buf[MAX_BUF]; |
1431 | const char *skill; |
1199 | shstr skill; |
1432 | int maxdam = 0; |
1200 | int maxdam = 0; |
1433 | int battleg = 0; /* true if op standing on battleground */ |
1201 | int battleg = 0; /* true if op standing on battleground */ |
1434 | int pk = 0; /* true if op and what controls hitter are both players */ |
1202 | int pk = 0; /* true if op and what controls hitter are both players */ |
1435 | object *owner = NULL; |
1203 | object *owner = 0; |
1436 | object *skop = NULL; |
1204 | object *skop = 0; |
1437 | |
1205 | |
1438 | if (op->stats.hp >= 0) |
1206 | if (op->stats.hp >= 0) |
1439 | return -1; |
1207 | return -1; |
1440 | |
1208 | |
1441 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1209 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1450 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1218 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1451 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1219 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1452 | |
1220 | |
1453 | if (op->type == DOOR) |
1221 | if (op->type == DOOR) |
1454 | { |
1222 | { |
1455 | op->speed = 0.1; |
1223 | op->set_speed (0.1f); |
1456 | update_ob_speed (op); |
|
|
1457 | op->speed_left = -0.05; |
1224 | op->speed_left = -0.05f; |
1458 | return maxdam; |
1225 | return maxdam; |
1459 | } |
1226 | } |
|
|
1227 | |
1460 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1228 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1461 | { |
1229 | { |
1462 | remove_friendly_object (op); |
1230 | op->drop_and_destroy (); |
1463 | if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1464 | { |
|
|
1465 | op->owner->contr->ranges[range_golem] = NULL; |
|
|
1466 | op->owner->contr->golem_count = 0; |
|
|
1467 | } |
|
|
1468 | |
|
|
1469 | remove_ob (op); |
|
|
1470 | free_object (op); |
|
|
1471 | return maxdam; |
1231 | return maxdam; |
1472 | } |
1232 | } |
1473 | |
1233 | |
1474 | /* Now lets start dealing with experience we get for killing something */ |
1234 | /* Now lets start dealing with experience we get for killing something */ |
1475 | |
1235 | |
1476 | owner = get_owner (hitter); |
1236 | owner = hitter->outer_owner (); |
1477 | if (owner == NULL) |
1237 | if (!owner) |
1478 | owner = hitter; |
1238 | owner = hitter; |
1479 | |
1239 | |
1480 | /* is the victim (op) standing on battleground? */ |
1240 | /* is the victim (op) standing on battleground? */ |
1481 | if (op_on_battleground (op, NULL, NULL)) |
1241 | if (op_on_battleground (op, NULL, NULL)) |
1482 | battleg = 1; |
1242 | battleg = 1; |
… | |
… | |
1486 | pk = 1; |
1246 | pk = 1; |
1487 | |
1247 | |
1488 | /* Player killed something */ |
1248 | /* Player killed something */ |
1489 | if (owner->type == PLAYER) |
1249 | if (owner->type == PLAYER) |
1490 | { |
1250 | { |
1491 | Log_Kill (owner->name, |
|
|
1492 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1493 | |
|
|
1494 | /* Log players killing other players - makes it easier to detect |
1251 | /* Log players killing other players - makes it easier to detect |
1495 | * and filter out malicious player killers - that is why the |
1252 | * and filter out malicious player killers - that is why the |
1496 | * ip address is included. |
1253 | * ip address is included. |
1497 | */ |
1254 | */ |
1498 | if (op->type == PLAYER && !battleg) |
1255 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1502 | char buf[256]; |
1259 | char buf[256]; |
1503 | |
1260 | |
1504 | tmv = localtime (&t); |
1261 | tmv = localtime (&t); |
1505 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1262 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1506 | |
1263 | |
1507 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1264 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1508 | } |
1265 | } |
1509 | |
1266 | |
1510 | /* try to filter some things out - basically, if you are |
1267 | /* try to filter some things out - basically, if you are |
1511 | * killing a level 1 creature and your level 20, you |
1268 | * killing a level 1 creature and your level 20, you |
1512 | * probably don't want to see that. |
1269 | * probably don't want to see that. |
1513 | */ |
1270 | */ |
1514 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1271 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1515 | { |
1272 | { |
1516 | if (owner != hitter) |
1273 | if (owner != hitter) |
1517 | { |
|
|
1518 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1274 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1519 | } |
|
|
1520 | else |
1275 | else |
1521 | { |
|
|
1522 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1276 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1523 | } |
1277 | |
1524 | /* Only play sounds for melee kills */ |
1278 | /* Only play sounds for melee kills */ |
1525 | if (hitter->type == PLAYER) |
1279 | if (hitter->type == PLAYER) |
1526 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1280 | owner->play_sound (sound_find ("player_kills")); |
1527 | } |
1281 | } |
1528 | |
1282 | |
1529 | /* If a player kills another player, not on |
1283 | /* If a player kills another player, not on |
1530 | * battleground, the "killer" looses 1 luck. Since this is |
1284 | * battleground, the "killer" looses 1 luck. Since this is |
1531 | * not reversible, it's actually quite a pain IMHO. -AV |
1285 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1533 | * player that the object belonged to - so if you killed another player |
1287 | * player that the object belonged to - so if you killed another player |
1534 | * with spells, pets, whatever, there was no penalty. |
1288 | * with spells, pets, whatever, there was no penalty. |
1535 | * Changed to make luck penalty configurable in settings. |
1289 | * Changed to make luck penalty configurable in settings. |
1536 | */ |
1290 | */ |
1537 | if (op->type == PLAYER && owner != op && !battleg) |
1291 | if (op->type == PLAYER && owner != op && !battleg) |
1538 | change_luck (owner, -settings.pk_luck_penalty); |
1292 | owner->change_luck (-settings.pk_luck_penalty); |
1539 | |
1293 | |
1540 | /* This code below deals with finding the appropriate skill |
1294 | /* This code below deals with finding the appropriate skill |
1541 | * to credit exp to. This is a bit problematic - we should |
1295 | * to credit exp to. This is a bit problematic - we should |
1542 | * probably never really have to look at current_weapon->skill |
1296 | * probably never really have to look at current_weapon->skill |
1543 | */ |
1297 | */ |
1544 | skill = NULL; |
|
|
1545 | if (hitter->skill && hitter->type != PLAYER) |
1298 | if (hitter->skill && hitter->type != PLAYER) |
1546 | skill = hitter->skill; |
1299 | skill = hitter->skill; |
1547 | else if (owner->chosen_skill) |
1300 | else if (owner->chosen_skill) |
1548 | { |
1301 | { |
1549 | skill = owner->chosen_skill->skill; |
|
|
1550 | skop = owner->chosen_skill; |
1302 | skop = owner->chosen_skill; |
|
|
1303 | skill = skop->skill; |
1551 | } |
1304 | } |
1552 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1305 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1553 | skill = owner->current_weapon->skill; |
1306 | skill = owner->current_weapon->skill; |
1554 | else |
1307 | else |
|
|
1308 | { |
1555 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1309 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1310 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1311 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1312 | skill = 0; |
|
|
1313 | } |
1556 | |
1314 | |
1557 | /* We have the skill we want to credit to - now find the object this goes |
1315 | /* We have the skill we want to credit to - now find the object this goes |
1558 | * to. Make sure skop is an actual skill, and not a skill tool! |
1316 | * to. Make sure skop is an actual skill, and not a skill tool! |
1559 | */ |
1317 | */ |
1560 | if ((!skop || skop->type != SKILL) && skill) |
1318 | skop = owner->contr->find_skill (skill); |
1561 | { |
|
|
1562 | int i; |
|
|
1563 | |
|
|
1564 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1565 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1566 | { |
|
|
1567 | skop = owner->contr->last_skill_ob[i]; |
|
|
1568 | break; |
|
|
1569 | } |
|
|
1570 | } |
|
|
1571 | } /* Was it a player that hit somethign */ |
1319 | } /* Was it a player that hit somethign */ |
1572 | else |
1320 | else |
1573 | { |
|
|
1574 | skill = NULL; |
1321 | skill = 0; |
1575 | } |
|
|
1576 | |
1322 | |
1577 | /* Pet (or spell) killed something. */ |
|
|
1578 | if (owner != hitter) |
|
|
1579 | { |
|
|
1580 | (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1581 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1582 | } |
|
|
1583 | else |
|
|
1584 | { |
|
|
1585 | (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1586 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1587 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1588 | } |
|
|
1589 | /* These may have been set in the player code section above */ |
1323 | /* These may have been set in the player code section above */ |
1590 | if (!skop) |
1324 | if (!skop) |
1591 | skop = hitter->chosen_skill; |
1325 | skop = hitter->chosen_skill; |
|
|
1326 | |
1592 | if (!skill && skop) |
1327 | if (!skill && skop) |
1593 | skill = skop->skill; |
1328 | skill = skop->skill; |
1594 | |
1329 | |
1595 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1596 | |
|
|
1597 | |
|
|
1598 | /* If you didn't kill yourself, and your not the wizard */ |
1330 | /* If you didn't kill yourself, and your not the wizard */ |
1599 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1331 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1600 | { |
1332 | { |
1601 | int exp; |
1333 | int exp; |
1602 | |
1334 | |
1603 | /* Really don't give much experience for killing other players */ |
1335 | /* Really don't give much experience for killing other players */ |
1604 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1336 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1605 | if (op->type == PLAYER) |
1337 | if (op->type == PLAYER) |
1606 | { |
1338 | { |
1607 | if (battleg) |
1339 | if (battleg) |
1608 | { |
1340 | { |
1609 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1341 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
… | |
… | |
1627 | |
1359 | |
1628 | if (!settings.simple_exp) |
1360 | if (!settings.simple_exp) |
1629 | exp = exp / 2; |
1361 | exp = exp / 2; |
1630 | |
1362 | |
1631 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1363 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1632 | { |
|
|
1633 | change_exp (owner, exp, skill, 0); |
1364 | change_exp (owner, exp, skill, 0); |
1634 | } |
|
|
1635 | else |
1365 | else |
1636 | { |
1366 | { |
1637 | int shares = 0, count = 0; |
1367 | int shares = 0, count = 0; |
1638 | |
|
|
1639 | player *pl; |
|
|
1640 | |
|
|
1641 | partylist *party = owner->contr->party; |
1368 | partylist *party = owner->contr->party; |
1642 | |
1369 | |
1643 | #ifdef PARTY_KILL_LOG |
|
|
1644 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1370 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1645 | #endif |
1371 | |
1646 | for (pl = first_player; pl != NULL; pl = pl->next) |
1372 | for_all_players (pl) |
1647 | { |
|
|
1648 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1373 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1649 | { |
1374 | { |
1650 | count++; |
1375 | count++; |
1651 | shares += (pl->ob->level + 4); |
1376 | shares += (pl->ob->level + 4); |
1652 | } |
1377 | } |
1653 | } |
1378 | |
1654 | if (count == 1 || shares > exp) |
1379 | if (count == 1 || shares > exp || !shares) |
1655 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1380 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1656 | else |
1381 | else |
1657 | { |
1382 | { |
1658 | int share = exp / shares, given = 0, nexp; |
1383 | int share = exp / shares, given = 0, nexp; |
1659 | |
1384 | |
1660 | for (pl = first_player; pl != NULL; pl = pl->next) |
1385 | for_all_players (pl) |
1661 | { |
|
|
1662 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1386 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1663 | { |
1387 | { |
1664 | nexp = (pl->ob->level + 4) * share; |
1388 | nexp = (pl->ob->level + 4) * share; |
1665 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1389 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1666 | given += nexp; |
1390 | given += nexp; |
1667 | } |
1391 | } |
1668 | } |
1392 | |
1669 | exp -= given; |
1393 | exp -= given; |
1670 | /* give any remainder to the player */ |
1394 | /* give any remainder to the player */ |
1671 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1395 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1672 | } |
1396 | } |
1673 | } /* else part of a party */ |
1397 | } /* else part of a party */ |
1674 | |
|
|
1675 | } /* end if person didn't kill himself */ |
1398 | } /* end if person didn't kill himself */ |
1676 | |
1399 | |
1677 | if (op->type != PLAYER) |
1400 | if (op->type != PLAYER) |
1678 | { |
1401 | { |
1679 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1402 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1680 | { |
1403 | { |
1681 | object *owner1 = get_owner (op); |
1404 | object *owner1 = op->owner; |
1682 | |
1405 | |
1683 | if (owner1 != NULL && owner1->type == PLAYER) |
1406 | if (owner1 && owner1->type == PLAYER) |
1684 | { |
1407 | { |
1685 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1408 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1686 | /* Maybe we should include the owner that killed this, maybe not */ |
1409 | /* Maybe we should include the owner that killed this, maybe not */ |
1687 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1410 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1688 | } |
1411 | } |
|
|
1412 | |
1689 | remove_friendly_object (op); |
1413 | remove_friendly_object (op); |
1690 | } |
1414 | } |
1691 | remove_ob (op); |
1415 | |
1692 | free_object (op); |
1416 | op->drop_and_destroy (); |
1693 | } |
1417 | } |
1694 | /* Player has been killed! */ |
|
|
1695 | else |
1418 | else |
1696 | { |
1419 | /* Player has been killed! */ |
1697 | if (owner->type == PLAYER) |
1420 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1698 | { |
1421 | |
1699 | snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
|
|
1700 | } |
|
|
1701 | else |
|
|
1702 | { |
|
|
1703 | strncpy (op->contr->killer, hitter->name, BIG_NAME); |
|
|
1704 | op->contr->killer[BIG_NAME - 1] = '\0'; |
|
|
1705 | } |
|
|
1706 | } |
|
|
1707 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1422 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1708 | * continues in the calling function. |
1423 | * continues in the calling function. |
1709 | */ |
1424 | */ |
1710 | return maxdam; |
1425 | return maxdam; |
1711 | } |
1426 | } |
1712 | |
1427 | |
1713 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1428 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1714 | * Returns 0 this is not friendly fire |
1429 | * Returns 0 this is not friendly fire |
1715 | */ |
1430 | */ |
1716 | |
|
|
1717 | int |
1431 | int |
1718 | friendly_fire (object *op, object *hitter) |
1432 | friendly_fire (object *op, object *hitter) |
1719 | { |
1433 | { |
1720 | object *owner; |
1434 | object *owner; |
1721 | int friendlyfire; |
1435 | int friendlyfire; |
… | |
… | |
1731 | return 0; |
1445 | return 0; |
1732 | |
1446 | |
1733 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1447 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1734 | return 1; |
1448 | return 1; |
1735 | |
1449 | |
1736 | if ((owner = get_owner (hitter)) != NULL) |
1450 | if ((owner = hitter->owner) != NULL) |
1737 | { |
1451 | { |
1738 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1452 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1739 | friendlyfire = 2; |
1453 | friendlyfire = 2; |
1740 | } |
1454 | } |
1741 | |
1455 | |
1742 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1456 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1743 | friendlyfire = 0; |
1457 | friendlyfire = 0; |
1744 | } |
1458 | } |
|
|
1459 | |
1745 | return friendlyfire; |
1460 | return friendlyfire; |
1746 | } |
1461 | } |
1747 | |
|
|
1748 | |
1462 | |
1749 | /* This isn't used just for players, but in fact most objects. |
1463 | /* This isn't used just for players, but in fact most objects. |
1750 | * op is the object to be hit, dam is the amount of damage, hitter |
1464 | * op is the object to be hit, dam is the amount of damage, hitter |
1751 | * is what is hitting the object, type is the attacktype, and |
1465 | * is what is hitting the object, type is the attacktype, and |
1752 | * full_hit is set if monster area does not matter. |
1466 | * full_hit is set if monster area does not matter. |
1753 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1467 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1754 | * modify it. |
1468 | * modify it. |
1755 | */ |
1469 | */ |
1756 | |
|
|
1757 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1470 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1758 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1471 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1759 | |
|
|
1760 | int |
1472 | int |
1761 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1473 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1762 | { |
1474 | { |
1763 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1475 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1764 | int maxattacktype, attacknum; |
1476 | int maxattacktype, attacknum; |
1765 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1477 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1766 | int simple_attack; |
1478 | int simple_attack; |
1767 | tag_t op_tag, hitter_tag; |
|
|
1768 | int rtn_kill = 0; |
1479 | int rtn_kill = 0; |
1769 | int friendlyfire; |
1480 | int friendlyfire; |
1770 | |
1481 | |
1771 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1482 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1772 | return 0; |
1483 | return 0; |
1773 | |
1484 | |
1774 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1485 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1775 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1486 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1776 | return 0; |
1487 | return 0; |
1777 | |
1488 | |
1778 | #ifdef PROHIBIT_PLAYERKILL |
1489 | // only allow pk for hostile players |
1779 | if (op->type == PLAYER) |
1490 | if (op->type == PLAYER) |
1780 | { |
1491 | { |
1781 | object *owner = get_owner (hitter); |
1492 | object *owner = hitter->owner; |
1782 | |
1493 | |
1783 | if (!owner) |
1494 | if (!owner) |
1784 | owner = hitter; |
1495 | owner = hitter; |
1785 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1496 | |
1786 | { |
1497 | if (owner->type == PLAYER |
|
|
1498 | && (!op_on_battleground (op, 0, 0) |
|
|
1499 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1500 | && op != owner) |
1787 | return 0; |
1501 | return 0; |
1788 | } |
|
|
1789 | } |
1502 | } |
1790 | #endif |
|
|
1791 | |
|
|
1792 | op_tag = op->count; |
|
|
1793 | hitter_tag = hitter->count; |
|
|
1794 | |
1503 | |
1795 | if (body_attack) |
1504 | if (body_attack) |
1796 | { |
1505 | { |
1797 | /* slow and paralyze must hit the head. But we don't want to just |
1506 | /* slow and paralyze must hit the head. But we don't want to just |
1798 | * return - we still need to process other attacks the spell still |
1507 | * return - we still need to process other attacks the spell still |
… | |
… | |
1804 | * attack so we don't cancel out things like magic bullet. |
1513 | * attack so we don't cancel out things like magic bullet. |
1805 | */ |
1514 | */ |
1806 | if (type & (AT_PARALYZE | AT_SLOW)) |
1515 | if (type & (AT_PARALYZE | AT_SLOW)) |
1807 | { |
1516 | { |
1808 | type &= ~(AT_PARALYZE | AT_SLOW); |
1517 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1518 | |
1809 | if (!type || type == AT_MAGIC) |
1519 | if (!type || type == AT_MAGIC) |
1810 | return 0; |
1520 | return 0; |
1811 | } |
1521 | } |
1812 | } |
1522 | } |
1813 | |
1523 | |
1814 | if (!simple_attack && op->type == DOOR) |
1524 | if (!simple_attack && op->type == DOOR) |
1815 | { |
1525 | { |
1816 | object *tmp; |
|
|
1817 | |
|
|
1818 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1526 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1819 | if (tmp->type == RUNE || tmp->type == TRAP) |
1527 | if (tmp->type == RUNE || tmp->type == TRAP) |
1820 | { |
1528 | { |
1821 | spring_trap (tmp, hitter); |
1529 | spring_trap (tmp, hitter); |
|
|
1530 | |
1822 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1531 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1823 | return 0; |
1532 | return 0; |
|
|
1533 | |
1824 | break; |
1534 | break; |
1825 | } |
1535 | } |
1826 | } |
1536 | } |
1827 | |
1537 | |
1828 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1538 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1829 | { |
1539 | { |
1830 | /* FIXME: If a player is killed by a rune in a door, the |
1540 | /* FIXME: If a player is killed by a rune in a door, the |
1831 | * was_destroyed() check above doesn't return, and might get here. |
1541 | * destroyed() check above doesn't return, and might get here. |
1832 | */ |
1542 | */ |
|
|
1543 | |
|
|
1544 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1545 | gets it's speed_left raised on each mover-tick. |
|
|
1546 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1547 | and waiting for that to run out. |
|
|
1548 | */ |
1833 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1549 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1834 | return 0; |
1550 | return 0; |
1835 | } |
1551 | } |
1836 | |
1552 | |
1837 | #ifdef ATTACK_DEBUG |
1553 | #ifdef ATTACK_DEBUG |
1838 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1554 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1844 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1560 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1845 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1561 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1846 | if (dam >= 100) |
1562 | if (dam >= 100) |
1847 | dam /= 100; |
1563 | dam /= 100; |
1848 | else |
1564 | else |
1849 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1565 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1850 | } |
1566 | } |
1851 | |
1567 | |
1852 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1568 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1853 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1569 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1854 | */ |
1570 | */ |
… | |
… | |
1865 | */ |
1581 | */ |
1866 | if (type & AT_HOLYWORD) |
1582 | if (type & AT_HOLYWORD) |
1867 | { |
1583 | { |
1868 | object *god; |
1584 | object *god; |
1869 | |
1585 | |
1870 | if ((!hitter->slaying || |
1586 | if ((!hitter->slaying |
1871 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1587 | || (!(op->race && hitter->slaying.contains (op->race)) |
1872 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1588 | && !(op->name && hitter->slaying.contains (op->name)))) |
1873 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1589 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1874 | (hitter->title != NULL |
1590 | || (hitter->title |
1875 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1591 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1592 | && god->race.contains (shstr_undead)))) |
1876 | return 0; |
1593 | return 0; |
1877 | } |
1594 | } |
1878 | |
1595 | |
1879 | maxattacktype = type; /* initialize this to something */ |
1596 | maxattacktype = type; /* initialise this to something */ |
1880 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1597 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1881 | { |
1598 | { |
1882 | /* Magic isn't really a true attack type - it gets combined with other |
1599 | /* Magic isn't really a true attack type - it gets combined with other |
1883 | * attack types. As such, skip it over. However, if magic is |
1600 | * attack types. As such, skip it over. However, if magic is |
1884 | * the only attacktype in the group, then still attack with it |
1601 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1912 | */ |
1629 | */ |
1913 | friendlyfire = friendly_fire (op, hitter); |
1630 | friendlyfire = friendly_fire (op, hitter); |
1914 | if (friendlyfire && maxdam) |
1631 | if (friendlyfire && maxdam) |
1915 | { |
1632 | { |
1916 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1633 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1917 | #ifndef COZY_SERVER |
|
|
1918 | maxdam++; |
|
|
1919 | #endif |
|
|
1920 | |
1634 | |
1921 | #ifdef ATTACK_DEBUG |
1635 | #ifdef ATTACK_DEBUG |
1922 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1636 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1923 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1637 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1924 | #endif |
1638 | #endif |
1925 | } |
1639 | } |
1926 | |
1640 | |
1927 | if (!full_hit) |
1641 | if (!full_hit) |
1928 | { |
1642 | { |
1929 | archetype *at; |
|
|
1930 | int area; |
1643 | int area; |
1931 | int remainder; |
1644 | int remainder; |
1932 | |
1645 | |
1933 | area = 0; |
1646 | area = 0; |
1934 | for (at = op->arch; at != NULL; at = at->more) |
1647 | |
|
|
1648 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1935 | area++; |
1649 | area++; |
|
|
1650 | |
1936 | assert (area > 0); |
1651 | assert (area > 0); |
1937 | |
1652 | |
1938 | /* basically: maxdam /= area; we try to "simulate" a float |
1653 | /* basically: maxdam /= area; we try to "simulate" a float |
1939 | value-effect */ |
1654 | value-effect */ |
1940 | remainder = 100 * (maxdam % area) / area; |
1655 | remainder = 100 * (maxdam % area) / area; |
1941 | maxdam /= area; |
1656 | maxdam /= area; |
1942 | if (RANDOM () % 100 < remainder) |
1657 | if (rndm (100) < remainder) |
1943 | maxdam++; |
1658 | maxdam++; |
1944 | } |
1659 | } |
1945 | |
1660 | |
1946 | #ifdef ATTACK_DEBUG |
1661 | #ifdef ATTACK_DEBUG |
1947 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1662 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1948 | #endif |
1663 | #endif |
1949 | |
1664 | |
1950 | if (get_owner (hitter)) |
1665 | // for now, only do this for active objects, otherwise they |
|
|
1666 | // keep a refcount for a long time and I see no usefulness |
|
|
1667 | // for an non-active objetc to know its enemy. |
|
|
1668 | if (op->active) |
|
|
1669 | if (hitter->owner) |
1951 | op->enemy = hitter->owner; |
1670 | op->enemy = hitter->owner; |
1952 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1671 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1953 | op->enemy = hitter; |
1672 | op->enemy = hitter; |
1954 | |
1673 | |
1955 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1674 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1956 | { |
1675 | { |
1957 | /* The unaggressives look after themselves 8) */ |
1676 | /* The unaggressives look after themselves 8) */ |
1958 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1677 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1980 | |
1699 | |
1981 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1700 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1982 | { |
1701 | { |
1983 | if (maxdam) |
1702 | if (maxdam) |
1984 | tear_down_wall (op); |
1703 | tear_down_wall (op); |
|
|
1704 | |
1985 | return maxdam; /* nothing more to do for wall */ |
1705 | return maxdam; /* nothing more to do for wall */ |
1986 | } |
1706 | } |
1987 | |
1707 | |
1988 | /* See if the creature has been killed */ |
1708 | /* See if the creature has been killed */ |
1989 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1709 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1990 | if (rtn_kill != -1) |
1710 | if (rtn_kill != -1) |
1991 | return rtn_kill; |
1711 | return rtn_kill; |
1992 | |
|
|
1993 | |
1712 | |
1994 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1713 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1995 | * that before if the player was immune to ghosthit, the monster |
1714 | * that before if the player was immune to ghosthit, the monster |
1996 | * remained - that is no longer the case. |
1715 | * remained - that is no longer the case. |
1997 | */ |
1716 | */ |
1998 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1717 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1999 | { |
1718 | hitter->drop_and_destroy (); |
2000 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
2001 | remove_friendly_object (hitter); |
|
|
2002 | remove_ob (hitter); |
|
|
2003 | free_object (hitter); |
|
|
2004 | } |
|
|
2005 | /* Lets handle creatures that are splitting now */ |
1719 | /* Lets handle creatures that are splitting now */ |
2006 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1720 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
2007 | { |
1721 | { |
2008 | int i; |
1722 | int i; |
2009 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1723 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
2010 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1724 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
2011 | object *owner = get_owner (op); |
1725 | object *owner = op->owner; |
2012 | |
1726 | |
2013 | if (!op->other_arch) |
1727 | if (!op->other_arch) |
2014 | { |
1728 | { |
2015 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1729 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
2016 | return maxdam; |
1730 | return maxdam; |
2017 | } |
1731 | } |
|
|
1732 | |
2018 | remove_ob (op); |
1733 | op->remove (); |
2019 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1734 | |
|
|
1735 | for (i = 0; i < op->stats.food; i++) |
2020 | { /* This doesn't handle op->more yet */ |
1736 | { /* This doesn't handle op->more yet */ |
2021 | object *tmp = arch_to_object (op->other_arch); |
1737 | object *tmp = arch_to_object (op->other_arch); |
2022 | int j; |
1738 | int j; |
2023 | |
1739 | |
2024 | tmp->stats.hp = op->stats.hp; |
1740 | tmp->stats.hp = op->stats.hp; |
|
|
1741 | |
2025 | if (friendly) |
1742 | if (friendly) |
2026 | { |
1743 | { |
2027 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2028 | add_friendly_object (tmp); |
1744 | add_friendly_object (tmp); |
2029 | tmp->attack_movement = PETMOVE; |
1745 | tmp->attack_movement = PETMOVE; |
|
|
1746 | |
2030 | if (owner != NULL) |
1747 | if (owner) |
2031 | set_owner (tmp, owner); |
1748 | tmp->set_owner (owner); |
2032 | } |
1749 | } |
|
|
1750 | |
2033 | if (unaggressive) |
1751 | if (unaggressive) |
2034 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1752 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1753 | |
2035 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1754 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1755 | |
2036 | if (j == -1) /* No spot to put this monster */ |
1756 | if (j == -1) /* No spot to put this monster */ |
2037 | free_object (tmp); |
1757 | tmp->destroy (); |
2038 | else |
1758 | else |
2039 | { |
1759 | { |
2040 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1760 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2041 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1761 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2042 | } |
1762 | } |
2043 | } |
1763 | } |
2044 | if (friendly) |
1764 | |
2045 | remove_friendly_object (op); |
1765 | op->destroy (); |
2046 | free_object (op); |
|
|
2047 | } |
1766 | } |
2048 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1767 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2049 | { |
1768 | hitter->drop_and_destroy (); |
2050 | remove_ob (hitter); |
1769 | |
2051 | free_object (hitter); |
|
|
2052 | } |
|
|
2053 | return maxdam; |
1770 | return maxdam; |
2054 | } |
1771 | } |
2055 | |
|
|
2056 | |
1772 | |
2057 | void |
1773 | void |
2058 | poison_player (object *op, object *hitter, int dam) |
1774 | poison_player (object *op, object *hitter, int dam) |
2059 | { |
1775 | { |
2060 | archetype *at = find_archetype ("poisoning"); |
1776 | archetype *at = archetype::find ("poisoning"); |
2061 | object *tmp = present_arch_in_ob (at, op); |
1777 | object *tmp = present_arch_in_ob (at, op); |
2062 | |
1778 | |
2063 | if (tmp == NULL) |
1779 | if (tmp == NULL) |
2064 | { |
1780 | { |
2065 | if ((tmp = arch_to_object (at)) == NULL) |
1781 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2078 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1794 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2079 | tmp->stats.dam += hitter->level / 2; |
1795 | tmp->stats.dam += hitter->level / 2; |
2080 | else |
1796 | else |
2081 | tmp->stats.dam = dam; |
1797 | tmp->stats.dam = dam; |
2082 | |
1798 | |
2083 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
1799 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2084 | if (hitter->skill && hitter->skill != tmp->skill) |
1800 | if (hitter->skill && hitter->skill != tmp->skill) |
2085 | { |
1801 | { |
2086 | tmp->skill = hitter->skill; |
1802 | tmp->skill = hitter->skill; |
2087 | } |
1803 | } |
2088 | |
1804 | |
… | |
… | |
2094 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1810 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2095 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1811 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2096 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1812 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2097 | tmp->stats.Int = MAX (-dam / 7, -10); |
1813 | tmp->stats.Int = MAX (-dam / 7, -10); |
2098 | SET_FLAG (tmp, FLAG_APPLIED); |
1814 | SET_FLAG (tmp, FLAG_APPLIED); |
2099 | fix_player (op); |
1815 | op->update_stats (); |
2100 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1816 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1817 | op->play_sound (tmp->sound); |
2101 | } |
1818 | } |
|
|
1819 | |
2102 | if (hitter->type == PLAYER) |
1820 | if (hitter->type == PLAYER) |
2103 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1821 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2104 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
1822 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2105 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1823 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2106 | } |
1824 | } |
|
|
1825 | |
2107 | tmp->speed_left = 0; |
1826 | tmp->speed_left = 0; |
2108 | } |
1827 | } |
2109 | else |
1828 | else |
2110 | tmp->stats.food++; |
1829 | tmp->stats.food++; |
2111 | } |
1830 | } |
2112 | |
1831 | |
2113 | void |
1832 | void |
2114 | slow_player (object *op, object *hitter, int dam) |
1833 | slow_player (object *op, object *hitter, int dam) |
2115 | { |
1834 | { |
2116 | archetype *at = find_archetype ("slowness"); |
1835 | archetype *at = archetype::find ("slowness"); |
2117 | object *tmp; |
1836 | object *tmp; |
2118 | |
1837 | |
2119 | if (at == NULL) |
1838 | if (at == NULL) |
2120 | { |
|
|
2121 | LOG (llevError, "Can't find slowness archetype.\n"); |
1839 | LOG (llevError, "Can't find slowness archetype.\n"); |
2122 | } |
1840 | |
2123 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1841 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2124 | { |
1842 | { |
2125 | tmp = arch_to_object (at); |
1843 | tmp = arch_to_object (at); |
2126 | tmp = insert_ob_in_ob (tmp, op); |
1844 | tmp = insert_ob_in_ob (tmp, op); |
2127 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1845 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2128 | } |
1846 | } |
2129 | else |
1847 | else |
2130 | tmp->stats.food++; |
1848 | tmp->stats.food++; |
|
|
1849 | |
2131 | SET_FLAG (tmp, FLAG_APPLIED); |
1850 | SET_FLAG (tmp, FLAG_APPLIED); |
2132 | tmp->speed_left = 0; |
1851 | tmp->speed_left = 0; |
2133 | fix_player (op); |
1852 | op->update_stats (); |
2134 | } |
1853 | } |
2135 | |
1854 | |
2136 | void |
1855 | void |
2137 | confuse_player (object *op, object *hitter, int dam) |
1856 | confuse_player (object *op, object *hitter, int dam) |
2138 | { |
1857 | { |
… | |
… | |
2152 | tmp->speed = 0.05; |
1871 | tmp->speed = 0.05; |
2153 | tmp->subtype = FORCE_CONFUSION; |
1872 | tmp->subtype = FORCE_CONFUSION; |
2154 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1873 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2155 | tmp->name = "confusion"; |
1874 | tmp->name = "confusion"; |
2156 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1875 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1876 | |
2157 | if (tmp->duration > maxduration) |
1877 | if (tmp->duration > maxduration) |
2158 | tmp->duration = maxduration; |
1878 | tmp->duration = maxduration; |
2159 | |
1879 | |
2160 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1880 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2161 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1881 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1882 | |
2162 | SET_FLAG (op, FLAG_CONFUSED); |
1883 | SET_FLAG (op, FLAG_CONFUSED); |
2163 | } |
1884 | } |
2164 | |
1885 | |
2165 | void |
1886 | void |
2166 | blind_player (object *op, object *hitter, int dam) |
1887 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2182 | */ |
1903 | */ |
2183 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
1904 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2184 | |
1905 | |
2185 | tmp = insert_ob_in_ob (tmp, op); |
1906 | tmp = insert_ob_in_ob (tmp, op); |
2186 | change_abil (op, tmp); /* Mostly to display any messages */ |
1907 | change_abil (op, tmp); /* Mostly to display any messages */ |
2187 | fix_player (op); /* This takes care of some other stuff */ |
1908 | op->update_stats (); /* This takes care of some other stuff */ |
2188 | |
1909 | |
2189 | if (hitter->owner) |
1910 | if (hitter->owner) |
2190 | owner = get_owner (hitter); |
1911 | owner = hitter->owner; |
2191 | else |
1912 | else |
2192 | owner = hitter; |
1913 | owner = hitter; |
2193 | |
1914 | |
2194 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
1915 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2195 | } |
1916 | } |
… | |
… | |
2232 | op->speed_left = (float) -(FABS (op->speed) * max); |
1953 | op->speed_left = (float) -(FABS (op->speed) * max); |
2233 | |
1954 | |
2234 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1955 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2235 | } |
1956 | } |
2236 | |
1957 | |
2237 | |
|
|
2238 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1958 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2239 | * the computed damaged. |
1959 | * the computed damaged. |
2240 | */ |
1960 | */ |
2241 | void |
1961 | static void |
2242 | deathstrike_player (object *op, object *hitter, int *dam) |
1962 | deathstrike_player (object *op, object *hitter, int *dam) |
2243 | { |
1963 | { |
2244 | /* The intention of a death attack is to kill outright things |
1964 | /* The intention of a death attack is to kill outright things |
2245 | ** that are a lot weaker than the attacker, have a chance of killing |
1965 | ** that are a lot weaker than the attacker, have a chance of killing |
2246 | ** things somewhat weaker than the caster, and no chance of |
1966 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2250 | ** field of the deathstriking object */ |
1970 | ** field of the deathstriking object */ |
2251 | |
1971 | |
2252 | int atk_lev, def_lev, kill_lev; |
1972 | int atk_lev, def_lev, kill_lev; |
2253 | |
1973 | |
2254 | if (hitter->slaying) |
1974 | if (hitter->slaying) |
2255 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
1975 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1976 | || (op->race && hitter->slaying.contains (op->race)))) |
2256 | return; |
1977 | return; |
2257 | |
1978 | |
2258 | def_lev = op->level; |
1979 | def_lev = op->level; |
2259 | if (def_lev < 1) |
1980 | if (def_lev < 1) |
2260 | { |
1981 | { |
2261 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
1982 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2262 | def_lev = 1; |
1983 | def_lev = 1; |
2263 | } |
1984 | } |
|
|
1985 | |
2264 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1986 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2265 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1987 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2266 | atk_lev, def_lev); */ |
1988 | atk_lev, def_lev); */ |
2267 | |
1989 | |
2268 | if (atk_lev >= def_lev) |
1990 | if (atk_lev >= def_lev) |
… | |
… | |
2283 | */ |
2005 | */ |
2284 | *dam *= kill_lev / def_lev; |
2006 | *dam *= kill_lev / def_lev; |
2285 | } |
2007 | } |
2286 | } |
2008 | } |
2287 | else |
2009 | else |
2288 | { |
|
|
2289 | *dam = 0; /* no harm done */ |
2010 | *dam = 0; /* no harm done */ |
|
|
2011 | } |
|
|
2012 | |
|
|
2013 | /* This returns the amount of damage hitter does to op with the |
|
|
2014 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
2015 | * This doesn't damage the player, but returns how much it should |
|
|
2016 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
2017 | * Note - changed for PR code - we now pass the attack number and not |
|
|
2018 | * the attacktype. Makes it easier for the PR code. */ |
|
|
2019 | int |
|
|
2020 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
2021 | { |
|
|
2022 | int doesnt_slay = 1; |
|
|
2023 | |
|
|
2024 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
2025 | if (attacknum >= NROFATTACKS) |
2290 | } |
2026 | { |
2291 | } |
2027 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2292 | |
2028 | return 0; |
2293 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2294 | * items (like attacking living creatures--a potion thrown at a |
|
|
2295 | * monster). |
|
|
2296 | */ |
|
|
2297 | static void |
|
|
2298 | thrown_item_effect (object *hitter, object *victim) |
|
|
2299 | { |
|
|
2300 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2301 | { |
2029 | } |
2302 | /* May not need a switch for just 2 types, but this makes it |
2030 | |
2303 | * easier for expansion. |
2031 | if (dam < 0) |
|
|
2032 | { |
|
|
2033 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
2034 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
2035 | return 0; |
|
|
2036 | } |
|
|
2037 | |
|
|
2038 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
2039 | * people can't mess with that or it otherwise get confused. */ |
|
|
2040 | if (attacknum == ATNR_INTERNAL) |
|
|
2041 | return dam; |
|
|
2042 | |
|
|
2043 | if (hitter->slaying) |
|
|
2044 | { |
|
|
2045 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
2046 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2304 | */ |
2047 | { |
2305 | switch (hitter->type) |
2048 | doesnt_slay = 0; |
|
|
2049 | dam *= 3; |
2306 | { |
2050 | } |
2307 | case POTION: |
2051 | } |
2308 | /* should player get a save throw instead of checking magic protection? */ |
2052 | |
2309 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2053 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2310 | (void) apply_potion (victim, hitter); |
2054 | if (op->resist[attacknum]) |
|
|
2055 | { |
|
|
2056 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
2057 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
2058 | dam *= (100 - op->resist[attacknum]); |
|
|
2059 | if (dam >= 100) |
|
|
2060 | dam /= 100; |
|
|
2061 | else |
|
|
2062 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
2063 | } |
|
|
2064 | |
|
|
2065 | /* Special hack. By default, if immune to something, you |
|
|
2066 | * shouldn't need to worry. However, acid is an exception, since |
|
|
2067 | * it can still damage your items. Only include attacktypes if |
|
|
2068 | * special processing is needed */ |
|
|
2069 | |
|
|
2070 | if (op->resist[attacknum] >= 100 |
|
|
2071 | && doesnt_slay |
|
|
2072 | && attacknum != ATNR_ACID) |
|
|
2073 | return 0; |
|
|
2074 | |
|
|
2075 | /* Keep this in order - makes things easier to find */ |
|
|
2076 | |
|
|
2077 | switch (attacknum) |
|
|
2078 | { |
|
|
2079 | case ATNR_PHYSICAL: |
|
|
2080 | /* here also check for diseases */ |
|
|
2081 | check_physically_infect (op, hitter); |
2311 | break; |
2082 | break; |
2312 | |
2083 | |
2313 | case POISON: /* poison drinks */ |
2084 | /* Don't need to do anything for: |
2314 | /* As with potions, should monster get a save? */ |
2085 | magic, |
2315 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2086 | fire, |
2316 | apply_poison (victim, hitter); |
2087 | electricity, |
|
|
2088 | cold */ |
|
|
2089 | |
|
|
2090 | case ATNR_CONFUSION: |
|
|
2091 | case ATNR_POISON: |
|
|
2092 | case ATNR_SLOW: |
|
|
2093 | case ATNR_PARALYZE: |
|
|
2094 | case ATNR_FEAR: |
|
|
2095 | case ATNR_CANCELLATION: |
|
|
2096 | case ATNR_DEPLETE: |
|
|
2097 | case ATNR_BLIND: |
|
|
2098 | { |
|
|
2099 | /* chance for inflicting a special attack depends on the |
|
|
2100 | * difference between attacker's and defender's level |
|
|
2101 | */ |
|
|
2102 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
2103 | |
|
|
2104 | /* First, only creatures/players with speed can be affected. |
|
|
2105 | * Second, just getting hit doesn't mean it always affects |
|
|
2106 | * you. Third, you still get a saving through against the |
|
|
2107 | * effect. |
|
|
2108 | */ |
|
|
2109 | if (op->speed && |
|
|
2110 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
2111 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2112 | { |
|
|
2113 | |
|
|
2114 | /* Player has been hit by something */ |
|
|
2115 | if (attacknum == ATNR_CONFUSION) |
|
|
2116 | confuse_player (op, hitter, dam); |
|
|
2117 | else if (attacknum == ATNR_POISON) |
|
|
2118 | poison_player (op, hitter, dam); |
|
|
2119 | else if (attacknum == ATNR_SLOW) |
|
|
2120 | slow_player (op, hitter, dam); |
|
|
2121 | else if (attacknum == ATNR_PARALYZE) |
|
|
2122 | paralyze_player (op, hitter, dam); |
|
|
2123 | else if (attacknum == ATNR_FEAR) |
|
|
2124 | scare_creature (op, hitter); |
|
|
2125 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2126 | cancellation (op); |
|
|
2127 | else if (attacknum == ATNR_DEPLETE) |
|
|
2128 | op->drain_stat (); |
|
|
2129 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
2130 | blind_player (op, hitter, dam); |
|
|
2131 | } |
|
|
2132 | |
|
|
2133 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
2134 | } |
2317 | break; |
2135 | break; |
2318 | |
2136 | |
2319 | /* Removed case statements that did nothing. |
2137 | case ATNR_ACID: |
2320 | * food may be poisonous, but monster must be willing to eat it, |
2138 | { |
2321 | * so we don't handle it here. |
2139 | int flag = 0; |
2322 | * Containers should perhaps break open, but that code was disabled. |
2140 | |
|
|
2141 | /* Items only get corroded if you're not on a battleground and |
|
|
2142 | * if your acid resistance is below 50%. */ |
|
|
2143 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
2144 | { |
|
|
2145 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2146 | { |
|
|
2147 | if (tmp->invisible) |
|
|
2148 | continue; |
|
|
2149 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
2150 | /* >= 10% acid res. on items will protect these */ |
|
|
2151 | continue; |
|
|
2152 | if (!(tmp->materials & M_IRON)) |
|
|
2153 | continue; |
|
|
2154 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2155 | continue; |
|
|
2156 | if (tmp->type == RING |
|
|
2157 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2158 | || tmp->type == GIRDLE |
|
|
2159 | || tmp->type == AMULET |
|
|
2160 | || tmp->type == WAND |
|
|
2161 | || tmp->type == ROD |
|
|
2162 | || tmp->type == HORN) |
|
|
2163 | continue; /* To avoid some strange effects */ |
|
|
2164 | |
|
|
2165 | /* High damage acid has better chance of corroding |
|
|
2166 | objects */ |
|
|
2167 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2168 | { |
|
|
2169 | flag = 1; |
|
|
2170 | tmp->magic--; |
|
|
2171 | |
|
|
2172 | if (object *pl = tmp->visible_to ()) |
|
|
2173 | { |
|
|
2174 | /* Make this more visible */ |
|
|
2175 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2176 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2177 | |
|
|
2178 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2179 | } |
|
|
2180 | } |
|
|
2181 | } |
|
|
2182 | |
|
|
2183 | if (flag) |
|
|
2184 | op->update_stats (); /* Something was corroded */ |
|
|
2185 | } |
|
|
2186 | } |
|
|
2187 | break; |
|
|
2188 | |
|
|
2189 | case ATNR_DRAIN: |
|
|
2190 | { |
|
|
2191 | /* rate is the proportion of exp drained. High rate means |
|
|
2192 | * not much is drained, low rate means a lot is drained. |
|
|
2193 | */ |
|
|
2194 | int rate; |
|
|
2195 | |
|
|
2196 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
2197 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
2198 | else |
|
|
2199 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
2200 | |
|
|
2201 | if (op->stats.exp <= rate) |
|
|
2202 | { |
|
|
2203 | if (op->type == GOLEM) |
|
|
2204 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
2205 | else |
|
|
2206 | /* If we can't drain, lets try to do physical damage */ |
|
|
2207 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2208 | } |
|
|
2209 | else |
|
|
2210 | { |
|
|
2211 | /* Randomly give the hitter some hp */ |
|
|
2212 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2213 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2214 | hitter->stats.hp++; |
|
|
2215 | |
|
|
2216 | /* Can't do drains on battleground spaces. |
|
|
2217 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2218 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2219 | * nothing happens. |
|
|
2220 | * Try to credit the owner. We try to display player -> player drain |
|
|
2221 | * attacks, hence all the != PLAYER checks. |
2323 | */ |
2222 | */ |
|
|
2223 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2224 | { |
|
|
2225 | object *owner = hitter->owner; |
|
|
2226 | |
|
|
2227 | if (owner && owner != hitter) |
|
|
2228 | { |
|
|
2229 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2230 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2231 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
2232 | } |
|
|
2233 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2234 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2235 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
2236 | |
|
|
2237 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
2238 | } |
|
|
2239 | |
|
|
2240 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2241 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2242 | * as the messages will say you missed |
|
|
2243 | */ |
|
|
2244 | } |
|
|
2245 | } |
|
|
2246 | break; |
|
|
2247 | |
|
|
2248 | case ATNR_TURN_UNDEAD: |
2324 | } |
2249 | { |
2325 | } |
2250 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
2326 | } |
2251 | { |
|
|
2252 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2253 | object *god = find_god (determine_god (owner)); |
|
|
2254 | int div = 1; |
2327 | |
2255 | |
2328 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2256 | /* if undead are not an enemy of your god, you turn them |
|
|
2257 | * at half strength */ |
|
|
2258 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2259 | div = 2; |
2329 | |
2260 | |
2330 | int |
2261 | /* Give a bonus if you resist turn undead */ |
2331 | adj_attackroll (object *hitter, object *target) |
2262 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2332 | { |
2263 | scare_creature (op, owner); |
2333 | object *attacker = hitter; |
2264 | } |
2334 | int adjust = 0; |
2265 | else |
|
|
2266 | dam = 0; /* don't damage non undead - should we damage |
|
|
2267 | undead? */ |
|
|
2268 | } |
|
|
2269 | break; |
2335 | |
2270 | |
2336 | /* safety */ |
2271 | case ATNR_DEATH: |
2337 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2272 | deathstrike_player (op, hitter, &dam); |
2338 | { |
2273 | break; |
2339 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2340 | return 0; |
|
|
2341 | } |
|
|
2342 | |
2274 | |
2343 | /* aimed missiles use the owning object's sight */ |
2275 | case ATNR_CHAOS: |
2344 | if (is_aimed_missile (hitter)) |
2276 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2345 | { |
2277 | dam = 0; |
2346 | if ((attacker = get_owner (hitter)) == NULL) |
2278 | break; |
2347 | attacker = hitter; |
2279 | |
2348 | /* A player who saves but hasn't quit still could have objects |
2280 | case ATNR_COUNTERSPELL: |
2349 | * owned by him - need to handle that case to avoid crashes. |
2281 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2282 | dam = 0; |
|
|
2283 | /* This should never happen. Counterspell is handled |
|
|
2284 | * seperately and filtered out. If this does happen, |
|
|
2285 | * Counterspell has no effect on anything but spells, so it |
|
|
2286 | * does no damage. */ |
|
|
2287 | break; |
|
|
2288 | |
|
|
2289 | case ATNR_HOLYWORD: |
|
|
2290 | { |
|
|
2291 | /* This has already been handled by hit_player, |
|
|
2292 | * no need to check twice -- DAMN */ |
|
|
2293 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2294 | |
|
|
2295 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2296 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2297 | scare_creature (op, owner); |
|
|
2298 | } |
|
|
2299 | break; |
|
|
2300 | |
|
|
2301 | case ATNR_LIFE_STEALING: |
|
|
2302 | { |
|
|
2303 | int new_hp; |
|
|
2304 | |
|
|
2305 | /* this is replacement to drain for players, instead of taking |
|
|
2306 | * exp it takes hp. It is geared for players, probably not |
|
|
2307 | * much use giving it to monsters |
|
|
2308 | * |
|
|
2309 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2310 | * damage it does do to the player. Given that, |
|
|
2311 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2312 | * 1000). |
2350 | */ |
2313 | */ |
2351 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2314 | /* You can't steal life from something undead */ |
2352 | attacker = hitter; |
2315 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
2353 | } |
|
|
2354 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2355 | return 0; |
|
|
2356 | |
|
|
2357 | /* determine the condtions under which we make an attack. |
|
|
2358 | * Add more cases, as the need occurs. */ |
|
|
2359 | |
|
|
2360 | if (!can_see_enemy (attacker, target)) |
|
|
2361 | { |
|
|
2362 | /* target is unseen */ |
|
|
2363 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2364 | adjust -= 10; |
|
|
2365 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2366 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2367 | adjust -= target->map->darkness; |
|
|
2368 | } |
|
|
2369 | |
|
|
2370 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2371 | adjust -= 3; |
|
|
2372 | |
|
|
2373 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2374 | adjust += 1; |
|
|
2375 | |
|
|
2376 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2377 | adjust += 1; |
|
|
2378 | |
|
|
2379 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2380 | adjust -= 3; |
|
|
2381 | |
|
|
2382 | /* if we attack at a different 'altitude' its harder */ |
|
|
2383 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2384 | adjust -= 2; |
|
|
2385 | |
|
|
2386 | #if 0 |
|
|
2387 | /* slower attacks are less likely to succeed. We should use a |
|
|
2388 | * comparison between attacker/target speeds BUT, players have |
|
|
2389 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2390 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2391 | * fly fast should have a better chance of hitting a slower target. |
|
|
2392 | */ |
|
|
2393 | if (hitter->speed < target->speed) |
|
|
2394 | adjust += ((float) hitter->speed - target->speed); |
|
|
2395 | #endif |
|
|
2396 | |
|
|
2397 | #if 0 |
|
|
2398 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2399 | #endif |
|
|
2400 | |
|
|
2401 | return adjust; |
|
|
2402 | } |
|
|
2403 | |
|
|
2404 | |
|
|
2405 | /* determine if the object is an 'aimed' missile */ |
|
|
2406 | int |
|
|
2407 | is_aimed_missile (object *op) |
|
|
2408 | { |
|
|
2409 | |
|
|
2410 | /* I broke what used to be one big if into a few nested |
|
|
2411 | * ones so that figuring out the logic is at least possible. |
|
|
2412 | */ |
|
|
2413 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2414 | { |
|
|
2415 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2416 | return 1; |
2316 | return 0; |
2417 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2317 | |
2418 | return 1; |
2318 | /* If drain protection is higher than life stealing, use that */ |
|
|
2319 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2320 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2321 | else |
|
|
2322 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2323 | |
|
|
2324 | /* You die at -1 hp, not zero. */ |
|
|
2325 | if (dam > (op->stats.hp + 1)) |
|
|
2326 | dam = op->stats.hp + 1; |
|
|
2327 | |
|
|
2328 | new_hp = hitter->stats.hp + dam; |
|
|
2329 | if (new_hp > hitter->stats.maxhp) |
|
|
2330 | new_hp = hitter->stats.maxhp; |
|
|
2331 | |
|
|
2332 | if (new_hp > hitter->stats.hp) |
|
|
2333 | hitter->stats.hp = new_hp; |
|
|
2334 | } |
2419 | } |
2335 | } |
|
|
2336 | |
2420 | return 0; |
2337 | return dam; |
2421 | } |
2338 | } |
|
|
2339 | |