… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
… | |
… | |
35 | char *msg2; |
36 | char *msg2; |
36 | } att_msg; |
37 | } att_msg; |
37 | |
38 | |
38 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
39 | |
40 | |
40 | /* cancels object *op. Cancellation basically means an object loses |
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|
41 | * its magical benefits. |
|
|
42 | */ |
|
|
43 | void |
|
|
44 | cancellation (object *op) |
|
|
45 | { |
|
|
46 | if (op->invisible) |
|
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47 | return; |
|
|
48 | |
|
|
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
50 | { |
|
|
51 | /* Recurse through the inventory */ |
|
|
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
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53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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54 | cancellation (tmp); |
|
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55 | } |
|
|
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
|
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57 | { |
|
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58 | /* Nullify this object. This code could probably be more complete */ |
|
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59 | /* in what abilities it should cancel */ |
|
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60 | op->magic = 0; |
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61 | |
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62 | CLEAR_FLAG (op, FLAG_DAMNED); |
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63 | CLEAR_FLAG (op, FLAG_CURSED); |
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64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
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65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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66 | |
|
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67 | if (object *pl = op->visible_to ()) |
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68 | esrv_update_item (UPD_FLAGS, pl, op); |
|
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69 | } |
|
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70 | } |
|
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71 | |
|
|
72 | /* 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 |
73 | * 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 |
74 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
75 | */ |
44 | */ |
76 | int |
45 | static int |
77 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, uint32_t type, object *originator) |
78 | { |
47 | { |
79 | int i, roll, saves = 0, attacks = 0, number; |
48 | int saves = 0, attacks = 0; |
80 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
81 | |
50 | |
82 | if (!op->materialname) |
51 | // destroying objects without material has many bad effects |
83 | { |
52 | if (mt == MATERIAL_NULL) |
84 | for (mt = materialt; mt && mt->next; mt = mt->next) |
|
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85 | if (op->materials & mt->material) |
|
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86 | break; |
|
|
87 | } |
|
|
88 | else |
|
|
89 | mt = name_to_material (op->materialname); |
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90 | |
|
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91 | if (!mt) |
|
|
92 | return TRUE; |
53 | return 1; |
93 | |
54 | |
94 | roll = rndm (1, 20); |
55 | int roll = rndm (1, 20); |
95 | |
56 | |
96 | /* the attacktypes have no meaning for object saves |
57 | /* the attacktypes have no meaning for object saves |
97 | * If the type is only magic, don't adjust type - basically, if |
58 | * If the type is only magic, don't adjust type - basically, if |
98 | * pure magic is hitting an object, it should save. However, if it |
59 | * pure magic is hitting an object, it should save. However, if it |
99 | * is magic teamed with something else, then strip out the |
60 | * is magic teamed with something else, then strip out the |
100 | * magic type, and instead let the fire, cold, or whatever component |
61 | * magic type, and instead let the fire, cold, or whatever component |
101 | * destroy the item. Otherwise, you get the case of poisoncloud |
62 | * destroy the item. Otherwise, you get the case of poisoncloud |
102 | * destroying objects because it has magic attacktype. |
63 | * destroying objects because it has magic attacktype. |
103 | */ |
64 | */ |
104 | if (type != AT_MAGIC) |
65 | if (type != AT_MAGIC) |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
66 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
67 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
68 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | |
69 | |
|
|
70 | |
109 | if (type == 0) return TRUE; |
71 | if (type == 0) return TRUE; |
110 | |
72 | |
111 | if (roll == 20) return TRUE; |
73 | if (roll == 20) return TRUE; |
112 | if (roll == 1) return FALSE; |
74 | if (roll == 1) return FALSE; |
113 | |
75 | |
114 | for (number = 0; number < NROFATTACKS; number++) |
76 | for_all_bits_sparse_32 (type, number) |
115 | { |
77 | { |
116 | i = 1 << number; |
|
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117 | |
|
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118 | if (!(i & type)) |
|
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119 | continue; |
|
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120 | |
|
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121 | attacks++; |
78 | attacks++; |
|
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79 | |
122 | if (op->resist[number] == 100) |
80 | if (op->resist[number] == 100) |
123 | saves++; |
81 | saves++; |
124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
82 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
125 | saves++; |
83 | saves++; |
126 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
84 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
… | |
… | |
132 | |
90 | |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
91 | if (saves == 0 || (rndm (1, attacks) > saves)) |
134 | return FALSE; |
92 | return FALSE; |
135 | |
93 | |
136 | return TRUE; |
94 | return TRUE; |
|
|
95 | } |
|
|
96 | |
|
|
97 | /* cancels object *op. Cancellation basically means an object loses |
|
|
98 | * its magical benefits. |
|
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99 | */ |
|
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100 | void |
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101 | cancellation (object *op) |
|
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102 | { |
|
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103 | if (op->invisible) |
|
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104 | return; |
|
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105 | |
|
|
106 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
107 | { |
|
|
108 | /* Recurse through the inventory */ |
|
|
109 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
110 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
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111 | cancellation (tmp); |
|
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112 | } |
|
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113 | else if (fabs (op->magic) <= rndm (0, 5)) |
|
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114 | { |
|
|
115 | /* Nullify this object. This code could probably be more complete */ |
|
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116 | /* in what abilities it should cancel */ |
|
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117 | op->magic = 0; |
|
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118 | |
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119 | CLEAR_FLAG (op, FLAG_DAMNED); |
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120 | CLEAR_FLAG (op, FLAG_CURSED); |
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121 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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122 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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123 | |
|
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124 | if (object *pl = op->visible_to ()) |
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125 | esrv_update_item (UPD_FLAGS, pl, op); |
|
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126 | } |
137 | } |
127 | } |
138 | |
128 | |
139 | /* This function calls did_make_save_item. It then performs the |
129 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
130 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
131 | * calling cancellation, etc.) |
… | |
… | |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
149 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
150 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
151 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
152 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
153 | */ |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
154 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
165 | { |
155 | { |
166 | const char *arch = op->other_arch->archname; |
156 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
167 | |
157 | if (op->type == LAMP || op->type == TORCH) |
168 | if (op->decrease ()) |
|
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169 | fix_stopped_item (op, m, originator); |
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170 | |
|
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171 | if ((op = archetype::get (arch))) |
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172 | { |
158 | { |
173 | if (env) |
159 | apply_lamp (op, true); // turn on a lamp |
174 | env->insert (op); |
|
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175 | else |
160 | return; |
176 | m->insert (op, x, y, originator); |
|
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177 | } |
161 | } |
|
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162 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
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163 | { |
|
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164 | if (op->other_arch) |
|
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165 | { |
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166 | const char *arch = op->other_arch->archname; |
178 | |
167 | |
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168 | if (op->decrease ()) |
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169 | fix_stopped_item (op, m, originator); |
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170 | |
|
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171 | if ((op = archetype::get (arch))) |
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172 | { |
|
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173 | if (env) |
|
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174 | env->insert (op); |
|
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175 | else |
|
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176 | m->insert (op, x, y, originator); |
|
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177 | } |
|
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178 | } |
|
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179 | |
179 | return; |
180 | return; |
|
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181 | } |
180 | } |
182 | } |
181 | |
183 | |
182 | if (type & AT_CANCELLATION) |
184 | if (type & AT_CANCELLATION) |
183 | { /* Cancellation. */ |
185 | { /* Cancellation. */ |
184 | cancellation (op); |
186 | cancellation (op); |
185 | fix_stopped_item (op, m, originator); |
187 | fix_stopped_item (op, m, originator); |
|
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188 | |
186 | return; |
189 | return; |
187 | } |
|
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188 | |
|
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189 | if (op->nrof > 1) |
|
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190 | { |
|
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191 | if (op->decrease (rndm (0, op->nrof - 1))) |
|
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192 | fix_stopped_item (op, m, originator); |
|
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193 | } |
|
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194 | else |
|
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195 | { |
|
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196 | // drop everything to the ground, if possible |
|
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197 | op->insert_at (originator); |
|
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198 | op->drop_and_destroy (); |
|
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199 | } |
190 | } |
200 | |
191 | |
201 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
192 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
202 | if (env) |
193 | if (env) |
203 | { |
194 | { |
204 | op = archetype::get (shstr_burnout); |
195 | object *op = archetype::get (shstr_burnout); |
205 | op->x = env->x, op->y = env->y; |
196 | op->x = env->x, op->y = env->y; |
206 | env->insert (op); |
197 | env->insert (op); |
207 | } |
198 | } |
208 | else |
199 | else |
209 | replace_insert_ob_in_map (shstr_burnout, originator); |
200 | replace_insert_ob_in_map (shstr_burnout, originator); |
|
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201 | |
|
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202 | if (op->nrof > 1) |
|
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203 | { |
|
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204 | if (op->decrease (rndm (0, op->nrof - 1))) |
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205 | fix_stopped_item (op, m, originator); |
|
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206 | } |
|
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207 | else |
|
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208 | { |
|
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209 | // drop everything to the ground, if possible |
|
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210 | op->insert_at (originator); |
|
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211 | op->drop_and_destroy (); |
|
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212 | } |
210 | |
213 | |
211 | return; |
214 | return; |
212 | } |
215 | } |
213 | |
216 | |
214 | /* The value of 50 is arbitrary. */ |
217 | /* The value of 50 is arbitrary. */ |
… | |
… | |
247 | * type is the attacktype of the object. |
250 | * type is the attacktype of the object. |
248 | * full_hit is set if monster area does not matter. |
251 | * full_hit is set if monster area does not matter. |
249 | * returns 1 if it hits something, 0 otherwise. |
252 | * returns 1 if it hits something, 0 otherwise. |
250 | */ |
253 | */ |
251 | int |
254 | int |
252 | hit_map (object *op, int dir, int type, int full_hit) |
255 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
253 | { |
256 | { |
254 | maptile *map; |
257 | maptile *map; |
255 | sint16 x, y; |
258 | sint16 x, y; |
256 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
259 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
257 | |
260 | |
… | |
… | |
347 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
350 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
348 | * that weak walls have is_alive set, which prevent objects from |
351 | * that weak walls have is_alive set, which prevent objects from |
349 | * passing over/through them. We don't care what type of movement |
352 | * passing over/through them. We don't care what type of movement |
350 | * the wall blocks - if it blocks any type of movement, can't be |
353 | * the wall blocks - if it blocks any type of movement, can't be |
351 | * destroyed right now. |
354 | * destroyed right now. |
|
|
355 | * Without the material check the server completely fails to work, |
|
|
356 | * objects detsroy themselves, floors get destroyed etc. etc. |
352 | */ |
357 | */ |
353 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
358 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
354 | { |
359 | { |
355 | save_throw_object (tmp, type, op); |
360 | save_throw_object (tmp, type, op); |
356 | |
361 | |
357 | if (op->destroyed ()) |
362 | if (op->destroyed ()) |
358 | break; |
363 | break; |
… | |
… | |
360 | } |
365 | } |
361 | |
366 | |
362 | return 0; |
367 | return 0; |
363 | } |
368 | } |
364 | |
369 | |
365 | void |
370 | static void |
366 | attack_message (int dam, int type, object *op, object *hitter) |
371 | attack_message (int dam, int type, object *op, object *hitter) |
367 | { |
372 | { |
368 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
373 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
369 | int i, found = 0; |
374 | int i, found = 0; |
370 | maptile *map; |
375 | maptile *map; |
… | |
… | |
372 | |
377 | |
373 | /* put in a few special messages for some of the common attacktypes |
378 | /* put in a few special messages for some of the common attacktypes |
374 | * a player might have. For example, fire, electric, cold, etc |
379 | * a player might have. For example, fire, electric, cold, etc |
375 | * [garbled 20010919] |
380 | * [garbled 20010919] |
376 | */ |
381 | */ |
377 | |
|
|
378 | if (dam == 9998 && op->type == DOOR) |
382 | if (dam == 9998 && op->type == DOOR) |
379 | { |
383 | { |
380 | sprintf (buf1, "unlock %s", &op->name); |
384 | sprintf (buf1, "unlock %s", &op->name); |
381 | sprintf (buf2, " unlocks"); |
385 | sprintf (buf2, " unlocks"); |
382 | found++; |
386 | found++; |
383 | } |
387 | } |
384 | if (dam < 0) |
388 | else if (dam < 0) |
385 | { |
389 | { |
386 | sprintf (buf1, "hit %s", &op->name); |
390 | sprintf (buf1, "hit %s", &op->name); |
387 | sprintf (buf2, " hits"); |
391 | sprintf (buf2, " hits"); |
388 | found++; |
392 | found++; |
389 | } |
393 | } |
… | |
… | |
511 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
515 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
512 | found++; |
516 | found++; |
513 | break; |
517 | break; |
514 | } |
518 | } |
515 | } |
519 | } |
516 | else if (hitter->current_weapon != NULL) |
520 | else if (hitter->current_weapon) |
517 | { |
521 | { |
518 | int mtype; |
522 | int mtype; |
519 | |
523 | |
520 | switch (hitter->current_weapon->weapontype) |
524 | switch (hitter->current_weapon->weapontype) |
521 | { |
525 | { |
… | |
… | |
659 | op->play_sound (sound_find ("player_hits4")); |
663 | op->play_sound (sound_find ("player_hits4")); |
660 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
664 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
661 | } |
665 | } |
662 | } |
666 | } |
663 | |
667 | |
664 | |
|
|
665 | static int |
668 | static int |
666 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
669 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
667 | { |
670 | { |
668 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
671 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
669 | { |
672 | { |
670 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
673 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
671 | return 1; |
674 | return 1; |
672 | } |
675 | } |
673 | |
676 | |
674 | if ((*target)->head) |
|
|
675 | *target = (*target)->head; |
677 | *target = (*target)->head_ (); |
676 | |
|
|
677 | if ((*hitter)->head) |
|
|
678 | *hitter = (*hitter)->head; |
678 | *hitter = (*hitter)->head_ (); |
679 | |
679 | |
680 | if ((*target)->type == LOCKED_DOOR) |
680 | if ((*target)->type == LOCKED_DOOR) |
681 | return 1; // locked doors cannot be hit |
681 | return 1; // locked doors cannot be hit |
682 | |
682 | |
683 | if ((*hitter)->env || (*target)->env) |
683 | if ((*hitter)->env || (*target)->env) |
… | |
… | |
701 | } |
701 | } |
702 | |
702 | |
703 | static int |
703 | static int |
704 | abort_attack (object *target, object *hitter, int simple_attack) |
704 | abort_attack (object *target, object *hitter, int simple_attack) |
705 | { |
705 | { |
706 | |
|
|
707 | /* Check if target and hitter are still in a relation similar to the one |
706 | /* Check if target and hitter are still in a relation similar to the one |
708 | * determined by get_attack_mode(). Returns true if the relation has changed. |
707 | * determined by get_attack_mode(). Returns true if the relation has changed. |
709 | */ |
708 | */ |
710 | int new_mode; |
709 | int new_mode; |
711 | |
710 | |
712 | if (hitter->env == target || target->env == hitter) |
711 | if (hitter->env == target || target->env == hitter) |
713 | new_mode = 1; |
712 | new_mode = 1; |
714 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
713 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
714 | || hitter->map == NULL || !on_same_map (hitter, target)) |
715 | return 1; |
715 | return 1; |
716 | else |
716 | else |
717 | new_mode = 0; |
717 | new_mode = 0; |
|
|
718 | |
718 | return new_mode != simple_attack; |
719 | return new_mode != simple_attack; |
719 | } |
720 | } |
720 | |
721 | |
|
|
722 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
723 | * items (like attacking living creatures--a potion thrown at a |
|
|
724 | * monster). |
|
|
725 | */ |
|
|
726 | static void |
721 | static void thrown_item_effect (object *, object *); |
727 | thrown_item_effect (object *hitter, object *victim) |
|
|
728 | { |
|
|
729 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
730 | { |
|
|
731 | /* May not need a switch for just 2 types, but this makes it |
|
|
732 | * easier for expansion. |
|
|
733 | */ |
|
|
734 | switch (hitter->type) |
|
|
735 | { |
|
|
736 | case POTION: |
|
|
737 | /* should player get a save throw instead of checking magic protection? */ |
|
|
738 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
739 | (void) apply_potion (victim, hitter); |
|
|
740 | break; |
|
|
741 | |
|
|
742 | case POISON: /* poison drinks */ |
|
|
743 | /* As with potions, should monster get a save? */ |
|
|
744 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
745 | apply_poison (victim, hitter); |
|
|
746 | break; |
|
|
747 | |
|
|
748 | /* Removed case statements that did nothing. |
|
|
749 | * food may be poisonous, but monster must be willing to eat it, |
|
|
750 | * so we don't handle it here. |
|
|
751 | * Containers should perhaps break open, but that code was disabled. |
|
|
752 | */ |
|
|
753 | } |
|
|
754 | } |
|
|
755 | } |
|
|
756 | |
|
|
757 | /* determine if the object is an 'aimed' missile */ |
|
|
758 | static int |
|
|
759 | is_aimed_missile (object *op) |
|
|
760 | { |
|
|
761 | |
|
|
762 | /* I broke what used to be one big if into a few nested |
|
|
763 | * ones so that figuring out the logic is at least possible. |
|
|
764 | */ |
|
|
765 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
766 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
767 | return 1; |
|
|
768 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
769 | return 1; |
|
|
770 | |
|
|
771 | return 0; |
|
|
772 | } |
|
|
773 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
774 | static int |
|
|
775 | adj_attackroll (object *hitter, object *target) |
|
|
776 | { |
|
|
777 | object *attacker = hitter; |
|
|
778 | int adjust = 0; |
|
|
779 | |
|
|
780 | /* safety */ |
|
|
781 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
782 | { |
|
|
783 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
784 | return 0; |
|
|
785 | } |
|
|
786 | |
|
|
787 | /* aimed missiles use the owning object's sight */ |
|
|
788 | if (is_aimed_missile (hitter)) |
|
|
789 | { |
|
|
790 | if ((attacker = hitter->owner) == NULL) |
|
|
791 | attacker = hitter; |
|
|
792 | /* A player who saves but hasn't quit still could have objects |
|
|
793 | * owned by him - need to handle that case to avoid crashes. |
|
|
794 | */ |
|
|
795 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
796 | attacker = hitter; |
|
|
797 | } |
|
|
798 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
799 | return 0; |
|
|
800 | |
|
|
801 | /* determine the condtions under which we make an attack. |
|
|
802 | * Add more cases, as the need occurs. */ |
|
|
803 | |
|
|
804 | if (!can_see_enemy (attacker, target)) |
|
|
805 | { |
|
|
806 | /* target is unseen */ |
|
|
807 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
808 | adjust -= 10; |
|
|
809 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
810 | else if (!stand_in_light (target)) |
|
|
811 | adjust -= target->map->darklevel (); |
|
|
812 | } |
|
|
813 | |
|
|
814 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
815 | adjust -= 3; |
|
|
816 | |
|
|
817 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
818 | adjust += 1; |
|
|
819 | |
|
|
820 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
821 | adjust += 1; |
|
|
822 | |
|
|
823 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
824 | adjust -= 3; |
|
|
825 | |
|
|
826 | /* if we attack at a different 'altitude' its harder */ |
|
|
827 | if ((attacker->move_type & target->move_type) == 0) |
|
|
828 | adjust -= 2; |
|
|
829 | |
|
|
830 | #if 0 |
|
|
831 | /* slower attacks are less likely to succeed. We should use a |
|
|
832 | * comparison between attacker/target speeds BUT, players have |
|
|
833 | * a generally faster speed, so this will wind up being a HUGE |
|
|
834 | * disadantage for the monsters! Too bad, because missiles which |
|
|
835 | * fly fast should have a better chance of hitting a slower target. |
|
|
836 | */ |
|
|
837 | if (hitter->speed < target->speed) |
|
|
838 | adjust += ((float) hitter->speed - target->speed); |
|
|
839 | #endif |
|
|
840 | |
|
|
841 | #if 0 |
|
|
842 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
843 | #endif |
|
|
844 | |
|
|
845 | return adjust; |
|
|
846 | } |
722 | |
847 | |
723 | static int |
848 | static int |
724 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
849 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
725 | { |
850 | { |
726 | int simple_attack, roll, dam = 0; |
851 | int simple_attack, roll, dam = 0; |
… | |
… | |
785 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
910 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
786 | { |
911 | { |
787 | make_visible (op); |
912 | make_visible (op); |
788 | |
913 | |
789 | if (op->type == PLAYER) |
914 | if (op->type == PLAYER) |
790 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
915 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
791 | } |
916 | } |
792 | |
917 | |
793 | /* thrown items (hitter) will have various effects |
918 | /* thrown items (hitter) will have various effects |
794 | * when they hit the victim. For things like thrown daggers, |
919 | * when they hit the victim. For things like thrown daggers, |
795 | * this sets 'hitter' to the actual dagger, and not the |
920 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
807 | if (hitdam <= 0) |
932 | if (hitdam <= 0) |
808 | hitdam = 1; |
933 | hitdam = 1; |
809 | |
934 | |
810 | type = hitter->attacktype; |
935 | type = hitter->attacktype; |
811 | |
936 | |
|
|
937 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
938 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
939 | * This check is important for the most simple monsters out there in the |
|
|
940 | * game content (maps, archs). For example orcs: They would have |
|
|
941 | * no attacktype at all. |
|
|
942 | * |
|
|
943 | * Some time in the future someone should just go into the game data |
|
|
944 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
945 | * more trees in the african rain forests with this check. |
|
|
946 | */ |
812 | if (!type) |
947 | if (!type) |
813 | type = AT_PHYSICAL; |
948 | type = AT_PHYSICAL; |
814 | |
949 | |
815 | /* Handle monsters that hit back */ |
950 | /* Handle monsters that hit back */ |
816 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
951 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
979 | } |
1114 | } |
980 | |
1115 | |
981 | return op; |
1116 | return op; |
982 | } |
1117 | } |
983 | |
1118 | |
984 | void |
1119 | static void |
985 | tear_down_wall (object *op) |
1120 | tear_down_wall (object *op) |
986 | { |
1121 | { |
987 | int perc = 0; |
|
|
988 | |
|
|
989 | if (!op->stats.maxhp) |
1122 | if (!op->stats.maxhp) |
990 | { |
|
|
991 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1123 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
992 | perc = 1; |
1124 | else if (!op->has_anim ()) |
993 | } |
|
|
994 | else if (!GET_ANIM_ID (op)) |
|
|
995 | { |
1125 | { |
996 | /* Object has been called - no animations, so remove it */ |
1126 | /* Object has been called - no animations, so remove it */ |
997 | if (op->stats.hp < 0) |
1127 | if (op->stats.hp < 0) |
998 | op->destroy (); |
1128 | op->destroy (); |
999 | |
1129 | |
1000 | return; /* no animations, so nothing more to do */ |
1130 | return; /* no animations, so nothing more to do */ |
1001 | } |
1131 | } |
1002 | |
1132 | |
1003 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1133 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1134 | // the last frame is used only when hp < 0. |
|
|
1135 | int perc = clamp ( |
|
|
1136 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1137 | 0, op->anim_frames () - 1 |
|
|
1138 | ); |
1004 | |
1139 | |
1005 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1140 | op->set_anim_frame (perc); |
1006 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1007 | else if (perc < 1) |
|
|
1008 | perc = 1; |
|
|
1009 | |
|
|
1010 | SET_ANIMATION (op, perc); |
|
|
1011 | update_object (op, UP_OBJ_FACE); |
1141 | update_object (op, UP_OBJ_FACE); |
1012 | |
1142 | |
1013 | if (perc == NUM_ANIMATIONS (op) - 1) |
1143 | if (op->stats.hp < 0) |
1014 | { /* Reached the last animation */ |
1144 | { /* Reached the last animation */ |
1015 | if (op->face == blank_face) |
1145 | if (op->face == blank_face) |
1016 | /* If the last face is blank, remove the ob */ |
1146 | /* If the last face is blank, remove the ob */ |
1017 | op->destroy (); |
1147 | op->destroy (); |
1018 | else |
1148 | else |
1019 | { /* The last face was not blank, leave an image */ |
1149 | { /* The last face was not blank, leave an image */ |
1020 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1150 | op->flag [FLAG_BLOCKSVIEW] = false; |
1021 | update_all_los (op->map, op->x, op->y); |
1151 | update_all_los (op->map, op->x, op->y); |
1022 | op->move_block = 0; |
1152 | op->move_block = 0; |
1023 | CLEAR_FLAG (op, FLAG_ALIVE); |
1153 | op->flag [FLAG_ALIVE] = false; |
1024 | } |
1154 | } |
1025 | } |
1155 | } |
1026 | } |
1156 | } |
1027 | |
1157 | |
1028 | void |
1158 | static void |
1029 | scare_creature (object *target, object *hitter) |
1159 | scare_creature (object *target, object *hitter) |
1030 | { |
1160 | { |
1031 | object *owner = hitter->owner; |
1161 | target->flag [FLAG_SCARED] = true; |
1032 | |
1162 | |
|
|
1163 | if (!target->enemy) |
|
|
1164 | target->enemy = hitter->outer_owner (); |
|
|
1165 | } |
|
|
1166 | |
|
|
1167 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1168 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1169 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1170 | * Sword. Note that nothing has been changed from the original version |
|
|
1171 | * of the following code. |
|
|
1172 | * op is what is being killed. |
|
|
1173 | * dam is the damage done to it. |
|
|
1174 | * hitter is what is hitting it. |
|
|
1175 | * type is the attacktype. |
|
|
1176 | * |
|
|
1177 | * This function was a bit of a mess with hitter getting changed, |
|
|
1178 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1179 | * a bit - I think it should be functionally equivalant. |
|
|
1180 | * MSW 2002-07-17 |
|
|
1181 | */ |
|
|
1182 | int |
|
|
1183 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1184 | { |
|
|
1185 | char buf[MAX_BUF]; |
|
|
1186 | shstr skill; |
|
|
1187 | int maxdam = 0; |
|
|
1188 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1189 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1190 | object *owner = 0; |
|
|
1191 | object *skop = 0; |
|
|
1192 | |
|
|
1193 | if (op->stats.hp >= 0) |
|
|
1194 | return -1; |
|
|
1195 | |
|
|
1196 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1197 | return 0; |
|
|
1198 | |
|
|
1199 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1200 | * this creature. The function(s) that call us have already |
|
|
1201 | * adjusted the creatures HP total, so that is negative. |
|
|
1202 | */ |
|
|
1203 | maxdam = dam + op->stats.hp + 1; |
|
|
1204 | |
|
|
1205 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1206 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1207 | |
|
|
1208 | if (op->type == DOOR) |
|
|
1209 | { |
|
|
1210 | op->set_speed (0.1f); |
|
|
1211 | op->speed_left = -0.05f; |
|
|
1212 | return maxdam; |
|
|
1213 | } |
|
|
1214 | |
|
|
1215 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1216 | { |
|
|
1217 | op->drop_and_destroy (); |
|
|
1218 | return maxdam; |
|
|
1219 | } |
|
|
1220 | |
|
|
1221 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1222 | |
|
|
1223 | owner = hitter->outer_owner (); |
1033 | if (!owner) |
1224 | if (!owner) |
1034 | owner = hitter; |
1225 | owner = hitter; |
1035 | |
1226 | |
|
|
1227 | /* is the victim (op) standing on battleground? */ |
|
|
1228 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1229 | battleg = 1; |
|
|
1230 | |
|
|
1231 | /* is this player killing? */ |
|
|
1232 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1233 | pk = 1; |
|
|
1234 | |
|
|
1235 | /* Player killed something */ |
|
|
1236 | if (owner->type == PLAYER) |
|
|
1237 | { |
|
|
1238 | /* Log players killing other players - makes it easier to detect |
|
|
1239 | * and filter out malicious player killers - that is why the |
|
|
1240 | * ip address is included. |
|
|
1241 | */ |
|
|
1242 | if (op->type == PLAYER && !battleg) |
|
|
1243 | { |
|
|
1244 | time_t t = time (NULL); |
|
|
1245 | struct tm *tmv; |
|
|
1246 | char buf[256]; |
|
|
1247 | |
|
|
1248 | tmv = localtime (&t); |
|
|
1249 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1250 | |
|
|
1251 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1252 | } |
|
|
1253 | |
|
|
1254 | /* try to filter some things out - basically, if you are |
|
|
1255 | * killing a level 1 creature and your level 20, you |
|
|
1256 | * probably don't want to see that. |
|
|
1257 | */ |
|
|
1258 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1259 | { |
|
|
1260 | if (owner != hitter) |
|
|
1261 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1262 | else |
|
|
1263 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1264 | |
|
|
1265 | /* Only play sounds for melee kills */ |
|
|
1266 | if (hitter->type == PLAYER) |
|
|
1267 | owner->play_sound (sound_find ("player_kills")); |
|
|
1268 | } |
|
|
1269 | |
|
|
1270 | /* If a player kills another player, not on |
|
|
1271 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1272 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1273 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1274 | * player that the object belonged to - so if you killed another player |
|
|
1275 | * with spells, pets, whatever, there was no penalty. |
|
|
1276 | * Changed to make luck penalty configurable in settings. |
|
|
1277 | */ |
|
|
1278 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1279 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1280 | |
|
|
1281 | /* This code below deals with finding the appropriate skill |
|
|
1282 | * to credit exp to. This is a bit problematic - we should |
|
|
1283 | * probably never really have to look at current_weapon->skill |
|
|
1284 | */ |
|
|
1285 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1286 | skill = hitter->skill; |
|
|
1287 | else if (owner->chosen_skill) |
|
|
1288 | { |
|
|
1289 | skop = owner->chosen_skill; |
|
|
1290 | skill = skop->skill; |
|
|
1291 | } |
|
|
1292 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1293 | skill = owner->current_weapon->skill; |
|
|
1294 | else |
|
|
1295 | { |
|
|
1296 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1297 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1298 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1299 | skill = 0; |
|
|
1300 | } |
|
|
1301 | |
|
|
1302 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1303 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1304 | */ |
|
|
1305 | skop = owner->contr->find_skill (skill); |
|
|
1306 | } /* Was it a player that hit somethign */ |
|
|
1307 | else |
|
|
1308 | skill = 0; |
|
|
1309 | |
|
|
1310 | /* These may have been set in the player code section above */ |
|
|
1311 | if (!skop) |
|
|
1312 | skop = hitter->chosen_skill; |
|
|
1313 | |
|
|
1314 | if (!skill && skop) |
|
|
1315 | skill = skop->skill; |
|
|
1316 | |
|
|
1317 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1318 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1319 | { |
|
|
1320 | int exp; |
|
|
1321 | |
|
|
1322 | /* Really don't give much experience for killing other players */ |
|
|
1323 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1324 | if (battleg) |
|
|
1325 | { |
|
|
1326 | if (op->is_player ()) |
|
|
1327 | { |
|
|
1328 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1329 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1330 | } |
|
|
1331 | |
|
|
1332 | exp = 0; |
|
|
1333 | } |
|
|
1334 | else if (op->is_player ()) |
|
|
1335 | exp = op->stats.exp / 1000; |
|
|
1336 | else |
|
|
1337 | exp = calc_skill_exp (owner, op, skop); |
|
|
1338 | |
|
|
1339 | /* Don't know why this is set this way - doesn't make |
|
|
1340 | * sense to just divide everything by two for no reason. |
|
|
1341 | */ |
|
|
1342 | |
|
|
1343 | if (!settings.simple_exp) |
|
|
1344 | exp = exp / 2; |
|
|
1345 | |
|
|
1346 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1347 | change_exp (owner, exp, skill, 0); |
|
|
1348 | else |
|
|
1349 | { |
|
|
1350 | int shares = 0, count = 0; |
|
|
1351 | partylist *party = owner->contr->party; |
|
|
1352 | |
|
|
1353 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1354 | |
|
|
1355 | for_all_players (pl) |
|
|
1356 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1357 | { |
|
|
1358 | count++; |
|
|
1359 | shares += (pl->ob->level + 4); |
|
|
1360 | } |
|
|
1361 | |
|
|
1362 | if (count == 1 || shares > exp || !shares) |
|
|
1363 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1364 | else |
|
|
1365 | { |
|
|
1366 | int share = exp / shares, given = 0, nexp; |
|
|
1367 | |
|
|
1368 | for_all_players (pl) |
|
|
1369 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1370 | { |
|
|
1371 | nexp = (pl->ob->level + 4) * share; |
|
|
1372 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1373 | given += nexp; |
|
|
1374 | } |
|
|
1375 | |
|
|
1376 | exp -= given; |
|
|
1377 | /* give any remainder to the player */ |
|
|
1378 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1379 | } |
|
|
1380 | } /* else part of a party */ |
|
|
1381 | } /* end if person didn't kill himself */ |
|
|
1382 | |
|
|
1383 | if (op->type != PLAYER) |
|
|
1384 | { |
|
|
1385 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1386 | { |
|
|
1387 | object *owner1 = op->owner; |
|
|
1388 | |
|
|
1389 | if (owner1 && owner1->type == PLAYER) |
|
|
1390 | { |
|
|
1391 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1392 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1393 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1394 | } |
|
|
1395 | |
|
|
1396 | remove_friendly_object (op); |
|
|
1397 | } |
|
|
1398 | |
|
|
1399 | op->drop_and_destroy (); |
|
|
1400 | } |
|
|
1401 | else |
|
|
1402 | /* Player has been killed! */ |
|
|
1403 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1404 | |
|
|
1405 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1406 | * continues in the calling function. |
|
|
1407 | */ |
|
|
1408 | return maxdam; |
|
|
1409 | } |
|
|
1410 | |
|
|
1411 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1412 | * Returns 0 this is not friendly fire |
|
|
1413 | */ |
|
|
1414 | int |
|
|
1415 | friendly_fire (object *op, object *hitter) |
|
|
1416 | { |
|
|
1417 | object *owner; |
|
|
1418 | int friendlyfire; |
|
|
1419 | |
|
|
1420 | if (hitter->head) |
|
|
1421 | hitter = hitter->head; |
|
|
1422 | |
|
|
1423 | friendlyfire = 0; |
|
|
1424 | |
|
|
1425 | if (op->type == PLAYER) |
|
|
1426 | { |
|
|
1427 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1428 | return 0; |
|
|
1429 | |
|
|
1430 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1431 | return 1; |
|
|
1432 | |
|
|
1433 | if ((owner = hitter->owner) != NULL) |
|
|
1434 | { |
|
|
1435 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1436 | friendlyfire = 2; |
|
|
1437 | } |
|
|
1438 | |
|
|
1439 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1440 | friendlyfire = 0; |
|
|
1441 | } |
|
|
1442 | |
|
|
1443 | return friendlyfire; |
|
|
1444 | } |
|
|
1445 | |
|
|
1446 | /* This isn't used just for players, but in fact most objects. |
|
|
1447 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1448 | * is what is hitting the object, type is the attacktype, and |
|
|
1449 | * full_hit is set if monster area does not matter. |
|
|
1450 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1451 | * modify it. |
|
|
1452 | */ |
|
|
1453 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1454 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1455 | int |
|
|
1456 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
|
|
1457 | { |
|
|
1458 | int magic = type & AT_MAGIC; |
|
|
1459 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1460 | int maxdam = 0, ndam = 0, attacktype = 1; |
|
|
1461 | int maxattacktype; |
|
|
1462 | int simple_attack; |
|
|
1463 | int rtn_kill = 0; |
|
|
1464 | int friendlyfire; |
|
|
1465 | |
|
|
1466 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1467 | return 0; |
|
|
1468 | |
|
|
1469 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1470 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1471 | return 0; |
|
|
1472 | |
|
|
1473 | // only allow pk for hostile players |
|
|
1474 | if (op->type == PLAYER) |
|
|
1475 | { |
|
|
1476 | object *owner = hitter->owner; |
|
|
1477 | |
|
|
1478 | if (!owner) |
|
|
1479 | owner = hitter; |
|
|
1480 | |
|
|
1481 | if (owner->type == PLAYER |
|
|
1482 | && (!op_on_battleground (op, 0, 0) |
|
|
1483 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1484 | && op != owner) |
|
|
1485 | return 0; |
|
|
1486 | } |
|
|
1487 | |
|
|
1488 | if (body_attack) |
|
|
1489 | { |
|
|
1490 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1491 | * return - we still need to process other attacks the spell still |
|
|
1492 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1493 | * and keep on processing if we have other attacktypes. |
|
|
1494 | * return if only magic or nothing is left - under normal code |
|
|
1495 | * we don't attack with pure magic if there is another attacktype. |
|
|
1496 | * Only do processing if the initial attacktype includes one of those |
|
|
1497 | * attack so we don't cancel out things like magic bullet. |
|
|
1498 | */ |
|
|
1499 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1500 | { |
|
|
1501 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1502 | |
|
|
1503 | if (!type || type == AT_MAGIC) |
|
|
1504 | return 0; |
|
|
1505 | } |
|
|
1506 | } |
|
|
1507 | |
|
|
1508 | if (!simple_attack && op->type == DOOR) |
|
|
1509 | { |
|
|
1510 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1511 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1512 | { |
|
|
1513 | spring_trap (tmp, hitter); |
|
|
1514 | |
|
|
1515 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1516 | return 0; |
|
|
1517 | |
|
|
1518 | break; |
|
|
1519 | } |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1523 | { |
|
|
1524 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1525 | * destroyed() check above doesn't return, and might get here. |
|
|
1526 | */ |
|
|
1527 | |
|
|
1528 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1529 | gets it's speed_left raised on each mover-tick. |
|
|
1530 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1531 | and waiting for that to run out. |
|
|
1532 | */ |
|
|
1533 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1534 | return 0; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | #ifdef ATTACK_DEBUG |
|
|
1538 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1539 | #endif |
|
|
1540 | |
|
|
1541 | if (magic) |
|
|
1542 | { |
|
|
1543 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1544 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1545 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1546 | if (dam >= 100) |
|
|
1547 | dam /= 100; |
|
|
1548 | else |
|
|
1549 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1550 | } |
|
|
1551 | |
|
|
1552 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1553 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1554 | */ |
|
|
1555 | if (type & AT_CHAOS) |
|
|
1556 | { |
|
|
1557 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1558 | update_object (op, UP_OBJ_FACE); |
|
|
1559 | type &= ~AT_CHAOS; |
|
|
1560 | } |
|
|
1561 | |
|
|
1562 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1563 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1564 | * a proper match, otherwise no damage. |
|
|
1565 | */ |
|
|
1566 | if (type & AT_HOLYWORD) |
|
|
1567 | { |
|
|
1568 | object *god; |
|
|
1569 | |
|
|
1570 | if ((!hitter->slaying |
|
|
1571 | || (!(op->race && hitter->slaying.contains (op->race)) |
|
|
1572 | && !(op->name && hitter->slaying.contains (op->name)))) |
|
|
1573 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
|
|
1574 | || (hitter->title |
|
|
1575 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1576 | && god->race.contains (shstr_undead)))) |
|
|
1577 | return 0; |
|
|
1578 | } |
|
|
1579 | |
|
|
1580 | maxattacktype = type; /* initialise this to something */ |
|
|
1581 | for_all_bits_sparse_32 (type, attacknum) |
|
|
1582 | { |
|
|
1583 | uint32_t attacktype = 1 << attacknum; |
|
|
1584 | |
|
|
1585 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1586 | * attack types. As such, skip it over. However, if magic is |
|
|
1587 | * the only attacktype in the group, then still attack with it |
|
|
1588 | */ |
|
|
1589 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1590 | continue; |
|
|
1591 | |
|
|
1592 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1593 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1594 | * it. It will do the appropriate action for attacktypes with |
|
|
1595 | * effects (slow, paralization, etc. |
|
|
1596 | */ |
|
|
1597 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1598 | |
|
|
1599 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1600 | * the damage is equal. |
|
|
1601 | */ |
|
|
1602 | if (ndam >= maxdam) |
|
|
1603 | { |
|
|
1604 | maxdam = ndam; |
|
|
1605 | maxattacktype = 1 << attacknum; |
|
|
1606 | } |
|
|
1607 | } |
|
|
1608 | |
|
|
1609 | /* if this is friendly fire then do a set % of damage only |
|
|
1610 | * Note - put a check in to make sure this attack is actually |
|
|
1611 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1612 | * an attack do damage before when it otherwise didn't |
|
|
1613 | */ |
|
|
1614 | friendlyfire = friendly_fire (op, hitter); |
|
|
1615 | if (friendlyfire && maxdam) |
|
|
1616 | { |
|
|
1617 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1618 | |
|
|
1619 | #ifdef ATTACK_DEBUG |
|
|
1620 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1621 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1622 | #endif |
|
|
1623 | } |
|
|
1624 | |
|
|
1625 | if (!full_hit) |
|
|
1626 | { |
|
|
1627 | int area; |
|
|
1628 | int remainder; |
|
|
1629 | |
|
|
1630 | area = 0; |
|
|
1631 | |
|
|
1632 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1633 | area++; |
|
|
1634 | |
|
|
1635 | assert (area > 0); |
|
|
1636 | |
|
|
1637 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1638 | value-effect */ |
|
|
1639 | remainder = 100 * (maxdam % area) / area; |
|
|
1640 | maxdam /= area; |
|
|
1641 | if (rndm (100) < remainder) |
|
|
1642 | maxdam++; |
|
|
1643 | } |
|
|
1644 | |
|
|
1645 | #ifdef ATTACK_DEBUG |
|
|
1646 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1647 | #endif |
|
|
1648 | |
|
|
1649 | // for now, only do this for active objects, otherwise they |
|
|
1650 | // keep a refcount for a long time and I see no usefulness |
|
|
1651 | // for an non-active objetc to know its enemy. |
|
|
1652 | if (op->active) |
|
|
1653 | if (hitter->owner) |
|
|
1654 | op->enemy = hitter->owner; |
|
|
1655 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1656 | op->enemy = hitter; |
|
|
1657 | |
|
|
1658 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1659 | { |
|
|
1660 | /* The unaggressives look after themselves 8) */ |
|
|
1661 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1662 | npc_call_help (op); |
|
|
1663 | } |
|
|
1664 | |
|
|
1665 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1666 | maxdam = maxdam / 2; |
|
|
1667 | |
|
|
1668 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1669 | |
|
|
1670 | op->stats.hp -= maxdam; |
|
|
1671 | max_it (op->stats.hp, 0);//D |
|
|
1672 | |
|
|
1673 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1674 | if (op->stats.hp >= 0 |
|
|
1675 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
1676 | && op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
|
|
1677 | { |
|
|
1678 | |
|
|
1679 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1680 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1681 | else |
|
|
1682 | scare_creature (op, hitter); |
|
|
1683 | } |
|
|
1684 | |
|
|
1685 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1686 | { |
|
|
1687 | if (maxdam) |
|
|
1688 | tear_down_wall (op); |
|
|
1689 | |
|
|
1690 | return maxdam; /* nothing more to do for wall */ |
|
|
1691 | } |
|
|
1692 | |
|
|
1693 | /* See if the creature has been killed */ |
|
|
1694 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1695 | if (rtn_kill != -1) |
|
|
1696 | return rtn_kill; |
|
|
1697 | |
|
|
1698 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1699 | * that before if the player was immune to ghosthit, the monster |
|
|
1700 | * remained - that is no longer the case. |
|
|
1701 | */ |
|
|
1702 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1703 | hitter->drop_and_destroy (); |
|
|
1704 | /* Lets handle creatures that are splitting now */ |
|
|
1705 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1706 | { |
|
|
1707 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1708 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1709 | object *owner = op->owner; |
|
|
1710 | |
|
|
1711 | if (!op->other_arch) |
|
|
1712 | { |
|
|
1713 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1714 | return maxdam; |
|
|
1715 | } |
|
|
1716 | |
|
|
1717 | op->remove (); |
|
|
1718 | |
|
|
1719 | for (int i = 0; i < op->stats.food; i++) |
|
|
1720 | { /* This doesn't handle op->more yet */ |
|
|
1721 | object *tmp = arch_to_object (op->other_arch); |
|
|
1722 | |
|
|
1723 | tmp->stats.hp = op->stats.hp; |
|
|
1724 | |
|
|
1725 | if (friendly) |
|
|
1726 | { |
|
|
1727 | add_friendly_object (tmp); |
|
|
1728 | tmp->attack_movement = PETMOVE; |
|
|
1729 | |
|
|
1730 | if (owner) |
|
|
1731 | tmp->set_owner (owner); |
|
|
1732 | } |
|
|
1733 | |
|
|
1734 | if (unaggressive) |
|
|
1735 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1736 | |
|
|
1737 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1738 | |
|
|
1739 | if (j == -1) /* No spot to put this monster */ |
|
|
1740 | tmp->destroy (); |
|
|
1741 | else |
|
|
1742 | { |
|
|
1743 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1744 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1745 | } |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | op->destroy (); |
|
|
1749 | } |
|
|
1750 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1751 | hitter->drop_and_destroy (); |
|
|
1752 | |
|
|
1753 | return maxdam; |
|
|
1754 | } |
|
|
1755 | |
|
|
1756 | static void |
|
|
1757 | poison_player (object *op, object *hitter, int dam) |
|
|
1758 | { |
|
|
1759 | archetype *at = archetype::find (shstr_poisoning); |
|
|
1760 | object *tmp = present_arch_in_ob (at, op); |
|
|
1761 | |
|
|
1762 | if (tmp == NULL) |
|
|
1763 | { |
|
|
1764 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1765 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1766 | else |
|
|
1767 | { |
|
|
1768 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1769 | /* peterm: give poisoning some teeth. It should |
|
|
1770 | * be able to kill things better than it does: |
|
|
1771 | * damage should be dependent something--I choose to |
|
|
1772 | * do this: if it's a monster, the damage from the |
|
|
1773 | * poisoning goes as the level of the monster/2. |
|
|
1774 | * If anything else, goes as damage. |
|
|
1775 | */ |
|
|
1776 | |
|
|
1777 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1778 | tmp->stats.dam += hitter->level / 2; |
|
|
1779 | else |
|
|
1780 | tmp->stats.dam = dam; |
|
|
1781 | |
|
|
1782 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
1783 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
1784 | { |
|
|
1785 | tmp->skill = hitter->skill; |
|
|
1786 | } |
|
|
1787 | |
|
|
1788 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1789 | |
|
|
1790 | if (op->type == PLAYER) |
|
|
1791 | { |
|
|
1792 | /* player looses stats, maximum is -10 of each */ |
|
|
1793 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
|
|
1794 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
|
|
1795 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
|
|
1796 | tmp->stats.Int = max (-(dam / 7 ), -10); |
|
|
1797 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1798 | op->update_stats (); |
|
|
1799 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1800 | op->play_sound (tmp->sound); |
|
|
1801 | } |
|
|
1802 | |
|
|
1803 | if (hitter->type == PLAYER) |
|
|
1804 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
1805 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
1806 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
1807 | } |
|
|
1808 | |
|
|
1809 | tmp->speed_left = 0; |
|
|
1810 | } |
|
|
1811 | else |
|
|
1812 | tmp->stats.food++; |
|
|
1813 | } |
|
|
1814 | |
|
|
1815 | static void |
|
|
1816 | slow_player (object *op, object *hitter, int dam) |
|
|
1817 | { |
|
|
1818 | archetype *at = archetype::find (shstr_slowness); |
|
|
1819 | object *tmp; |
|
|
1820 | |
|
|
1821 | if (at == NULL) |
|
|
1822 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
1823 | |
|
|
1824 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
1825 | { |
|
|
1826 | tmp = arch_to_object (at); |
|
|
1827 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1828 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
1829 | } |
|
|
1830 | else |
|
|
1831 | tmp->stats.food++; |
|
|
1832 | |
1036 | SET_FLAG (target, FLAG_SCARED); |
1833 | SET_FLAG (tmp, FLAG_APPLIED); |
1037 | if (!target->enemy) |
1834 | tmp->speed_left = 0; |
1038 | target->enemy = owner; |
1835 | op->update_stats (); |
|
|
1836 | } |
|
|
1837 | |
|
|
1838 | void |
|
|
1839 | confuse_player (object *op, object *hitter, int dam) |
|
|
1840 | { |
|
|
1841 | object *tmp; |
|
|
1842 | int maxduration; |
|
|
1843 | |
|
|
1844 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
|
|
1845 | if (!tmp) |
|
|
1846 | { |
|
|
1847 | tmp = get_archetype (FORCE_NAME); |
|
|
1848 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1849 | } |
|
|
1850 | |
|
|
1851 | /* Duration added per hit and max. duration of confusion both depend |
|
|
1852 | * on the player's resistance |
|
|
1853 | */ |
|
|
1854 | tmp->speed = 0.05; |
|
|
1855 | tmp->subtype = FORCE_CONFUSION; |
|
|
1856 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1857 | tmp->name = shstr_confusion; |
|
|
1858 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1859 | |
|
|
1860 | if (tmp->duration > maxduration) |
|
|
1861 | tmp->duration = maxduration; |
|
|
1862 | |
|
|
1863 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1864 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1865 | |
|
|
1866 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
1867 | } |
|
|
1868 | |
|
|
1869 | void |
|
|
1870 | blind_player (object *op, object *hitter, int dam) |
|
|
1871 | { |
|
|
1872 | object *tmp, *owner; |
|
|
1873 | |
|
|
1874 | /* Save some work if we know it isn't going to affect the player */ |
|
|
1875 | if (op->resist[ATNR_BLIND] == 100) |
|
|
1876 | return; |
|
|
1877 | |
|
|
1878 | tmp = present_in_ob (BLINDNESS, op); |
|
|
1879 | if (!tmp) |
|
|
1880 | { |
|
|
1881 | tmp = get_archetype (shstr_blindness); |
|
|
1882 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
1883 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1884 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
1885 | * speed is a float anyways. |
|
|
1886 | */ |
|
|
1887 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
1888 | |
|
|
1889 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1890 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
1891 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
1892 | |
|
|
1893 | if (hitter->owner) |
|
|
1894 | owner = hitter->owner; |
|
|
1895 | else |
|
|
1896 | owner = hitter; |
|
|
1897 | |
|
|
1898 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
1899 | } |
|
|
1900 | tmp->stats.food += dam; |
|
|
1901 | if (tmp->stats.food > 10) |
|
|
1902 | tmp->stats.food = 10; |
|
|
1903 | } |
|
|
1904 | |
|
|
1905 | void |
|
|
1906 | paralyze_player (object *op, object *hitter, int dam) |
|
|
1907 | { |
|
|
1908 | /* This is strange stuff... someone knows for what this is |
|
|
1909 | * written? Well, i think this can and should be removed |
|
|
1910 | */ |
|
|
1911 | |
|
|
1912 | /* |
|
|
1913 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
1914 | tmp=clone_arch(PARAIMAGE); |
|
|
1915 | tmp->x=op->x,tmp->y=op->y; |
|
|
1916 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
1917 | } |
|
|
1918 | */ |
|
|
1919 | |
|
|
1920 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
1921 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
|
|
1922 | |
|
|
1923 | op->speed_left -= fabs (op->speed) * effect; |
|
|
1924 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
1925 | |
|
|
1926 | /* max number of ticks to be affected for. */ |
|
|
1927 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1928 | |
|
|
1929 | if (op->speed_left < -(fabs (op->speed) * max)) |
|
|
1930 | op->speed_left = -(fabs (op->speed) * max); |
|
|
1931 | |
|
|
1932 | /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
|
|
1933 | } |
|
|
1934 | |
|
|
1935 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
1936 | * the computed damaged. |
|
|
1937 | */ |
|
|
1938 | static void |
|
|
1939 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
1940 | { |
|
|
1941 | /* The intention of a death attack is to kill outright things |
|
|
1942 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
1943 | ** things somewhat weaker than the caster, and no chance of |
|
|
1944 | ** killing something equal or stronger than the attacker. |
|
|
1945 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
1946 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
1947 | ** field of the deathstriking object */ |
|
|
1948 | |
|
|
1949 | int atk_lev, def_lev, kill_lev; |
|
|
1950 | |
|
|
1951 | if (hitter->slaying) |
|
|
1952 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1953 | || (op->race && hitter->slaying.contains (op->race)))) |
|
|
1954 | return; |
|
|
1955 | |
|
|
1956 | def_lev = op->level; |
|
|
1957 | if (def_lev < 1) |
|
|
1958 | { |
|
|
1959 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
|
|
1960 | def_lev = 1; |
|
|
1961 | } |
|
|
1962 | |
|
|
1963 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
1964 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
1965 | atk_lev, def_lev); */ |
|
|
1966 | |
|
|
1967 | if (atk_lev >= def_lev) |
|
|
1968 | { |
|
|
1969 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
1970 | |
|
|
1971 | /* Note that the below effectively means the ratio of the atk vs |
|
|
1972 | * defener level is important - if level 52 character has very little |
|
|
1973 | * chance of killing a level 50 monster. This should probably be |
|
|
1974 | * redone. |
|
|
1975 | */ |
|
|
1976 | if (kill_lev >= def_lev) |
|
|
1977 | { |
|
|
1978 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
1979 | /* I think this doesn't really do much. Because of |
|
|
1980 | * integer rounding, this only makes any difference if the |
|
|
1981 | * attack level is double the defender level. |
|
|
1982 | */ |
|
|
1983 | *dam *= kill_lev / def_lev; |
|
|
1984 | } |
|
|
1985 | } |
|
|
1986 | else |
|
|
1987 | *dam = 0; /* no harm done */ |
1039 | } |
1988 | } |
1040 | |
1989 | |
1041 | /* This returns the amount of damage hitter does to op with the |
1990 | /* This returns the amount of damage hitter does to op with the |
1042 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1991 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1043 | * This doesn't damage the player, but returns how much it should |
1992 | * This doesn't damage the player, but returns how much it should |
… | |
… | |
1068 | if (attacknum == ATNR_INTERNAL) |
2017 | if (attacknum == ATNR_INTERNAL) |
1069 | return dam; |
2018 | return dam; |
1070 | |
2019 | |
1071 | if (hitter->slaying) |
2020 | if (hitter->slaying) |
1072 | { |
2021 | { |
1073 | if ((op->race && strstr (hitter->slaying, op->race)) |
2022 | if ((op->race && hitter->slaying.contains (op->race)) |
1074 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
2023 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1075 | { |
2024 | { |
1076 | doesnt_slay = 0; |
2025 | doesnt_slay = 0; |
1077 | dam *= 3; |
2026 | dam *= 3; |
1078 | } |
2027 | } |
1079 | } |
2028 | } |
… | |
… | |
1125 | case ATNR_BLIND: |
2074 | case ATNR_BLIND: |
1126 | { |
2075 | { |
1127 | /* chance for inflicting a special attack depends on the |
2076 | /* chance for inflicting a special attack depends on the |
1128 | * difference between attacker's and defender's level |
2077 | * difference between attacker's and defender's level |
1129 | */ |
2078 | */ |
1130 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
2079 | int level_diff = min (110, max (0, op->level - hitter->level)); |
1131 | |
2080 | |
1132 | /* First, only creatures/players with speed can be affected. |
2081 | /* First, only creatures/players with speed can be affected. |
1133 | * Second, just getting hit doesn't mean it always affects |
2082 | * Second, just getting hit doesn't mean it always affects |
1134 | * you. Third, you still get a saving through against the |
2083 | * you. Third, you still get a saving through against the |
1135 | * effect. |
2084 | * effect. |
1136 | */ |
2085 | */ |
1137 | if (op->speed && |
2086 | if (op->has_active_speed () |
1138 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
2087 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2088 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
1139 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2089 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1140 | { |
2090 | { |
1141 | |
2091 | |
1142 | /* Player has been hit by something */ |
2092 | /* Player has been hit by something */ |
1143 | if (attacknum == ATNR_CONFUSION) |
2093 | if (attacknum == ATNR_CONFUSION) |
1144 | confuse_player (op, hitter, dam); |
2094 | confuse_player (op, hitter, dam); |
… | |
… | |
1281 | object *god = find_god (determine_god (owner)); |
2231 | object *god = find_god (determine_god (owner)); |
1282 | int div = 1; |
2232 | int div = 1; |
1283 | |
2233 | |
1284 | /* if undead are not an enemy of your god, you turn them |
2234 | /* if undead are not an enemy of your god, you turn them |
1285 | * at half strength */ |
2235 | * at half strength */ |
1286 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
2236 | if (!god || !god->slaying.contains (shstr_undead)) |
1287 | div = 2; |
2237 | div = 2; |
1288 | |
2238 | |
1289 | /* Give a bonus if you resist turn undead */ |
2239 | /* Give a bonus if you resist turn undead */ |
1290 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2240 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1291 | scare_creature (op, owner); |
2241 | scare_creature (op, owner); |
… | |
… | |
1363 | } |
2313 | } |
1364 | |
2314 | |
1365 | return dam; |
2315 | return dam; |
1366 | } |
2316 | } |
1367 | |
2317 | |
1368 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1369 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1370 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1371 | * Sword. Note that nothing has been changed from the original version |
|
|
1372 | * of the following code. |
|
|
1373 | * op is what is being killed. |
|
|
1374 | * dam is the damage done to it. |
|
|
1375 | * hitter is what is hitting it. |
|
|
1376 | * type is the attacktype. |
|
|
1377 | * |
|
|
1378 | * This function was a bit of a mess with hitter getting changed, |
|
|
1379 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1380 | * a bit - I think it should be functionally equivalant. |
|
|
1381 | * MSW 2002-07-17 |
|
|
1382 | */ |
|
|
1383 | int |
|
|
1384 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1385 | { |
|
|
1386 | char buf[MAX_BUF]; |
|
|
1387 | shstr skill; |
|
|
1388 | int maxdam = 0; |
|
|
1389 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1390 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1391 | object *owner = 0; |
|
|
1392 | object *skop = 0; |
|
|
1393 | |
|
|
1394 | if (op->stats.hp >= 0) |
|
|
1395 | return -1; |
|
|
1396 | |
|
|
1397 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1398 | return 0; |
|
|
1399 | |
|
|
1400 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1401 | * this creature. The function(s) that call us have already |
|
|
1402 | * adjusted the creatures HP total, so that is negative. |
|
|
1403 | */ |
|
|
1404 | maxdam = dam + op->stats.hp + 1; |
|
|
1405 | |
|
|
1406 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1407 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1408 | |
|
|
1409 | if (op->type == DOOR) |
|
|
1410 | { |
|
|
1411 | op->set_speed (0.1f); |
|
|
1412 | op->speed_left = -0.05f; |
|
|
1413 | return maxdam; |
|
|
1414 | } |
|
|
1415 | |
|
|
1416 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1417 | { |
|
|
1418 | op->drop_and_destroy (); |
|
|
1419 | return maxdam; |
|
|
1420 | } |
|
|
1421 | |
|
|
1422 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1423 | |
|
|
1424 | owner = hitter->outer_owner (); |
|
|
1425 | if (!owner) |
|
|
1426 | owner = hitter; |
|
|
1427 | |
|
|
1428 | /* is the victim (op) standing on battleground? */ |
|
|
1429 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1430 | battleg = 1; |
|
|
1431 | |
|
|
1432 | /* is this player killing? */ |
|
|
1433 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1434 | pk = 1; |
|
|
1435 | |
|
|
1436 | /* Player killed something */ |
|
|
1437 | if (owner->type == PLAYER) |
|
|
1438 | { |
|
|
1439 | /* Log players killing other players - makes it easier to detect |
|
|
1440 | * and filter out malicious player killers - that is why the |
|
|
1441 | * ip address is included. |
|
|
1442 | */ |
|
|
1443 | if (op->type == PLAYER && !battleg) |
|
|
1444 | { |
|
|
1445 | time_t t = time (NULL); |
|
|
1446 | struct tm *tmv; |
|
|
1447 | char buf[256]; |
|
|
1448 | |
|
|
1449 | tmv = localtime (&t); |
|
|
1450 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1451 | |
|
|
1452 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1453 | } |
|
|
1454 | |
|
|
1455 | /* try to filter some things out - basically, if you are |
|
|
1456 | * killing a level 1 creature and your level 20, you |
|
|
1457 | * probably don't want to see that. |
|
|
1458 | */ |
|
|
1459 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1460 | { |
|
|
1461 | if (owner != hitter) |
|
|
1462 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1463 | else |
|
|
1464 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1465 | |
|
|
1466 | /* Only play sounds for melee kills */ |
|
|
1467 | if (hitter->type == PLAYER) |
|
|
1468 | owner->play_sound (sound_find ("player_kills")); |
|
|
1469 | } |
|
|
1470 | |
|
|
1471 | /* If a player kills another player, not on |
|
|
1472 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1473 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1474 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1475 | * player that the object belonged to - so if you killed another player |
|
|
1476 | * with spells, pets, whatever, there was no penalty. |
|
|
1477 | * Changed to make luck penalty configurable in settings. |
|
|
1478 | */ |
|
|
1479 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1480 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1481 | |
|
|
1482 | /* This code below deals with finding the appropriate skill |
|
|
1483 | * to credit exp to. This is a bit problematic - we should |
|
|
1484 | * probably never really have to look at current_weapon->skill |
|
|
1485 | */ |
|
|
1486 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1487 | skill = hitter->skill; |
|
|
1488 | else if (owner->chosen_skill) |
|
|
1489 | { |
|
|
1490 | skop = owner->chosen_skill; |
|
|
1491 | skill = skop->skill; |
|
|
1492 | } |
|
|
1493 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1494 | skill = owner->current_weapon->skill; |
|
|
1495 | else |
|
|
1496 | { |
|
|
1497 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1498 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1499 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1500 | skill = 0; |
|
|
1501 | } |
|
|
1502 | |
|
|
1503 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1504 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1505 | */ |
|
|
1506 | skop = owner->contr->find_skill (skill); |
|
|
1507 | } /* Was it a player that hit somethign */ |
|
|
1508 | else |
|
|
1509 | skill = 0; |
|
|
1510 | |
|
|
1511 | /* These may have been set in the player code section above */ |
|
|
1512 | if (!skop) |
|
|
1513 | skop = hitter->chosen_skill; |
|
|
1514 | |
|
|
1515 | if (!skill && skop) |
|
|
1516 | skill = skop->skill; |
|
|
1517 | |
|
|
1518 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1519 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1520 | { |
|
|
1521 | int exp; |
|
|
1522 | |
|
|
1523 | /* Really don't give much experience for killing other players */ |
|
|
1524 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1525 | if (op->type == PLAYER) |
|
|
1526 | { |
|
|
1527 | if (battleg) |
|
|
1528 | { |
|
|
1529 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1530 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1531 | } |
|
|
1532 | else |
|
|
1533 | exp = op->stats.exp / 1000; |
|
|
1534 | } |
|
|
1535 | else |
|
|
1536 | exp = calc_skill_exp (owner, op, skop); |
|
|
1537 | |
|
|
1538 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1539 | * exp by killing him |
|
|
1540 | */ |
|
|
1541 | if (battleg) |
|
|
1542 | exp = 0; |
|
|
1543 | |
|
|
1544 | /* Don't know why this is set this way - doesn't make |
|
|
1545 | * sense to just divide everything by two for no reason. |
|
|
1546 | */ |
|
|
1547 | |
|
|
1548 | if (!settings.simple_exp) |
|
|
1549 | exp = exp / 2; |
|
|
1550 | |
|
|
1551 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1552 | change_exp (owner, exp, skill, 0); |
|
|
1553 | else |
|
|
1554 | { |
|
|
1555 | int shares = 0, count = 0; |
|
|
1556 | partylist *party = owner->contr->party; |
|
|
1557 | |
|
|
1558 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1559 | |
|
|
1560 | for_all_players (pl) |
|
|
1561 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1562 | { |
|
|
1563 | count++; |
|
|
1564 | shares += (pl->ob->level + 4); |
|
|
1565 | } |
|
|
1566 | |
|
|
1567 | if (count == 1 || shares > exp || !shares) |
|
|
1568 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1569 | else |
|
|
1570 | { |
|
|
1571 | int share = exp / shares, given = 0, nexp; |
|
|
1572 | |
|
|
1573 | for_all_players (pl) |
|
|
1574 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1575 | { |
|
|
1576 | nexp = (pl->ob->level + 4) * share; |
|
|
1577 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1578 | given += nexp; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | exp -= given; |
|
|
1582 | /* give any remainder to the player */ |
|
|
1583 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1584 | } |
|
|
1585 | } /* else part of a party */ |
|
|
1586 | } /* end if person didn't kill himself */ |
|
|
1587 | |
|
|
1588 | if (op->type != PLAYER) |
|
|
1589 | { |
|
|
1590 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1591 | { |
|
|
1592 | object *owner1 = op->owner; |
|
|
1593 | |
|
|
1594 | if (owner1 && owner1->type == PLAYER) |
|
|
1595 | { |
|
|
1596 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1597 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1598 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | remove_friendly_object (op); |
|
|
1602 | } |
|
|
1603 | |
|
|
1604 | op->drop_and_destroy (); |
|
|
1605 | } |
|
|
1606 | else |
|
|
1607 | /* Player has been killed! */ |
|
|
1608 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1609 | |
|
|
1610 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1611 | * continues in the calling function. |
|
|
1612 | */ |
|
|
1613 | return maxdam; |
|
|
1614 | } |
|
|
1615 | |
|
|
1616 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1617 | * Returns 0 this is not friendly fire |
|
|
1618 | */ |
|
|
1619 | int |
|
|
1620 | friendly_fire (object *op, object *hitter) |
|
|
1621 | { |
|
|
1622 | object *owner; |
|
|
1623 | int friendlyfire; |
|
|
1624 | |
|
|
1625 | if (hitter->head) |
|
|
1626 | hitter = hitter->head; |
|
|
1627 | |
|
|
1628 | friendlyfire = 0; |
|
|
1629 | |
|
|
1630 | if (op->type == PLAYER) |
|
|
1631 | { |
|
|
1632 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1633 | return 0; |
|
|
1634 | |
|
|
1635 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1636 | return 1; |
|
|
1637 | |
|
|
1638 | if ((owner = hitter->owner) != NULL) |
|
|
1639 | { |
|
|
1640 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1641 | friendlyfire = 2; |
|
|
1642 | } |
|
|
1643 | |
|
|
1644 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1645 | friendlyfire = 0; |
|
|
1646 | } |
|
|
1647 | |
|
|
1648 | return friendlyfire; |
|
|
1649 | } |
|
|
1650 | |
|
|
1651 | /* This isn't used just for players, but in fact most objects. |
|
|
1652 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1653 | * is what is hitting the object, type is the attacktype, and |
|
|
1654 | * full_hit is set if monster area does not matter. |
|
|
1655 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1656 | * modify it. |
|
|
1657 | */ |
|
|
1658 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1659 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1660 | int |
|
|
1661 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1662 | { |
|
|
1663 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1664 | int maxattacktype, attacknum; |
|
|
1665 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1666 | int simple_attack; |
|
|
1667 | int rtn_kill = 0; |
|
|
1668 | int friendlyfire; |
|
|
1669 | |
|
|
1670 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1671 | return 0; |
|
|
1672 | |
|
|
1673 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1674 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1675 | return 0; |
|
|
1676 | |
|
|
1677 | // only allow pk for hostile players |
|
|
1678 | if (op->type == PLAYER) |
|
|
1679 | { |
|
|
1680 | object *owner = hitter->owner; |
|
|
1681 | |
|
|
1682 | if (!owner) |
|
|
1683 | owner = hitter; |
|
|
1684 | |
|
|
1685 | if (owner->type == PLAYER |
|
|
1686 | && (!op_on_battleground (op, 0, 0) |
|
|
1687 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1688 | && op != owner) |
|
|
1689 | return 0; |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | if (body_attack) |
|
|
1693 | { |
|
|
1694 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1695 | * return - we still need to process other attacks the spell still |
|
|
1696 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1697 | * and keep on processing if we have other attacktypes. |
|
|
1698 | * return if only magic or nothing is left - under normal code |
|
|
1699 | * we don't attack with pure magic if there is another attacktype. |
|
|
1700 | * Only do processing if the initial attacktype includes one of those |
|
|
1701 | * attack so we don't cancel out things like magic bullet. |
|
|
1702 | */ |
|
|
1703 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1704 | { |
|
|
1705 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1706 | |
|
|
1707 | if (!type || type == AT_MAGIC) |
|
|
1708 | return 0; |
|
|
1709 | } |
|
|
1710 | } |
|
|
1711 | |
|
|
1712 | if (!simple_attack && op->type == DOOR) |
|
|
1713 | { |
|
|
1714 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1715 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1716 | { |
|
|
1717 | spring_trap (tmp, hitter); |
|
|
1718 | |
|
|
1719 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1720 | return 0; |
|
|
1721 | |
|
|
1722 | break; |
|
|
1723 | } |
|
|
1724 | } |
|
|
1725 | |
|
|
1726 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1727 | { |
|
|
1728 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1729 | * destroyed() check above doesn't return, and might get here. |
|
|
1730 | */ |
|
|
1731 | |
|
|
1732 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1733 | gets it's speed_left raised on each mover-tick. |
|
|
1734 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1735 | and waiting for that to run out. |
|
|
1736 | */ |
|
|
1737 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1738 | return 0; |
|
|
1739 | } |
|
|
1740 | |
|
|
1741 | #ifdef ATTACK_DEBUG |
|
|
1742 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1743 | #endif |
|
|
1744 | |
|
|
1745 | if (magic) |
|
|
1746 | { |
|
|
1747 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1748 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1749 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1750 | if (dam >= 100) |
|
|
1751 | dam /= 100; |
|
|
1752 | else |
|
|
1753 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1754 | } |
|
|
1755 | |
|
|
1756 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1757 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1758 | */ |
|
|
1759 | if (type & AT_CHAOS) |
|
|
1760 | { |
|
|
1761 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1762 | update_object (op, UP_OBJ_FACE); |
|
|
1763 | type &= ~AT_CHAOS; |
|
|
1764 | } |
|
|
1765 | |
|
|
1766 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1767 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1768 | * a proper match, otherwise no damage. |
|
|
1769 | */ |
|
|
1770 | if (type & AT_HOLYWORD) |
|
|
1771 | { |
|
|
1772 | object *god; |
|
|
1773 | |
|
|
1774 | if ((!hitter->slaying || |
|
|
1775 | (!(op->race && strstr (hitter->slaying, op->race)) && |
|
|
1776 | !(op->name && strstr (hitter->slaying, op->name)))) && |
|
|
1777 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
|
|
1778 | (hitter->title != NULL |
|
|
1779 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
|
|
1780 | return 0; |
|
|
1781 | } |
|
|
1782 | |
|
|
1783 | maxattacktype = type; /* initialise this to something */ |
|
|
1784 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1785 | { |
|
|
1786 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1787 | * attack types. As such, skip it over. However, if magic is |
|
|
1788 | * the only attacktype in the group, then still attack with it |
|
|
1789 | */ |
|
|
1790 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1791 | continue; |
|
|
1792 | |
|
|
1793 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1794 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1795 | * it. It will do the appropriate action for attacktypes with |
|
|
1796 | * effects (slow, paralization, etc. |
|
|
1797 | */ |
|
|
1798 | if (type & attacktype) |
|
|
1799 | { |
|
|
1800 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1801 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1802 | * the damage is equal. |
|
|
1803 | */ |
|
|
1804 | if (ndam >= maxdam) |
|
|
1805 | { |
|
|
1806 | maxdam = ndam; |
|
|
1807 | maxattacktype = 1 << attacknum; |
|
|
1808 | } |
|
|
1809 | } |
|
|
1810 | } |
|
|
1811 | |
|
|
1812 | /* if this is friendly fire then do a set % of damage only |
|
|
1813 | * Note - put a check in to make sure this attack is actually |
|
|
1814 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1815 | * an attack do damage before when it otherwise didn't |
|
|
1816 | */ |
|
|
1817 | friendlyfire = friendly_fire (op, hitter); |
|
|
1818 | if (friendlyfire && maxdam) |
|
|
1819 | { |
|
|
1820 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1821 | |
|
|
1822 | #ifdef ATTACK_DEBUG |
|
|
1823 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1824 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1825 | #endif |
|
|
1826 | } |
|
|
1827 | |
|
|
1828 | if (!full_hit) |
|
|
1829 | { |
|
|
1830 | int area; |
|
|
1831 | int remainder; |
|
|
1832 | |
|
|
1833 | area = 0; |
|
|
1834 | |
|
|
1835 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1836 | area++; |
|
|
1837 | |
|
|
1838 | assert (area > 0); |
|
|
1839 | |
|
|
1840 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1841 | value-effect */ |
|
|
1842 | remainder = 100 * (maxdam % area) / area; |
|
|
1843 | maxdam /= area; |
|
|
1844 | if (rndm (100) < remainder) |
|
|
1845 | maxdam++; |
|
|
1846 | } |
|
|
1847 | |
|
|
1848 | #ifdef ATTACK_DEBUG |
|
|
1849 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1850 | #endif |
|
|
1851 | |
|
|
1852 | // for now, only do this for active objects, otherwise they |
|
|
1853 | // keep a refcount for a long time and I see no usefulness |
|
|
1854 | // for an non-active objetc to know its enemy. |
|
|
1855 | if (op->active) |
|
|
1856 | if (hitter->owner) |
|
|
1857 | op->enemy = hitter->owner; |
|
|
1858 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1859 | op->enemy = hitter; |
|
|
1860 | |
|
|
1861 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1862 | { |
|
|
1863 | /* The unaggressives look after themselves 8) */ |
|
|
1864 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1865 | npc_call_help (op); |
|
|
1866 | } |
|
|
1867 | |
|
|
1868 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1869 | maxdam = maxdam / 2; |
|
|
1870 | |
|
|
1871 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1872 | |
|
|
1873 | op->stats.hp -= maxdam; |
|
|
1874 | |
|
|
1875 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1876 | if ((op->stats.hp >= 0) && |
|
|
1877 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1878 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1879 | { |
|
|
1880 | |
|
|
1881 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1882 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1883 | else |
|
|
1884 | scare_creature (op, hitter); |
|
|
1885 | } |
|
|
1886 | |
|
|
1887 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1888 | { |
|
|
1889 | if (maxdam) |
|
|
1890 | tear_down_wall (op); |
|
|
1891 | |
|
|
1892 | return maxdam; /* nothing more to do for wall */ |
|
|
1893 | } |
|
|
1894 | |
|
|
1895 | /* See if the creature has been killed */ |
|
|
1896 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1897 | if (rtn_kill != -1) |
|
|
1898 | return rtn_kill; |
|
|
1899 | |
|
|
1900 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1901 | * that before if the player was immune to ghosthit, the monster |
|
|
1902 | * remained - that is no longer the case. |
|
|
1903 | */ |
|
|
1904 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1905 | hitter->drop_and_destroy (); |
|
|
1906 | /* Lets handle creatures that are splitting now */ |
|
|
1907 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1908 | { |
|
|
1909 | int i; |
|
|
1910 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1911 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1912 | object *owner = op->owner; |
|
|
1913 | |
|
|
1914 | if (!op->other_arch) |
|
|
1915 | { |
|
|
1916 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1917 | return maxdam; |
|
|
1918 | } |
|
|
1919 | |
|
|
1920 | op->remove (); |
|
|
1921 | |
|
|
1922 | for (i = 0; i < op->stats.food; i++) |
|
|
1923 | { /* This doesn't handle op->more yet */ |
|
|
1924 | object *tmp = arch_to_object (op->other_arch); |
|
|
1925 | int j; |
|
|
1926 | |
|
|
1927 | tmp->stats.hp = op->stats.hp; |
|
|
1928 | |
|
|
1929 | if (friendly) |
|
|
1930 | { |
|
|
1931 | add_friendly_object (tmp); |
|
|
1932 | tmp->attack_movement = PETMOVE; |
|
|
1933 | |
|
|
1934 | if (owner) |
|
|
1935 | tmp->set_owner (owner); |
|
|
1936 | } |
|
|
1937 | |
|
|
1938 | if (unaggressive) |
|
|
1939 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1940 | |
|
|
1941 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1942 | |
|
|
1943 | if (j == -1) /* No spot to put this monster */ |
|
|
1944 | tmp->destroy (); |
|
|
1945 | else |
|
|
1946 | { |
|
|
1947 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1948 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1949 | } |
|
|
1950 | } |
|
|
1951 | |
|
|
1952 | op->destroy (); |
|
|
1953 | } |
|
|
1954 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1955 | hitter->drop_and_destroy (); |
|
|
1956 | |
|
|
1957 | return maxdam; |
|
|
1958 | } |
|
|
1959 | |
|
|
1960 | void |
|
|
1961 | poison_player (object *op, object *hitter, int dam) |
|
|
1962 | { |
|
|
1963 | archetype *at = archetype::find ("poisoning"); |
|
|
1964 | object *tmp = present_arch_in_ob (at, op); |
|
|
1965 | |
|
|
1966 | if (tmp == NULL) |
|
|
1967 | { |
|
|
1968 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1969 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1970 | else |
|
|
1971 | { |
|
|
1972 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1973 | /* peterm: give poisoning some teeth. It should |
|
|
1974 | * be able to kill things better than it does: |
|
|
1975 | * damage should be dependent something--I choose to |
|
|
1976 | * do this: if it's a monster, the damage from the |
|
|
1977 | * poisoning goes as the level of the monster/2. |
|
|
1978 | * If anything else, goes as damage. |
|
|
1979 | */ |
|
|
1980 | |
|
|
1981 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1982 | tmp->stats.dam += hitter->level / 2; |
|
|
1983 | else |
|
|
1984 | tmp->stats.dam = dam; |
|
|
1985 | |
|
|
1986 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
1987 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
1988 | { |
|
|
1989 | tmp->skill = hitter->skill; |
|
|
1990 | } |
|
|
1991 | |
|
|
1992 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1993 | |
|
|
1994 | if (op->type == PLAYER) |
|
|
1995 | { |
|
|
1996 | /* player looses stats, maximum is -10 of each */ |
|
|
1997 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
1998 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
1999 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2000 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2001 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2002 | op->update_stats (); |
|
|
2003 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2004 | op->play_sound (tmp->sound); |
|
|
2005 | } |
|
|
2006 | |
|
|
2007 | if (hitter->type == PLAYER) |
|
|
2008 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2009 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2010 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2011 | } |
|
|
2012 | |
|
|
2013 | tmp->speed_left = 0; |
|
|
2014 | } |
|
|
2015 | else |
|
|
2016 | tmp->stats.food++; |
|
|
2017 | } |
|
|
2018 | |
|
|
2019 | void |
|
|
2020 | slow_player (object *op, object *hitter, int dam) |
|
|
2021 | { |
|
|
2022 | archetype *at = archetype::find ("slowness"); |
|
|
2023 | object *tmp; |
|
|
2024 | |
|
|
2025 | if (at == NULL) |
|
|
2026 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
2027 | |
|
|
2028 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2029 | { |
|
|
2030 | tmp = arch_to_object (at); |
|
|
2031 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2032 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2033 | } |
|
|
2034 | else |
|
|
2035 | tmp->stats.food++; |
|
|
2036 | |
|
|
2037 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2038 | tmp->speed_left = 0; |
|
|
2039 | op->update_stats (); |
|
|
2040 | } |
|
|
2041 | |
|
|
2042 | void |
|
|
2043 | confuse_player (object *op, object *hitter, int dam) |
|
|
2044 | { |
|
|
2045 | object *tmp; |
|
|
2046 | int maxduration; |
|
|
2047 | |
|
|
2048 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
|
|
2049 | if (!tmp) |
|
|
2050 | { |
|
|
2051 | tmp = get_archetype (FORCE_NAME); |
|
|
2052 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2053 | } |
|
|
2054 | |
|
|
2055 | /* Duration added per hit and max. duration of confusion both depend |
|
|
2056 | * on the player's resistance |
|
|
2057 | */ |
|
|
2058 | tmp->speed = 0.05; |
|
|
2059 | tmp->subtype = FORCE_CONFUSION; |
|
|
2060 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2061 | tmp->name = "confusion"; |
|
|
2062 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2063 | |
|
|
2064 | if (tmp->duration > maxduration) |
|
|
2065 | tmp->duration = maxduration; |
|
|
2066 | |
|
|
2067 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2068 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2069 | |
|
|
2070 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
2071 | } |
|
|
2072 | |
|
|
2073 | void |
|
|
2074 | blind_player (object *op, object *hitter, int dam) |
|
|
2075 | { |
|
|
2076 | object *tmp, *owner; |
|
|
2077 | |
|
|
2078 | /* Save some work if we know it isn't going to affect the player */ |
|
|
2079 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2080 | return; |
|
|
2081 | |
|
|
2082 | tmp = present_in_ob (BLINDNESS, op); |
|
|
2083 | if (!tmp) |
|
|
2084 | { |
|
|
2085 | tmp = get_archetype ("blindness"); |
|
|
2086 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
2087 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2088 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
2089 | * speed is a float anyways. |
|
|
2090 | */ |
|
|
2091 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2092 | |
|
|
2093 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2094 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
2095 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
2096 | |
|
|
2097 | if (hitter->owner) |
|
|
2098 | owner = hitter->owner; |
|
|
2099 | else |
|
|
2100 | owner = hitter; |
|
|
2101 | |
|
|
2102 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
2103 | } |
|
|
2104 | tmp->stats.food += dam; |
|
|
2105 | if (tmp->stats.food > 10) |
|
|
2106 | tmp->stats.food = 10; |
|
|
2107 | } |
|
|
2108 | |
|
|
2109 | void |
|
|
2110 | paralyze_player (object *op, object *hitter, int dam) |
|
|
2111 | { |
|
|
2112 | float effect, max; |
|
|
2113 | |
|
|
2114 | /* object *tmp; */ |
|
|
2115 | |
|
|
2116 | /* This is strange stuff... someone knows for what this is |
|
|
2117 | * written? Well, i think this can and should be removed |
|
|
2118 | */ |
|
|
2119 | |
|
|
2120 | /* |
|
|
2121 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
2122 | tmp=clone_arch(PARAIMAGE); |
|
|
2123 | tmp->x=op->x,tmp->y=op->y; |
|
|
2124 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
2125 | } |
|
|
2126 | */ |
|
|
2127 | |
|
|
2128 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
2129 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
|
|
2130 | |
|
|
2131 | if (effect == 0) |
|
|
2132 | return; |
|
|
2133 | |
|
|
2134 | op->speed_left -= FABS (op->speed) * effect; |
|
|
2135 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
2136 | |
|
|
2137 | /* max number of ticks to be affected for. */ |
|
|
2138 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
2139 | if (op->speed_left < -(FABS (op->speed) * max)) |
|
|
2140 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2141 | |
|
|
2142 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
|
|
2143 | } |
|
|
2144 | |
|
|
2145 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
2146 | * the computed damaged. |
|
|
2147 | */ |
|
|
2148 | void |
|
|
2149 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
2150 | { |
|
|
2151 | /* The intention of a death attack is to kill outright things |
|
|
2152 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
2153 | ** things somewhat weaker than the caster, and no chance of |
|
|
2154 | ** killing something equal or stronger than the attacker. |
|
|
2155 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
2156 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
2157 | ** field of the deathstriking object */ |
|
|
2158 | |
|
|
2159 | int atk_lev, def_lev, kill_lev; |
|
|
2160 | |
|
|
2161 | if (hitter->slaying) |
|
|
2162 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
|
|
2163 | return; |
|
|
2164 | |
|
|
2165 | def_lev = op->level; |
|
|
2166 | if (def_lev < 1) |
|
|
2167 | { |
|
|
2168 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
|
|
2169 | def_lev = 1; |
|
|
2170 | } |
|
|
2171 | |
|
|
2172 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
2173 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
2174 | atk_lev, def_lev); */ |
|
|
2175 | |
|
|
2176 | if (atk_lev >= def_lev) |
|
|
2177 | { |
|
|
2178 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
2179 | |
|
|
2180 | /* Note that the below effectively means the ratio of the atk vs |
|
|
2181 | * defener level is important - if level 52 character has very little |
|
|
2182 | * chance of killing a level 50 monster. This should probably be |
|
|
2183 | * redone. |
|
|
2184 | */ |
|
|
2185 | if (kill_lev >= def_lev) |
|
|
2186 | { |
|
|
2187 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
2188 | /* I think this doesn't really do much. Because of |
|
|
2189 | * integer rounding, this only makes any difference if the |
|
|
2190 | * attack level is double the defender level. |
|
|
2191 | */ |
|
|
2192 | *dam *= kill_lev / def_lev; |
|
|
2193 | } |
|
|
2194 | } |
|
|
2195 | else |
|
|
2196 | *dam = 0; /* no harm done */ |
|
|
2197 | } |
|
|
2198 | |
|
|
2199 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2200 | * items (like attacking living creatures--a potion thrown at a |
|
|
2201 | * monster). |
|
|
2202 | */ |
|
|
2203 | static void |
|
|
2204 | thrown_item_effect (object *hitter, object *victim) |
|
|
2205 | { |
|
|
2206 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2207 | { |
|
|
2208 | /* May not need a switch for just 2 types, but this makes it |
|
|
2209 | * easier for expansion. |
|
|
2210 | */ |
|
|
2211 | switch (hitter->type) |
|
|
2212 | { |
|
|
2213 | case POTION: |
|
|
2214 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2215 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
2216 | (void) apply_potion (victim, hitter); |
|
|
2217 | break; |
|
|
2218 | |
|
|
2219 | case POISON: /* poison drinks */ |
|
|
2220 | /* As with potions, should monster get a save? */ |
|
|
2221 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
2222 | apply_poison (victim, hitter); |
|
|
2223 | break; |
|
|
2224 | |
|
|
2225 | /* Removed case statements that did nothing. |
|
|
2226 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2227 | * so we don't handle it here. |
|
|
2228 | * Containers should perhaps break open, but that code was disabled. |
|
|
2229 | */ |
|
|
2230 | } |
|
|
2231 | } |
|
|
2232 | } |
|
|
2233 | |
|
|
2234 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2235 | int |
|
|
2236 | adj_attackroll (object *hitter, object *target) |
|
|
2237 | { |
|
|
2238 | object *attacker = hitter; |
|
|
2239 | int adjust = 0; |
|
|
2240 | |
|
|
2241 | /* safety */ |
|
|
2242 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2243 | { |
|
|
2244 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2245 | return 0; |
|
|
2246 | } |
|
|
2247 | |
|
|
2248 | /* aimed missiles use the owning object's sight */ |
|
|
2249 | if (is_aimed_missile (hitter)) |
|
|
2250 | { |
|
|
2251 | if ((attacker = hitter->owner) == NULL) |
|
|
2252 | attacker = hitter; |
|
|
2253 | /* A player who saves but hasn't quit still could have objects |
|
|
2254 | * owned by him - need to handle that case to avoid crashes. |
|
|
2255 | */ |
|
|
2256 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2257 | attacker = hitter; |
|
|
2258 | } |
|
|
2259 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2260 | return 0; |
|
|
2261 | |
|
|
2262 | /* determine the condtions under which we make an attack. |
|
|
2263 | * Add more cases, as the need occurs. */ |
|
|
2264 | |
|
|
2265 | if (!can_see_enemy (attacker, target)) |
|
|
2266 | { |
|
|
2267 | /* target is unseen */ |
|
|
2268 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2269 | adjust -= 10; |
|
|
2270 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2271 | else if (target->map && target->map->darklevel () > 0 && !stand_in_light (target)) |
|
|
2272 | adjust -= target->map->darklevel (); |
|
|
2273 | } |
|
|
2274 | |
|
|
2275 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2276 | adjust -= 3; |
|
|
2277 | |
|
|
2278 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2279 | adjust += 1; |
|
|
2280 | |
|
|
2281 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2282 | adjust += 1; |
|
|
2283 | |
|
|
2284 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2285 | adjust -= 3; |
|
|
2286 | |
|
|
2287 | /* if we attack at a different 'altitude' its harder */ |
|
|
2288 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2289 | adjust -= 2; |
|
|
2290 | |
|
|
2291 | #if 0 |
|
|
2292 | /* slower attacks are less likely to succeed. We should use a |
|
|
2293 | * comparison between attacker/target speeds BUT, players have |
|
|
2294 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2295 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2296 | * fly fast should have a better chance of hitting a slower target. |
|
|
2297 | */ |
|
|
2298 | if (hitter->speed < target->speed) |
|
|
2299 | adjust += ((float) hitter->speed - target->speed); |
|
|
2300 | #endif |
|
|
2301 | |
|
|
2302 | #if 0 |
|
|
2303 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2304 | #endif |
|
|
2305 | |
|
|
2306 | return adjust; |
|
|
2307 | } |
|
|
2308 | |
|
|
2309 | /* determine if the object is an 'aimed' missile */ |
|
|
2310 | int |
|
|
2311 | is_aimed_missile (object *op) |
|
|
2312 | { |
|
|
2313 | |
|
|
2314 | /* I broke what used to be one big if into a few nested |
|
|
2315 | * ones so that figuring out the logic is at least possible. |
|
|
2316 | */ |
|
|
2317 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2318 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2319 | return 1; |
|
|
2320 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2321 | return 1; |
|
|
2322 | |
|
|
2323 | return 0; |
|
|
2324 | } |
|
|