1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
23 | #include <assert.h> |
25 | #include <assert.h> |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <living.h> |
27 | #include <living.h> |
26 | #include <material.h> |
28 | #include <material.h> |
27 | #include <skills.h> |
29 | #include <skills.h> |
28 | |
|
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29 | #ifndef __CEXTRACT__ |
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30 | # include <sproto.h> |
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31 | #endif |
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32 | |
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33 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
34 | |
32 | |
35 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
36 | { |
34 | { |
37 | char *msg1; |
35 | char *msg1; |
38 | char *msg2; |
36 | char *msg2; |
39 | } att_msg; |
37 | } att_msg; |
40 | |
38 | |
41 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
42 | |
|
|
43 | /* cancels object *op. Cancellation basically means an object loses |
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44 | * its magical benefits. |
|
|
45 | */ |
|
|
46 | void |
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|
47 | cancellation (object *op) |
|
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48 | { |
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49 | object *tmp; |
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50 | |
|
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51 | if (op->invisible) |
|
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52 | return; |
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53 | |
|
|
54 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
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55 | { |
|
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56 | /* Recur through the inventory */ |
|
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57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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59 | cancellation (tmp); |
|
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60 | } |
|
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61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
|
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62 | { |
|
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63 | /* Nullify this object. This code could probably be more complete */ |
|
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64 | /* in what abilities it should cancel */ |
|
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65 | op->magic = 0; |
|
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66 | CLEAR_FLAG (op, FLAG_DAMNED); |
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67 | CLEAR_FLAG (op, FLAG_CURSED); |
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68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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70 | if (op->env && op->env->type == PLAYER) |
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71 | { |
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72 | esrv_send_item (op->env, op); |
|
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73 | } |
|
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74 | } |
|
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75 | } |
|
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76 | |
40 | |
77 | /* 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 |
78 | * 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 |
79 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
80 | */ |
44 | */ |
81 | int |
45 | static int |
82 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, int type, object *originator) |
83 | { |
47 | { |
84 | int i, roll, saves = 0, attacks = 0, number; |
48 | int i, roll, saves = 0, attacks = 0, number; |
85 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
86 | |
50 | |
87 | if (op->materialname == NULL) |
|
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88 | { |
|
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89 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
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90 | if (op->material & mt->material) |
|
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91 | break; |
|
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92 | } |
|
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93 | else |
|
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94 | mt = name_to_material (op->materialname); |
|
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95 | if (mt == NULL) |
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96 | return TRUE; |
|
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97 | roll = rndm (1, 20); |
51 | roll = rndm (1, 20); |
98 | |
52 | |
99 | /* the attacktypes have no meaning for object saves |
53 | /* the attacktypes have no meaning for object saves |
100 | * If the type is only magic, don't adjust type - basically, if |
54 | * If the type is only magic, don't adjust type - basically, if |
101 | * pure magic is hitting an object, it should save. However, if it |
55 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
107 | if (type != AT_MAGIC) |
61 | if (type != AT_MAGIC) |
108 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
62 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
109 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
63 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
110 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
64 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
111 | |
65 | |
112 | if (type == 0) |
66 | if (type == 0) return TRUE; |
113 | return TRUE; |
67 | |
114 | if (roll == 20) |
68 | if (roll == 20) return TRUE; |
115 | return TRUE; |
69 | if (roll == 1) return FALSE; |
116 | if (roll == 1) |
|
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117 | return FALSE; |
|
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118 | |
70 | |
119 | for (number = 0; number < NROFATTACKS; number++) |
71 | for (number = 0; number < NROFATTACKS; number++) |
120 | { |
72 | { |
121 | i = 1 << number; |
73 | i = 1 << number; |
|
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74 | |
122 | if (!(i & type)) |
75 | if (!(i & type)) |
123 | continue; |
76 | continue; |
|
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77 | |
124 | attacks++; |
78 | attacks++; |
125 | if (op->resist[number] == 100) |
79 | if (op->resist[number] == 100) |
126 | saves++; |
80 | saves++; |
127 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
81 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
128 | saves++; |
82 | saves++; |
… | |
… | |
130 | saves++; |
84 | saves++; |
131 | } |
85 | } |
132 | |
86 | |
133 | if (saves == attacks || attacks == 0) |
87 | if (saves == attacks || attacks == 0) |
134 | return TRUE; |
88 | return TRUE; |
|
|
89 | |
135 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
90 | if (saves == 0 || (rndm (1, attacks) > saves)) |
136 | return FALSE; |
91 | return FALSE; |
|
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92 | |
137 | return TRUE; |
93 | return TRUE; |
|
|
94 | } |
|
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95 | |
|
|
96 | /* cancels object *op. Cancellation basically means an object loses |
|
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97 | * its magical benefits. |
|
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98 | */ |
|
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99 | void |
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100 | cancellation (object *op) |
|
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101 | { |
|
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102 | if (op->invisible) |
|
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103 | return; |
|
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104 | |
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105 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
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106 | { |
|
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107 | /* Recurse through the inventory */ |
|
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108 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
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109 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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110 | cancellation (tmp); |
|
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111 | } |
|
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112 | else if (fabs (op->magic) <= rndm (0, 5)) |
|
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113 | { |
|
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114 | /* Nullify this object. This code could probably be more complete */ |
|
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115 | /* in what abilities it should cancel */ |
|
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116 | op->magic = 0; |
|
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117 | |
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118 | CLEAR_FLAG (op, FLAG_DAMNED); |
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119 | CLEAR_FLAG (op, FLAG_CURSED); |
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120 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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121 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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122 | |
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123 | if (object *pl = op->visible_to ()) |
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124 | esrv_update_item (UPD_FLAGS, pl, op); |
|
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125 | } |
138 | } |
126 | } |
139 | |
127 | |
140 | /* This function calls did_make_save_item. It then performs the |
128 | /* This function calls did_make_save_item. It then performs the |
141 | * appropriate actions to the item (such as burning the item up, |
129 | * appropriate actions to the item (such as burning the item up, |
142 | * calling cancellation, etc.) |
130 | * calling cancellation, etc.) |
143 | */ |
131 | */ |
144 | |
|
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145 | void |
132 | void |
146 | save_throw_object (object *op, int type, object *originator) |
133 | save_throw_object (object *op, int type, object *originator) |
147 | { |
134 | { |
148 | if (!did_make_save_item (op, type, originator)) |
135 | if (!did_make_save_item (op, type, originator)) |
149 | { |
136 | { |
150 | object *env = op->env; |
137 | object *env = op->env; |
151 | int x = op->x, y = op->y; |
138 | int x = op->x, y = op->y; |
152 | maptile *m = op->map; |
139 | maptile *m = op->map; |
153 | |
140 | |
154 | op = stop_item (op); |
141 | op = stop_item (op); |
155 | if (op == NULL) |
142 | if (!op) |
156 | return; |
143 | return; |
157 | |
144 | |
158 | /* Hacked the following so that type LIGHTER will work. |
145 | /* Hacked the following so that type LIGHTER will work. |
159 | * Also, objects which are potenital "lights" that are hit by |
146 | * Also, objects which are potential "lights" that are hit by |
160 | * flame/elect attacks will be set to glow. "lights" are any |
147 | * flame/elect attacks will be set to glow. "lights" are any |
161 | * object with +/- glow_radius and an "other_arch" to change to. |
148 | * object with +/- glow_radius and an "other_arch" to change to. |
162 | * (and please note that we cant fail our save and reach this |
149 | * (and please note that we cant fail our save and reach this |
163 | * function if the object doesnt contain a material that can burn. |
150 | * function if the object doesnt contain a material that can burn. |
164 | * So forget lighting magical swords on fire with this!) -b.t. |
151 | * So forget lighting magical swords on fire with this!) -b.t. |
165 | */ |
152 | */ |
166 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
153 | if (type & (AT_FIRE | AT_ELECTRICITY) |
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154 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
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155 | || op->type == LAMP |
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156 | || op->type == TORCH |
167 | { |
157 | )) |
168 | const char *arch = op->other_arch->name; |
158 | { |
169 | |
159 | switch (op->type) |
170 | op = decrease_ob_nr (op, 1); |
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171 | |
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172 | if (op) |
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173 | fix_stopped_item (op, m, originator); |
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174 | |
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175 | if ((op = get_archetype (arch)) != NULL) |
|
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176 | { |
160 | { |
177 | if (env) |
161 | case LAMP: |
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162 | case TORCH: |
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163 | // turn on a lamp |
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164 | apply_lamp (op, true); |
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165 | break; |
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166 | |
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167 | default: |
|
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168 | // for instance icecubes: |
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169 | if (op->other_arch) |
178 | { |
170 | { |
179 | op->x = env->x, op->y = env->y; |
171 | const char *arch = op->other_arch->archname; |
180 | insert_ob_in_ob (op, env); |
172 | |
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173 | if (op->decrease ()) |
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174 | fix_stopped_item (op, m, originator); |
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175 | |
|
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176 | if ((op = archetype::get (arch))) |
|
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177 | { |
181 | if (env->contr) |
178 | if (env) |
182 | esrv_send_item (env, op); |
179 | env->insert (op); |
|
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180 | else |
|
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181 | m->insert (op, x, y, originator); |
|
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182 | } |
183 | } |
183 | } |
184 | else |
|
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185 | { |
|
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186 | op->x = x, op->y = y; |
|
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187 | insert_ob_in_map (op, m, originator, 0); |
|
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188 | } |
|
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189 | } |
184 | } |
190 | |
|
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191 | return; |
185 | return; |
192 | } |
186 | } |
193 | |
187 | |
194 | if (type & AT_CANCELLATION) |
188 | if (type & AT_CANCELLATION) |
195 | { /* Cancellation. */ |
189 | { /* Cancellation. */ |
… | |
… | |
198 | return; |
192 | return; |
199 | } |
193 | } |
200 | |
194 | |
201 | if (op->nrof > 1) |
195 | if (op->nrof > 1) |
202 | { |
196 | { |
203 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
197 | if (op->decrease (rndm (0, op->nrof - 1))) |
204 | |
|
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205 | if (op) |
|
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206 | fix_stopped_item (op, m, originator); |
198 | fix_stopped_item (op, m, originator); |
207 | } |
199 | } |
208 | else |
200 | else |
209 | { |
201 | { |
210 | if (op->env) |
202 | // drop everything to the ground, if possible |
211 | { |
203 | op->insert_at (originator); |
212 | object *tmp = op->in_player (); |
|
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213 | |
|
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214 | if (tmp) |
|
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215 | esrv_del_item (tmp->contr, op->count); |
|
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216 | } |
|
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217 | |
|
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218 | op->destroy (); |
204 | op->drop_and_destroy (); |
219 | } |
205 | } |
220 | |
206 | |
221 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
207 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
222 | if (env) |
208 | if (env) |
223 | { |
209 | { |
224 | op = get_archetype ("burnout"); |
210 | op = archetype::get (shstr_burnout); |
225 | op->x = env->x, op->y = env->y; |
211 | op->x = env->x, op->y = env->y; |
226 | insert_ob_in_ob (op, env); |
212 | env->insert (op); |
227 | } |
213 | } |
228 | else |
214 | else |
229 | replace_insert_ob_in_map ("burnout", originator); |
215 | replace_insert_ob_in_map (shstr_burnout, originator); |
230 | |
216 | |
231 | return; |
217 | return; |
232 | } |
218 | } |
233 | |
219 | |
234 | /* The value of 50 is arbitrary. */ |
220 | /* The value of 50 is arbitrary. */ |
235 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
221 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
236 | { |
222 | { |
237 | object *tmp; |
|
|
238 | archetype *at = archetype::find ("icecube"); |
223 | archetype *at = archetype::find (shstr_icecube); |
239 | |
224 | |
240 | if (at == NULL) |
225 | if (at == NULL) |
241 | return; |
226 | return; |
242 | |
227 | |
243 | op = stop_item (op); |
228 | op = stop_item (op); |
244 | if (op == NULL) |
229 | if (op == NULL) |
245 | return; |
230 | return; |
246 | |
231 | |
247 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
232 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
233 | if (!tmp) |
248 | { |
234 | { |
249 | tmp = arch_to_object (at); |
235 | tmp = arch_to_object (at); |
250 | tmp->x = op->x, tmp->y = op->y; |
236 | tmp->x = op->x, tmp->y = op->y; |
251 | /* This was in the old (pre new movement code) - |
237 | /* This was in the old (pre new movement code) - |
252 | * icecubes have slow_move set to 1 - don't want |
238 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
255 | tmp->move_slow_penalty = 0; |
241 | tmp->move_slow_penalty = 0; |
256 | tmp->move_slow = 0; |
242 | tmp->move_slow = 0; |
257 | insert_ob_in_map (tmp, op->map, originator, 0); |
243 | insert_ob_in_map (tmp, op->map, originator, 0); |
258 | } |
244 | } |
259 | |
245 | |
260 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
246 | tmp->insert (op); |
261 | op->remove (); |
|
|
262 | |
|
|
263 | insert_ob_in_ob (op, tmp); |
|
|
264 | return; |
247 | return; |
265 | } |
248 | } |
266 | } |
249 | } |
267 | |
250 | |
268 | /* Object op is hitting the map. |
251 | /* Object op is hitting the map. |
269 | * op is going in direction 'dir' |
252 | * op is going in direction 'dir' |
270 | * type is the attacktype of the object. |
253 | * type is the attacktype of the object. |
271 | * full_hit is set if monster area does not matter. |
254 | * full_hit is set if monster area does not matter. |
272 | * returns 1 if it hits something, 0 otherwise. |
255 | * returns 1 if it hits something, 0 otherwise. |
273 | */ |
256 | */ |
274 | |
|
|
275 | int |
257 | int |
276 | hit_map (object *op, int dir, int type, int full_hit) |
258 | hit_map (object *op, int dir, int type, int full_hit) |
277 | { |
259 | { |
278 | object *tmp, *next; |
|
|
279 | maptile *map; |
260 | maptile *map; |
280 | sint16 x, y; |
261 | sint16 x, y; |
281 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
262 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
282 | |
263 | |
283 | if (QUERY_FLAG (op, FLAG_FREED)) |
264 | if (QUERY_FLAG (op, FLAG_FREED)) |
… | |
… | |
286 | return 0; |
267 | return 0; |
287 | } |
268 | } |
288 | |
269 | |
289 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
270 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
290 | { |
271 | { |
291 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
272 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
292 | return 0; |
273 | return 0; |
293 | } |
274 | } |
294 | |
275 | |
295 | if (!op->map) |
276 | if (!op->map) |
296 | { |
277 | { |
… | |
… | |
299 | } |
280 | } |
300 | |
281 | |
301 | if (op->head) |
282 | if (op->head) |
302 | op = op->head; |
283 | op = op->head; |
303 | |
284 | |
304 | map = op->map; |
285 | mapxy pos (op); |
305 | x = op->x + freearr_x[dir]; |
286 | pos.move (dir); |
306 | y = op->y + freearr_y[dir]; |
|
|
307 | |
287 | |
308 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
288 | if (!pos.normalise ()) |
|
|
289 | return 0; |
309 | |
290 | |
310 | // elmex: a safe map tile can't be hit! |
291 | // elmex: a safe map tile can't be hit! |
311 | // this should prevent most harmful effects on items and players there. |
292 | // this should prevent most harmful effects on items and players there. |
312 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
293 | mapspace &ms = pos.ms (); |
|
|
294 | |
|
|
295 | if (ms.flags () & P_SAFE) |
313 | return 0; |
296 | return 0; |
314 | |
297 | |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
298 | /* peterm: a few special cases for special attacktypes --counterspell |
316 | * must be out here because it strikes things which are not alive |
299 | * must be out here because it strikes things which are not alive |
317 | */ |
300 | */ |
318 | |
301 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
302 | { |
319 | if (type & AT_COUNTERSPELL) |
303 | if (type & AT_COUNTERSPELL) |
320 | { |
304 | { |
321 | counterspell (op, dir); /* see spell_effect.c */ |
305 | counterspell (op, dir); /* see spell_effect.c */ |
322 | |
306 | |
323 | /* If the only attacktype is counterspell or magic, don't need |
307 | /* If the only attacktype is counterspell or magic, don't need |
324 | * to do any further processing. |
308 | * to do any further processing. |
325 | */ |
|
|
326 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
327 | return 0; |
|
|
328 | |
|
|
329 | type &= ~AT_COUNTERSPELL; |
|
|
330 | } |
|
|
331 | |
|
|
332 | if (type & AT_CHAOS) |
|
|
333 | { |
|
|
334 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
335 | update_object (op, UP_OBJ_FACE); |
|
|
336 | type &= ~AT_CHAOS; |
|
|
337 | } |
|
|
338 | |
|
|
339 | next = GET_MAP_OB (map, x, y); |
|
|
340 | |
|
|
341 | while (next) |
|
|
342 | { |
|
|
343 | if (next->destroyed ()) |
|
|
344 | { |
|
|
345 | /* There may still be objects that were above 'next', but there is no |
|
|
346 | * simple way to find out short of copying all object references and |
|
|
347 | * tags into a temporary array before we start processing the first |
|
|
348 | * object. That's why we just abort. |
|
|
349 | * |
|
|
350 | * This happens whenever attack spells (like fire) hit a pile |
|
|
351 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
352 | * below was spamming the logs for absolutely no reason. |
|
|
353 | */ |
309 | */ |
354 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
310 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
355 | break; |
311 | return 0; |
|
|
312 | |
|
|
313 | type &= ~AT_COUNTERSPELL; |
|
|
314 | } |
|
|
315 | |
|
|
316 | if (type & AT_CHAOS) |
356 | } |
317 | { |
|
|
318 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
319 | update_object (op, UP_OBJ_FACE); |
|
|
320 | type &= ~AT_CHAOS; |
|
|
321 | } |
|
|
322 | } |
357 | |
323 | |
|
|
324 | /* There may still be objects that were above 'next', but there is no |
|
|
325 | * simple way to find out short of copying all object references and |
|
|
326 | * tags into a temporary array before we start processing the first |
|
|
327 | * object. That's why we just abort on destroy. |
|
|
328 | * |
|
|
329 | * This happens whenever attack spells (like fire) hit a pile |
|
|
330 | * of objects. This is not a bug - nor an error. |
|
|
331 | */ |
|
|
332 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
333 | { |
358 | tmp = next; |
334 | object *tmp = next; |
359 | next = tmp->above; |
335 | next = tmp->above; |
360 | |
|
|
361 | if (tmp->destroyed ()) |
|
|
362 | { |
|
|
363 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
364 | break; |
|
|
365 | } |
|
|
366 | |
336 | |
367 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
337 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
368 | * For example, 'tmp' was put in an icecube. |
338 | * For example, 'tmp' was put in an icecube. |
369 | * This is one of the few cases where on_same_map should not be used. |
339 | * This is one of the few cases where on_same_map should not be used. |
370 | */ |
340 | */ |
371 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
341 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
372 | continue; |
342 | continue; |
373 | |
343 | |
374 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
344 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
375 | { |
345 | { |
376 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
346 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
377 | retflag |= 1; |
347 | retflag |= 1; |
|
|
348 | |
378 | if (op->destroyed ()) |
349 | if (op->destroyed ()) |
379 | break; |
350 | break; |
380 | } |
351 | } |
381 | |
|
|
382 | /* Here we are potentially destroying an object. If the object has |
352 | /* Here we are potentially destroying an object. If the object has |
383 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
353 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
384 | * that weak walls have is_alive set, which prevent objects from |
354 | * that weak walls have is_alive set, which prevent objects from |
385 | * passing over/through them. We don't care what type of movement |
355 | * passing over/through them. We don't care what type of movement |
386 | * the wall blocks - if it blocks any type of movement, can't be |
356 | * the wall blocks - if it blocks any type of movement, can't be |
387 | * destroyed right now. |
357 | * destroyed right now. |
388 | */ |
358 | */ |
389 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
359 | else if (op->stats.dam > 0 && !tmp->move_block) |
390 | { |
360 | { |
391 | save_throw_object (tmp, type, op); |
361 | save_throw_object (tmp, type, op); |
|
|
362 | |
392 | if (op->destroyed ()) |
363 | if (op->destroyed ()) |
393 | break; |
364 | break; |
394 | } |
365 | } |
395 | } |
366 | } |
396 | |
367 | |
397 | return 0; |
368 | return 0; |
398 | } |
369 | } |
399 | |
370 | |
400 | void |
371 | static void |
401 | attack_message (int dam, int type, object *op, object *hitter) |
372 | attack_message (int dam, int type, object *op, object *hitter) |
402 | { |
373 | { |
403 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
374 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
404 | int i, found = 0; |
375 | int i, found = 0; |
405 | maptile *map; |
376 | maptile *map; |
… | |
… | |
407 | |
378 | |
408 | /* put in a few special messages for some of the common attacktypes |
379 | /* put in a few special messages for some of the common attacktypes |
409 | * a player might have. For example, fire, electric, cold, etc |
380 | * a player might have. For example, fire, electric, cold, etc |
410 | * [garbled 20010919] |
381 | * [garbled 20010919] |
411 | */ |
382 | */ |
412 | |
|
|
413 | if (dam == 9998 && op->type == DOOR) |
383 | if (dam == 9998 && op->type == DOOR) |
414 | { |
384 | { |
415 | sprintf (buf1, "unlock %s", &op->name); |
385 | sprintf (buf1, "unlock %s", &op->name); |
416 | sprintf (buf2, " unlocks"); |
386 | sprintf (buf2, " unlocks"); |
417 | found++; |
387 | found++; |
418 | } |
388 | } |
419 | if (dam < 0) |
389 | else if (dam < 0) |
420 | { |
390 | { |
421 | sprintf (buf1, "hit %s", &op->name); |
391 | sprintf (buf1, "hit %s", &op->name); |
422 | sprintf (buf2, " hits"); |
392 | sprintf (buf2, " hits"); |
423 | found++; |
393 | found++; |
424 | } |
394 | } |
… | |
… | |
546 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
516 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
547 | found++; |
517 | found++; |
548 | break; |
518 | break; |
549 | } |
519 | } |
550 | } |
520 | } |
551 | else if (hitter->current_weapon != NULL) |
521 | else if (hitter->current_weapon) |
552 | { |
522 | { |
553 | int mtype; |
523 | int mtype; |
554 | |
524 | |
555 | switch (hitter->current_weapon->weapontype) |
525 | switch (hitter->current_weapon->weapontype) |
556 | { |
526 | { |
557 | case WEAP_HIT: |
527 | case WEAP_HIT: |
558 | mtype = ATM_BASIC; |
528 | mtype = ATM_BASIC; |
559 | break; |
529 | break; |
560 | case WEAP_SLASH: |
530 | case WEAP_SLASH: |
561 | mtype = ATM_SLASH; |
531 | mtype = ATM_SLASH; |
562 | break; |
532 | break; |
563 | case WEAP_PIERCE: |
533 | case WEAP_PIERCE: |
564 | mtype = ATM_PIERCE; |
534 | mtype = ATM_PIERCE; |
565 | break; |
535 | break; |
566 | case WEAP_CLEAVE: |
536 | case WEAP_CLEAVE: |
567 | mtype = ATM_CLEAVE; |
537 | mtype = ATM_CLEAVE; |
568 | break; |
538 | break; |
569 | case WEAP_SLICE: |
539 | case WEAP_SLICE: |
570 | mtype = ATM_SLICE; |
540 | mtype = ATM_SLICE; |
571 | break; |
541 | break; |
572 | case WEAP_STAB: |
542 | case WEAP_STAB: |
573 | mtype = ATM_STAB; |
543 | mtype = ATM_STAB; |
574 | break; |
544 | break; |
575 | case WEAP_WHIP: |
545 | case WEAP_WHIP: |
576 | mtype = ATM_WHIP; |
546 | mtype = ATM_WHIP; |
577 | break; |
547 | break; |
578 | case WEAP_CRUSH: |
548 | case WEAP_CRUSH: |
579 | mtype = ATM_CRUSH; |
549 | mtype = ATM_CRUSH; |
580 | break; |
550 | break; |
581 | case WEAP_BLUD: |
551 | case WEAP_BLUD: |
582 | mtype = ATM_BLUD; |
552 | mtype = ATM_BLUD; |
583 | break; |
553 | break; |
584 | default: |
554 | default: |
585 | mtype = ATM_BASIC; |
555 | mtype = ATM_BASIC; |
586 | break; |
556 | break; |
587 | } |
557 | } |
|
|
558 | |
588 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
559 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
589 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
560 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
590 | { |
561 | { |
591 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
562 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
592 | strcpy (buf2, attack_mess[mtype][i].buf3); |
563 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
626 | if (hitter->owner != NULL) |
597 | if (hitter->owner != NULL) |
627 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
598 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
628 | else |
599 | else |
629 | { |
600 | { |
630 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
601 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
602 | |
631 | if (dam != 0) |
603 | if (dam != 0) |
632 | { |
604 | { |
633 | if (dam < 10) |
605 | if (dam < 10) |
634 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
606 | op->contr->play_sound (sound_find ("player_is_hit1")); |
635 | else if (dam < 20) |
607 | else if (dam < 20) |
636 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
608 | op->contr->play_sound (sound_find ("player_is_hit2")); |
637 | else |
609 | else |
638 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
610 | op->contr->play_sound (sound_find ("player_is_hit3")); |
639 | } |
611 | } |
640 | } |
612 | } |
|
|
613 | |
641 | new_draw_info (NDI_BLACK, 0, op, buf); |
614 | new_draw_info (NDI_BLACK, 0, op, buf); |
642 | } /* end of player hitting player */ |
615 | } /* end of player hitting player */ |
643 | |
616 | |
644 | if (hitter->type == PLAYER) |
617 | if (hitter->type == PLAYER) |
645 | { |
618 | { |
646 | sprintf (buf, "You %s.", buf1); |
619 | sprintf (buf, "You %s.", buf1); |
|
|
620 | |
647 | if (dam != 0) |
621 | if (dam != 0) |
648 | { |
622 | { |
649 | if (dam < 10) |
623 | if (dam < 10) |
650 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
624 | op->play_sound (sound_find ("player_hits1")); |
651 | else if (dam < 20) |
625 | else if (dam < 20) |
652 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
626 | op->play_sound (sound_find ("player_hits2")); |
653 | else |
627 | else |
654 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
628 | op->play_sound (sound_find ("player_hits3")); |
655 | } |
629 | } |
|
|
630 | |
656 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
631 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
657 | } |
632 | } |
658 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
633 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
659 | { |
634 | { |
660 | /* look for stacked spells and start reducing the message chances */ |
635 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
662 | { |
637 | { |
663 | i = 4; |
638 | i = 4; |
664 | map = hitter->map; |
639 | map = hitter->map; |
665 | if (out_of_map (map, hitter->x, hitter->y)) |
640 | if (out_of_map (map, hitter->x, hitter->y)) |
666 | return; |
641 | return; |
|
|
642 | |
667 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
643 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
668 | if (next) |
644 | if (next) |
669 | while (next) |
645 | while (next) |
670 | { |
646 | { |
671 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
647 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
672 | i *= 3; |
648 | i *= 3; |
|
|
649 | |
673 | tmp = next; |
650 | tmp = next; |
674 | next = tmp->above; |
651 | next = tmp->above; |
675 | } |
652 | } |
|
|
653 | |
676 | if (i < 0) |
654 | if (i < 0) |
677 | return; |
655 | return; |
|
|
656 | |
678 | if (rndm (0, i) != 0) |
657 | if (rndm (0, i) != 0) |
679 | return; |
658 | return; |
680 | } |
659 | } |
681 | else if (rndm (0, 5) != 0) |
660 | else if (rndm (0, 5) != 0) |
682 | return; |
661 | return; |
|
|
662 | |
683 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
663 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
684 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
664 | op->play_sound (sound_find ("player_hits4")); |
685 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
665 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
686 | } |
666 | } |
687 | } |
667 | } |
688 | |
|
|
689 | |
668 | |
690 | static int |
669 | static int |
691 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
670 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
692 | { |
671 | { |
693 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
672 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
694 | { |
673 | { |
695 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
674 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
696 | return 1; |
675 | return 1; |
697 | } |
676 | } |
698 | if ((*target)->head) |
677 | |
699 | *target = (*target)->head; |
678 | *target = (*target)->head_ (); |
700 | if ((*hitter)->head) |
|
|
701 | *hitter = (*hitter)->head; |
679 | *hitter = (*hitter)->head_ (); |
|
|
680 | |
|
|
681 | if ((*target)->type == LOCKED_DOOR) |
|
|
682 | return 1; // locked doors cannot be hit |
|
|
683 | |
702 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
684 | if ((*hitter)->env || (*target)->env) |
703 | { |
685 | { |
704 | *simple_attack = 1; |
686 | *simple_attack = 1; |
705 | return 0; |
687 | return 0; |
706 | } |
688 | } |
|
|
689 | |
707 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
690 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
708 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
691 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
692 | || !(*hitter)->map |
|
|
693 | || !on_same_map (*hitter, *target)) |
709 | { |
694 | { |
710 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
695 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
696 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
711 | return 1; |
697 | return 1; |
712 | } |
698 | } |
|
|
699 | |
713 | *simple_attack = 0; |
700 | *simple_attack = 0; |
714 | return 0; |
701 | return 0; |
715 | } |
702 | } |
716 | |
703 | |
717 | static int |
704 | static int |
718 | abort_attack (object *target, object *hitter, int simple_attack) |
705 | abort_attack (object *target, object *hitter, int simple_attack) |
719 | { |
706 | { |
720 | |
|
|
721 | /* Check if target and hitter are still in a relation similar to the one |
707 | /* Check if target and hitter are still in a relation similar to the one |
722 | * determined by get_attack_mode(). Returns true if the relation has changed. |
708 | * determined by get_attack_mode(). Returns true if the relation has changed. |
723 | */ |
709 | */ |
724 | int new_mode; |
710 | int new_mode; |
725 | |
711 | |
726 | if (hitter->env == target || target->env == hitter) |
712 | if (hitter->env == target || target->env == hitter) |
727 | new_mode = 1; |
713 | new_mode = 1; |
728 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
714 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) |
|
|
715 | || hitter->map == NULL || !on_same_map (hitter, target)) |
729 | return 1; |
716 | return 1; |
730 | else |
717 | else |
731 | new_mode = 0; |
718 | new_mode = 0; |
|
|
719 | |
732 | return new_mode != simple_attack; |
720 | return new_mode != simple_attack; |
733 | } |
721 | } |
734 | |
722 | |
|
|
723 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
724 | * items (like attacking living creatures--a potion thrown at a |
|
|
725 | * monster). |
|
|
726 | */ |
|
|
727 | static void |
735 | static void thrown_item_effect (object *, object *); |
728 | thrown_item_effect (object *hitter, object *victim) |
|
|
729 | { |
|
|
730 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
731 | { |
|
|
732 | /* May not need a switch for just 2 types, but this makes it |
|
|
733 | * easier for expansion. |
|
|
734 | */ |
|
|
735 | switch (hitter->type) |
|
|
736 | { |
|
|
737 | case POTION: |
|
|
738 | /* should player get a save throw instead of checking magic protection? */ |
|
|
739 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
740 | (void) apply_potion (victim, hitter); |
|
|
741 | break; |
|
|
742 | |
|
|
743 | case POISON: /* poison drinks */ |
|
|
744 | /* As with potions, should monster get a save? */ |
|
|
745 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
746 | apply_poison (victim, hitter); |
|
|
747 | break; |
|
|
748 | |
|
|
749 | /* Removed case statements that did nothing. |
|
|
750 | * food may be poisonous, but monster must be willing to eat it, |
|
|
751 | * so we don't handle it here. |
|
|
752 | * Containers should perhaps break open, but that code was disabled. |
|
|
753 | */ |
|
|
754 | } |
|
|
755 | } |
|
|
756 | } |
|
|
757 | |
|
|
758 | /* determine if the object is an 'aimed' missile */ |
|
|
759 | static int |
|
|
760 | is_aimed_missile (object *op) |
|
|
761 | { |
|
|
762 | |
|
|
763 | /* I broke what used to be one big if into a few nested |
|
|
764 | * ones so that figuring out the logic is at least possible. |
|
|
765 | */ |
|
|
766 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
767 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
768 | return 1; |
|
|
769 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
770 | return 1; |
|
|
771 | |
|
|
772 | return 0; |
|
|
773 | } |
|
|
774 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
775 | static int |
|
|
776 | adj_attackroll (object *hitter, object *target) |
|
|
777 | { |
|
|
778 | object *attacker = hitter; |
|
|
779 | int adjust = 0; |
|
|
780 | |
|
|
781 | /* safety */ |
|
|
782 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
783 | { |
|
|
784 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
785 | return 0; |
|
|
786 | } |
|
|
787 | |
|
|
788 | /* aimed missiles use the owning object's sight */ |
|
|
789 | if (is_aimed_missile (hitter)) |
|
|
790 | { |
|
|
791 | if ((attacker = hitter->owner) == NULL) |
|
|
792 | attacker = hitter; |
|
|
793 | /* A player who saves but hasn't quit still could have objects |
|
|
794 | * owned by him - need to handle that case to avoid crashes. |
|
|
795 | */ |
|
|
796 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
797 | attacker = hitter; |
|
|
798 | } |
|
|
799 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
800 | return 0; |
|
|
801 | |
|
|
802 | /* determine the condtions under which we make an attack. |
|
|
803 | * Add more cases, as the need occurs. */ |
|
|
804 | |
|
|
805 | if (!can_see_enemy (attacker, target)) |
|
|
806 | { |
|
|
807 | /* target is unseen */ |
|
|
808 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
809 | adjust -= 10; |
|
|
810 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
811 | else if (!stand_in_light (target)) |
|
|
812 | adjust -= target->map->darklevel (); |
|
|
813 | } |
|
|
814 | |
|
|
815 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
816 | adjust -= 3; |
|
|
817 | |
|
|
818 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
819 | adjust += 1; |
|
|
820 | |
|
|
821 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
822 | adjust += 1; |
|
|
823 | |
|
|
824 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
825 | adjust -= 3; |
|
|
826 | |
|
|
827 | /* if we attack at a different 'altitude' its harder */ |
|
|
828 | if ((attacker->move_type & target->move_type) == 0) |
|
|
829 | adjust -= 2; |
|
|
830 | |
|
|
831 | #if 0 |
|
|
832 | /* slower attacks are less likely to succeed. We should use a |
|
|
833 | * comparison between attacker/target speeds BUT, players have |
|
|
834 | * a generally faster speed, so this will wind up being a HUGE |
|
|
835 | * disadantage for the monsters! Too bad, because missiles which |
|
|
836 | * fly fast should have a better chance of hitting a slower target. |
|
|
837 | */ |
|
|
838 | if (hitter->speed < target->speed) |
|
|
839 | adjust += ((float) hitter->speed - target->speed); |
|
|
840 | #endif |
|
|
841 | |
|
|
842 | #if 0 |
|
|
843 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
844 | #endif |
|
|
845 | |
|
|
846 | return adjust; |
|
|
847 | } |
736 | |
848 | |
737 | static int |
849 | static int |
738 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
850 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
739 | { |
851 | { |
740 | int simple_attack, roll, dam = 0; |
852 | int simple_attack, roll, dam = 0; |
… | |
… | |
753 | |
865 | |
754 | /* |
866 | /* |
755 | * A little check to make it more difficult to dance forward and back |
867 | * A little check to make it more difficult to dance forward and back |
756 | * to avoid ever being hit by monsters. |
868 | * to avoid ever being hit by monsters. |
757 | */ |
869 | */ |
758 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
870 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
759 | { |
871 | { |
760 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
872 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
761 | * infinite loop occurs, with process_object calling move_monster, |
873 | * infinite loop occurs, with process_object calling move_monster, |
762 | * which then gets here again. By decreasing the speed before |
874 | * which then gets here again. By decreasing the speed before |
763 | * we call process_object, the 'if' statement above will fail. |
875 | * we call process_object, the 'if' statement above will fail. |
764 | */ |
876 | */ |
765 | op->speed_left--; |
877 | --op->speed_left; |
766 | process_object (op); |
878 | process_object (op); |
767 | |
879 | |
768 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
880 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
769 | goto error; |
881 | goto error; |
770 | } |
882 | } |
… | |
… | |
780 | /* See if we hit the creature */ |
892 | /* See if we hit the creature */ |
781 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
893 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
782 | { |
894 | { |
783 | int hitdam = base_dam; |
895 | int hitdam = base_dam; |
784 | |
896 | |
785 | if (settings.casting_time == TRUE) |
|
|
786 | { |
|
|
787 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
788 | { |
|
|
789 | hitter->casting_time = -1; |
|
|
790 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
791 | } |
|
|
792 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
793 | { |
|
|
794 | op->casting_time = -1; |
|
|
795 | if (op->type == PLAYER) |
|
|
796 | { |
|
|
797 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
798 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
799 | } |
|
|
800 | } |
|
|
801 | } |
|
|
802 | if (!simple_attack) |
897 | if (!simple_attack) |
803 | { |
898 | { |
804 | /* If you hit something, the victim should *always* wake up. |
899 | /* If you hit something, the victim should *always* wake up. |
805 | * Before, invisible hitters could avoid doing this. |
900 | * Before, invisible hitters could avoid doing this. |
806 | * -b.t. */ |
901 | * -b.t. */ |
… | |
… | |
811 | * for help. */ |
906 | * for help. */ |
812 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
907 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
813 | npc_call_help (op); |
908 | npc_call_help (op); |
814 | |
909 | |
815 | /* if you were hidden and hit by a creature, you are discovered */ |
910 | /* if you were hidden and hit by a creature, you are discovered */ |
816 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
911 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
817 | { |
912 | { |
818 | make_visible (op); |
913 | make_visible (op); |
|
|
914 | |
819 | if (op->type == PLAYER) |
915 | if (op->type == PLAYER) |
820 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
916 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
821 | } |
917 | } |
822 | |
918 | |
823 | /* thrown items (hitter) will have various effects |
919 | /* thrown items (hitter) will have various effects |
824 | * when they hit the victim. For things like thrown daggers, |
920 | * when they hit the victim. For things like thrown daggers, |
825 | * this sets 'hitter' to the actual dagger, and not the |
921 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
837 | if (hitdam <= 0) |
933 | if (hitdam <= 0) |
838 | hitdam = 1; |
934 | hitdam = 1; |
839 | |
935 | |
840 | type = hitter->attacktype; |
936 | type = hitter->attacktype; |
841 | |
937 | |
|
|
938 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
939 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
940 | * This check is important for the most simple monsters out there in the |
|
|
941 | * game content (maps, archs). For example orcs: They would have |
|
|
942 | * no attacktype at all. |
|
|
943 | * |
|
|
944 | * Some time in the future someone should just go into the game data |
|
|
945 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
946 | * more trees in the african rain forests with this check. |
|
|
947 | */ |
842 | if (!type) |
948 | if (!type) |
843 | type = AT_PHYSICAL; |
949 | type = AT_PHYSICAL; |
844 | |
950 | |
845 | /* Handle monsters that hit back */ |
951 | /* Handle monsters that hit back */ |
846 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
952 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
… | |
… | |
877 | } |
983 | } |
878 | |
984 | |
879 | int |
985 | int |
880 | attack_ob (object *op, object *hitter) |
986 | attack_ob (object *op, object *hitter) |
881 | { |
987 | { |
882 | |
|
|
883 | if (hitter->head) |
|
|
884 | hitter = hitter->head; |
988 | hitter = hitter->head_ (); |
|
|
989 | |
885 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
990 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
886 | } |
991 | } |
887 | |
992 | |
888 | /* op is the arrow, tmp is what is stopping the arrow. |
993 | /* op is the arrow, tmp is what is stopping the arrow. |
889 | * |
994 | * |
… | |
… | |
898 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
1003 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
899 | * stick around. |
1004 | * stick around. |
900 | */ |
1005 | */ |
901 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1006 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
902 | { |
1007 | { |
903 | if (tmp->head != NULL) |
1008 | tmp->head_ ()->insert (op); |
904 | tmp = tmp->head; |
|
|
905 | |
|
|
906 | op->remove (); |
|
|
907 | op = insert_ob_in_ob (op, tmp); |
|
|
908 | |
|
|
909 | if (tmp->type == PLAYER) |
|
|
910 | esrv_send_item (tmp, op); |
|
|
911 | |
|
|
912 | return 1; |
1009 | return 1; |
913 | } |
1010 | } |
914 | else |
1011 | else |
915 | return 0; |
1012 | return 0; |
916 | } |
1013 | } |
… | |
… | |
930 | /* Disassemble missile */ |
1027 | /* Disassemble missile */ |
931 | if (op->inv) |
1028 | if (op->inv) |
932 | { |
1029 | { |
933 | container = op; |
1030 | container = op; |
934 | hitter = op->inv; |
1031 | hitter = op->inv; |
935 | hitter->remove (); |
|
|
936 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1032 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
937 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1033 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
938 | * might be called until this THROWN_OBJ is either reassembled or |
1034 | * might be called until this THROWN_OBJ is either reassembled or |
939 | * removed at the end of this function must be able to deal with empty |
1035 | * removed at the end of this function must be able to deal with empty |
940 | * THROWN_OBJs. */ |
1036 | * THROWN_OBJs. */ |
941 | } |
1037 | } |
… | |
… | |
955 | * other places as well!) |
1051 | * other places as well!) |
956 | */ |
1052 | */ |
957 | if (hitter->destroyed () || hitter->env != NULL) |
1053 | if (hitter->destroyed () || hitter->env != NULL) |
958 | { |
1054 | { |
959 | if (container) |
1055 | if (container) |
960 | { |
|
|
961 | container->remove (); |
|
|
962 | container->destroy (); |
1056 | container->destroy (); |
963 | } |
|
|
964 | |
1057 | |
965 | return 0; |
1058 | return 0; |
966 | } |
1059 | } |
967 | |
1060 | |
968 | /* Missile hit victim */ |
1061 | /* Missile hit victim */ |
… | |
… | |
992 | * can fly over but not otherwise move over. What is the correct |
1085 | * can fly over but not otherwise move over. What is the correct |
993 | * way to handle those otherwise? |
1086 | * way to handle those otherwise? |
994 | */ |
1087 | */ |
995 | if (victim->x != hitter->x || victim->y != hitter->y) |
1088 | if (victim->x != hitter->x || victim->y != hitter->y) |
996 | { |
1089 | { |
|
|
1090 | if (victim->destroyed ()) |
|
|
1091 | hitter->destroy (); |
|
|
1092 | else |
|
|
1093 | { |
997 | hitter->remove (); |
1094 | hitter->remove (); |
998 | hitter->x = victim->x; |
1095 | hitter->x = victim->x; |
999 | hitter->y = victim->y; |
1096 | hitter->y = victim->y; |
1000 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1097 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1098 | } |
1001 | } |
1099 | } |
1002 | else |
1100 | else |
1003 | /* Else leave arrow where it is */ |
1101 | /* Else leave arrow where it is */ |
1004 | merge_ob (hitter, NULL); |
1102 | merge_ob (hitter, NULL); |
1005 | |
1103 | |
… | |
… | |
1017 | } |
1115 | } |
1018 | |
1116 | |
1019 | return op; |
1117 | return op; |
1020 | } |
1118 | } |
1021 | |
1119 | |
1022 | |
1120 | static void |
1023 | void |
|
|
1024 | tear_down_wall (object *op) |
1121 | tear_down_wall (object *op) |
1025 | { |
1122 | { |
1026 | int perc = 0; |
|
|
1027 | |
|
|
1028 | if (!op->stats.maxhp) |
1123 | if (!op->stats.maxhp) |
1029 | { |
|
|
1030 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1124 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1031 | perc = 1; |
1125 | else if (!op->has_anim ()) |
1032 | } |
|
|
1033 | else if (!GET_ANIM_ID (op)) |
|
|
1034 | { |
1126 | { |
1035 | /* Object has been called - no animations, so remove it */ |
1127 | /* Object has been called - no animations, so remove it */ |
1036 | if (op->stats.hp < 0) |
1128 | if (op->stats.hp < 0) |
1037 | op->destroy (); |
1129 | op->destroy (); |
1038 | |
1130 | |
1039 | return; /* no animations, so nothing more to do */ |
1131 | return; /* no animations, so nothing more to do */ |
1040 | } |
1132 | } |
1041 | |
1133 | |
1042 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1134 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1135 | // the last frame is used only when hp < 0. |
|
|
1136 | int perc = clamp ( |
|
|
1137 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1138 | 0, op->anim_frames () - 1 |
|
|
1139 | ); |
1043 | |
1140 | |
1044 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1141 | op->set_anim_frame (perc); |
1045 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1046 | else if (perc < 1) |
|
|
1047 | perc = 1; |
|
|
1048 | |
|
|
1049 | SET_ANIMATION (op, perc); |
|
|
1050 | update_object (op, UP_OBJ_FACE); |
1142 | update_object (op, UP_OBJ_FACE); |
1051 | |
1143 | |
1052 | if (perc == NUM_ANIMATIONS (op) - 1) |
1144 | if (op->stats.hp < 0) |
1053 | { /* Reached the last animation */ |
1145 | { /* Reached the last animation */ |
1054 | if (op->face == blank_face) |
1146 | if (op->face == blank_face) |
1055 | /* If the last face is blank, remove the ob */ |
1147 | /* If the last face is blank, remove the ob */ |
1056 | op->destroy (); |
1148 | op->destroy (); |
1057 | else |
1149 | else |
1058 | { /* The last face was not blank, leave an image */ |
1150 | { /* The last face was not blank, leave an image */ |
1059 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1151 | op->flag [FLAG_BLOCKSVIEW] = false; |
1060 | update_all_los (op->map, op->x, op->y); |
1152 | update_all_los (op->map, op->x, op->y); |
1061 | op->move_block = 0; |
1153 | op->move_block = 0; |
1062 | CLEAR_FLAG (op, FLAG_ALIVE); |
1154 | op->flag [FLAG_ALIVE] = false; |
1063 | } |
1155 | } |
1064 | } |
1156 | } |
1065 | } |
1157 | } |
1066 | |
1158 | |
1067 | void |
1159 | static void |
1068 | scare_creature (object *target, object *hitter) |
1160 | scare_creature (object *target, object *hitter) |
1069 | { |
1161 | { |
1070 | object *owner = hitter->owner; |
1162 | target->flag [FLAG_SCARED] = true; |
1071 | |
1163 | |
1072 | if (!owner) |
|
|
1073 | owner = hitter; |
|
|
1074 | |
|
|
1075 | SET_FLAG (target, FLAG_SCARED); |
|
|
1076 | if (!target->enemy) |
1164 | if (!target->enemy) |
1077 | target->enemy = owner; |
1165 | target->enemy = hitter->outer_owner (); |
1078 | } |
1166 | } |
1079 | |
|
|
1080 | |
|
|
1081 | /* This returns the amount of damage hitter does to op with the |
|
|
1082 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1083 | * This doesn't damage the player, but returns how much it should |
|
|
1084 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1085 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1086 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1087 | |
|
|
1088 | int |
|
|
1089 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1090 | { |
|
|
1091 | |
|
|
1092 | int doesnt_slay = 1; |
|
|
1093 | |
|
|
1094 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1095 | if (attacknum >= NROFATTACKS) |
|
|
1096 | { |
|
|
1097 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1098 | return 0; |
|
|
1099 | } |
|
|
1100 | |
|
|
1101 | if (dam < 0) |
|
|
1102 | { |
|
|
1103 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1104 | return 0; |
|
|
1105 | } |
|
|
1106 | |
|
|
1107 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1108 | * people can't mess with that or it otherwise get confused. */ |
|
|
1109 | if (attacknum == ATNR_INTERNAL) |
|
|
1110 | return dam; |
|
|
1111 | |
|
|
1112 | if (hitter->slaying) |
|
|
1113 | { |
|
|
1114 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
|
|
1115 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
|
|
1116 | { |
|
|
1117 | doesnt_slay = 0; |
|
|
1118 | dam *= 3; |
|
|
1119 | } |
|
|
1120 | } |
|
|
1121 | |
|
|
1122 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1123 | if (op->resist[attacknum]) |
|
|
1124 | { |
|
|
1125 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1126 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1127 | dam *= (100 - op->resist[attacknum]); |
|
|
1128 | if (dam >= 100) |
|
|
1129 | dam /= 100; |
|
|
1130 | else |
|
|
1131 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1132 | } |
|
|
1133 | |
|
|
1134 | /* Special hack. By default, if immune to something, you |
|
|
1135 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1136 | * it can still damage your items. Only include attacktypes if |
|
|
1137 | * special processing is needed */ |
|
|
1138 | |
|
|
1139 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1140 | return 0; |
|
|
1141 | |
|
|
1142 | /* Keep this in order - makes things easier to find */ |
|
|
1143 | |
|
|
1144 | switch (attacknum) |
|
|
1145 | { |
|
|
1146 | case ATNR_PHYSICAL: |
|
|
1147 | /* here also check for diseases */ |
|
|
1148 | check_physically_infect (op, hitter); |
|
|
1149 | break; |
|
|
1150 | |
|
|
1151 | /* Don't need to do anything for: |
|
|
1152 | magic, |
|
|
1153 | fire, |
|
|
1154 | electricity, |
|
|
1155 | cold */ |
|
|
1156 | |
|
|
1157 | case ATNR_CONFUSION: |
|
|
1158 | case ATNR_POISON: |
|
|
1159 | case ATNR_SLOW: |
|
|
1160 | case ATNR_PARALYZE: |
|
|
1161 | case ATNR_FEAR: |
|
|
1162 | case ATNR_CANCELLATION: |
|
|
1163 | case ATNR_DEPLETE: |
|
|
1164 | case ATNR_BLIND: |
|
|
1165 | { |
|
|
1166 | /* chance for inflicting a special attack depends on the |
|
|
1167 | * difference between attacker's and defender's level |
|
|
1168 | */ |
|
|
1169 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1170 | |
|
|
1171 | /* First, only creatures/players with speed can be affected. |
|
|
1172 | * Second, just getting hit doesn't mean it always affects |
|
|
1173 | * you. Third, you still get a saving through against the |
|
|
1174 | * effect. |
|
|
1175 | */ |
|
|
1176 | if (op->speed && |
|
|
1177 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1178 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1179 | { |
|
|
1180 | |
|
|
1181 | /* Player has been hit by something */ |
|
|
1182 | if (attacknum == ATNR_CONFUSION) |
|
|
1183 | confuse_player (op, hitter, dam); |
|
|
1184 | else if (attacknum == ATNR_POISON) |
|
|
1185 | poison_player (op, hitter, dam); |
|
|
1186 | else if (attacknum == ATNR_SLOW) |
|
|
1187 | slow_player (op, hitter, dam); |
|
|
1188 | else if (attacknum == ATNR_PARALYZE) |
|
|
1189 | paralyze_player (op, hitter, dam); |
|
|
1190 | else if (attacknum == ATNR_FEAR) |
|
|
1191 | scare_creature (op, hitter); |
|
|
1192 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1193 | cancellation (op); |
|
|
1194 | else if (attacknum == ATNR_DEPLETE) |
|
|
1195 | op->drain_stat (); |
|
|
1196 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1197 | blind_player (op, hitter, dam); |
|
|
1198 | } |
|
|
1199 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1200 | } |
|
|
1201 | break; |
|
|
1202 | case ATNR_ACID: |
|
|
1203 | { |
|
|
1204 | int flag = 0; |
|
|
1205 | |
|
|
1206 | /* Items only get corroded if you're not on a battleground and |
|
|
1207 | * if your acid resistance is below 50%. */ |
|
|
1208 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1209 | { |
|
|
1210 | object *tmp; |
|
|
1211 | |
|
|
1212 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1213 | { |
|
|
1214 | if (tmp->invisible) |
|
|
1215 | continue; |
|
|
1216 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1217 | /* >= 10% acid res. on itmes will protect these */ |
|
|
1218 | continue; |
|
|
1219 | if (!(tmp->material & M_IRON)) |
|
|
1220 | continue; |
|
|
1221 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1222 | continue; |
|
|
1223 | if (tmp->type == RING || |
|
|
1224 | /* removed boots and gloves from exclusion list in |
|
|
1225 | PR */ |
|
|
1226 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1227 | continue; /* To avoid some strange effects */ |
|
|
1228 | |
|
|
1229 | /* High damage acid has better chance of corroding |
|
|
1230 | objects */ |
|
|
1231 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1232 | { |
|
|
1233 | if (op->type == PLAYER) |
|
|
1234 | /* Make this more visible */ |
|
|
1235 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1236 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1237 | flag = 1; |
|
|
1238 | tmp->magic--; |
|
|
1239 | if (op->type == PLAYER) |
|
|
1240 | esrv_send_item (op, tmp); |
|
|
1241 | } |
|
|
1242 | } |
|
|
1243 | if (flag) |
|
|
1244 | op->update_stats (); /* Something was corroded */ |
|
|
1245 | } |
|
|
1246 | } |
|
|
1247 | break; |
|
|
1248 | case ATNR_DRAIN: |
|
|
1249 | { |
|
|
1250 | /* rate is the proportion of exp drained. High rate means |
|
|
1251 | * not much is drained, low rate means a lot is drained. |
|
|
1252 | */ |
|
|
1253 | int rate; |
|
|
1254 | |
|
|
1255 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1256 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1257 | else |
|
|
1258 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1259 | |
|
|
1260 | if (op->stats.exp <= rate) |
|
|
1261 | { |
|
|
1262 | if (op->type == GOLEM) |
|
|
1263 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1264 | else |
|
|
1265 | /* If we can't drain, lets try to do physical damage */ |
|
|
1266 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1267 | } |
|
|
1268 | else |
|
|
1269 | { |
|
|
1270 | /* Randomly give the hitter some hp */ |
|
|
1271 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1272 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1273 | hitter->stats.hp++; |
|
|
1274 | |
|
|
1275 | /* Can't do drains on battleground spaces. |
|
|
1276 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1277 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1278 | * nothing happens. |
|
|
1279 | * Try to credit the owner. We try to display player -> player drain |
|
|
1280 | * attacks, hence all the != PLAYER checks. |
|
|
1281 | */ |
|
|
1282 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1283 | { |
|
|
1284 | object *owner = hitter->owner; |
|
|
1285 | |
|
|
1286 | if (owner && owner != hitter) |
|
|
1287 | { |
|
|
1288 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1289 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1290 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1291 | } |
|
|
1292 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1293 | { |
|
|
1294 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1295 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1296 | } |
|
|
1297 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1298 | } |
|
|
1299 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1300 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1301 | * as the messages will say you missed |
|
|
1302 | */ |
|
|
1303 | } |
|
|
1304 | } |
|
|
1305 | break; |
|
|
1306 | case ATNR_TURN_UNDEAD: |
|
|
1307 | { |
|
|
1308 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1309 | { |
|
|
1310 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1311 | object *god = find_god (determine_god (owner)); |
|
|
1312 | int div = 1; |
|
|
1313 | |
|
|
1314 | /* if undead are not an enemy of your god, you turn them |
|
|
1315 | * at half strength */ |
|
|
1316 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
|
|
1317 | div = 2; |
|
|
1318 | /* Give a bonus if you resist turn undead */ |
|
|
1319 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
1320 | scare_creature (op, owner); |
|
|
1321 | } |
|
|
1322 | else |
|
|
1323 | dam = 0; /* don't damage non undead - should we damage |
|
|
1324 | undead? */ |
|
|
1325 | } |
|
|
1326 | break; |
|
|
1327 | case ATNR_DEATH: |
|
|
1328 | deathstrike_player (op, hitter, &dam); |
|
|
1329 | break; |
|
|
1330 | case ATNR_CHAOS: |
|
|
1331 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
|
|
1332 | dam = 0; |
|
|
1333 | break; |
|
|
1334 | case ATNR_COUNTERSPELL: |
|
|
1335 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
|
|
1336 | dam = 0; |
|
|
1337 | /* This should never happen. Counterspell is handled |
|
|
1338 | * seperately and filtered out. If this does happen, |
|
|
1339 | * Counterspell has no effect on anything but spells, so it |
|
|
1340 | * does no damage. */ |
|
|
1341 | break; |
|
|
1342 | case ATNR_HOLYWORD: |
|
|
1343 | { |
|
|
1344 | /* This has already been handled by hit_player, |
|
|
1345 | * no need to check twice -- DAMN */ |
|
|
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1347 | |
|
|
1348 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1350 | scare_creature (op, owner); |
|
|
1351 | } |
|
|
1352 | break; |
|
|
1353 | case ATNR_LIFE_STEALING: |
|
|
1354 | { |
|
|
1355 | int new_hp; |
|
|
1356 | |
|
|
1357 | /* this is replacement to drain for players, instead of taking |
|
|
1358 | * exp it takes hp. It is geared for players, probably not |
|
|
1359 | * much use giving it to monsters |
|
|
1360 | * |
|
|
1361 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1362 | * damage it does do to the player. Given that, |
|
|
1363 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1364 | * 1000). |
|
|
1365 | */ |
|
|
1366 | /* You can't steal life from something undead */ |
|
|
1367 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1368 | return 0; |
|
|
1369 | /* If drain protection is higher than life stealing, use that */ |
|
|
1370 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1371 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1372 | else |
|
|
1373 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1374 | /* You die at -1 hp, not zero. */ |
|
|
1375 | if (dam > (op->stats.hp + 1)) |
|
|
1376 | dam = op->stats.hp + 1; |
|
|
1377 | new_hp = hitter->stats.hp + dam; |
|
|
1378 | if (new_hp > hitter->stats.maxhp) |
|
|
1379 | new_hp = hitter->stats.maxhp; |
|
|
1380 | if (new_hp > hitter->stats.hp) |
|
|
1381 | hitter->stats.hp = new_hp; |
|
|
1382 | } |
|
|
1383 | } |
|
|
1384 | return dam; |
|
|
1385 | } |
|
|
1386 | |
|
|
1387 | |
1167 | |
1388 | /* GROS: This code comes from hit_player. It has been made external to |
1168 | /* GROS: This code comes from hit_player. It has been made external to |
1389 | * allow script procedures to "kill" objects in a combat-like fashion. |
1169 | * allow script procedures to "kill" objects in a combat-like fashion. |
1390 | * It was initially used by (kill-object) developed for the Collector's |
1170 | * It was initially used by (kill-object) developed for the Collector's |
1391 | * Sword. Note that nothing has been changed from the original version |
1171 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1402 | */ |
1182 | */ |
1403 | int |
1183 | int |
1404 | kill_object (object *op, int dam, object *hitter, int type) |
1184 | kill_object (object *op, int dam, object *hitter, int type) |
1405 | { |
1185 | { |
1406 | char buf[MAX_BUF]; |
1186 | char buf[MAX_BUF]; |
1407 | const char *skill; |
1187 | shstr skill; |
1408 | int maxdam = 0; |
1188 | int maxdam = 0; |
1409 | int battleg = 0; /* true if op standing on battleground */ |
1189 | int battleg = 0; /* true if op standing on battleground */ |
1410 | int pk = 0; /* true if op and what controls hitter are both players */ |
1190 | int pk = 0; /* true if op and what controls hitter are both players */ |
1411 | object *owner = NULL; |
1191 | object *owner = 0; |
1412 | object *skop = NULL; |
1192 | object *skop = 0; |
1413 | |
1193 | |
1414 | if (op->stats.hp >= 0) |
1194 | if (op->stats.hp >= 0) |
1415 | return -1; |
1195 | return -1; |
1416 | |
1196 | |
1417 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1197 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1426 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1206 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1427 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1207 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1428 | |
1208 | |
1429 | if (op->type == DOOR) |
1209 | if (op->type == DOOR) |
1430 | { |
1210 | { |
1431 | op->set_speed (0.1); |
1211 | op->set_speed (0.1f); |
1432 | op->speed_left = -0.05; |
1212 | op->speed_left = -0.05f; |
1433 | return maxdam; |
1213 | return maxdam; |
1434 | } |
1214 | } |
1435 | |
1215 | |
1436 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1216 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1437 | { |
1217 | { |
1438 | remove_friendly_object (op); |
|
|
1439 | |
|
|
1440 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1441 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1442 | |
|
|
1443 | op->destroy (); |
1218 | op->drop_and_destroy (); |
1444 | return maxdam; |
1219 | return maxdam; |
1445 | } |
1220 | } |
1446 | |
1221 | |
1447 | /* Now lets start dealing with experience we get for killing something */ |
1222 | /* Now lets start dealing with experience we get for killing something */ |
1448 | |
1223 | |
1449 | owner = hitter->owner; |
1224 | owner = hitter->outer_owner (); |
1450 | if (!owner) |
1225 | if (!owner) |
1451 | owner = hitter; |
1226 | owner = hitter; |
1452 | |
1227 | |
1453 | /* is the victim (op) standing on battleground? */ |
1228 | /* is the victim (op) standing on battleground? */ |
1454 | if (op_on_battleground (op, NULL, NULL)) |
1229 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1459 | pk = 1; |
1234 | pk = 1; |
1460 | |
1235 | |
1461 | /* Player killed something */ |
1236 | /* Player killed something */ |
1462 | if (owner->type == PLAYER) |
1237 | if (owner->type == PLAYER) |
1463 | { |
1238 | { |
1464 | Log_Kill (owner->name, |
|
|
1465 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1466 | |
|
|
1467 | /* Log players killing other players - makes it easier to detect |
1239 | /* Log players killing other players - makes it easier to detect |
1468 | * and filter out malicious player killers - that is why the |
1240 | * and filter out malicious player killers - that is why the |
1469 | * ip address is included. |
1241 | * ip address is included. |
1470 | */ |
1242 | */ |
1471 | if (op->type == PLAYER && !battleg) |
1243 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1491 | else |
1263 | else |
1492 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1264 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1493 | |
1265 | |
1494 | /* Only play sounds for melee kills */ |
1266 | /* Only play sounds for melee kills */ |
1495 | if (hitter->type == PLAYER) |
1267 | if (hitter->type == PLAYER) |
1496 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1268 | owner->play_sound (sound_find ("player_kills")); |
1497 | } |
1269 | } |
1498 | |
1270 | |
1499 | /* If a player kills another player, not on |
1271 | /* If a player kills another player, not on |
1500 | * battleground, the "killer" looses 1 luck. Since this is |
1272 | * battleground, the "killer" looses 1 luck. Since this is |
1501 | * not reversible, it's actually quite a pain IMHO. -AV |
1273 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1506 | */ |
1278 | */ |
1507 | if (op->type == PLAYER && owner != op && !battleg) |
1279 | if (op->type == PLAYER && owner != op && !battleg) |
1508 | owner->change_luck (-settings.pk_luck_penalty); |
1280 | owner->change_luck (-settings.pk_luck_penalty); |
1509 | |
1281 | |
1510 | /* This code below deals with finding the appropriate skill |
1282 | /* This code below deals with finding the appropriate skill |
1511 | * to credit exp to. This is a bit problematic - we should |
1283 | * to credit exp to. This is a bit problematic - we should |
1512 | * probably never really have to look at current_weapon->skill |
1284 | * probably never really have to look at current_weapon->skill |
1513 | */ |
1285 | */ |
1514 | skill = 0; |
|
|
1515 | |
|
|
1516 | if (hitter->skill && hitter->type != PLAYER) |
1286 | if (hitter->skill && hitter->type != PLAYER) |
1517 | skill = hitter->skill; |
1287 | skill = hitter->skill; |
1518 | else if (owner->chosen_skill) |
1288 | else if (owner->chosen_skill) |
1519 | { |
1289 | { |
1520 | skill = owner->chosen_skill->skill; |
|
|
1521 | skop = owner->chosen_skill; |
1290 | skop = owner->chosen_skill; |
|
|
1291 | skill = skop->skill; |
1522 | } |
1292 | } |
1523 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1293 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1524 | skill = owner->current_weapon->skill; |
1294 | skill = owner->current_weapon->skill; |
1525 | else |
1295 | else |
|
|
1296 | { |
1526 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1297 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1298 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1299 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1300 | skill = 0; |
|
|
1301 | } |
1527 | |
1302 | |
1528 | /* We have the skill we want to credit to - now find the object this goes |
1303 | /* We have the skill we want to credit to - now find the object this goes |
1529 | * to. Make sure skop is an actual skill, and not a skill tool! |
1304 | * to. Make sure skop is an actual skill, and not a skill tool! |
1530 | */ |
1305 | */ |
1531 | if ((!skop || skop->type != SKILL) && skill) |
1306 | skop = owner->contr->find_skill (skill); |
1532 | { |
|
|
1533 | int i; |
|
|
1534 | |
|
|
1535 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1536 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1537 | { |
|
|
1538 | skop = owner->contr->last_skill_ob[i]; |
|
|
1539 | break; |
|
|
1540 | } |
|
|
1541 | } |
|
|
1542 | } /* Was it a player that hit somethign */ |
1307 | } /* Was it a player that hit somethign */ |
1543 | else |
1308 | else |
1544 | skill = 0; |
1309 | skill = 0; |
1545 | |
1310 | |
1546 | /* Pet (or spell) killed something. */ |
|
|
1547 | if (owner != hitter) |
|
|
1548 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1549 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1550 | else |
|
|
1551 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1552 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1553 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1554 | |
|
|
1555 | /* These may have been set in the player code section above */ |
1311 | /* These may have been set in the player code section above */ |
1556 | if (!skop) |
1312 | if (!skop) |
1557 | skop = hitter->chosen_skill; |
1313 | skop = hitter->chosen_skill; |
1558 | |
1314 | |
1559 | if (!skill && skop) |
1315 | if (!skill && skop) |
1560 | skill = skop->skill; |
1316 | skill = skop->skill; |
1561 | |
1317 | |
1562 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1563 | |
|
|
1564 | /* If you didn't kill yourself, and your not the wizard */ |
1318 | /* If you didn't kill yourself, and your not the wizard */ |
1565 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1319 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1566 | { |
1320 | { |
1567 | int exp; |
1321 | int exp; |
1568 | |
1322 | |
1569 | /* Really don't give much experience for killing other players */ |
1323 | /* Really don't give much experience for killing other players */ |
1570 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1324 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1571 | if (op->type == PLAYER) |
|
|
1572 | { |
|
|
1573 | if (battleg) |
1325 | if (battleg) |
|
|
1326 | { |
|
|
1327 | if (op->is_player ()) |
1574 | { |
1328 | { |
1575 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1329 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1576 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1330 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1577 | } |
1331 | } |
1578 | else |
1332 | |
|
|
1333 | exp = 0; |
|
|
1334 | } |
|
|
1335 | else if (op->is_player ()) |
1579 | exp = op->stats.exp / 1000; |
1336 | exp = op->stats.exp / 1000; |
1580 | } |
|
|
1581 | else |
1337 | else |
1582 | exp = calc_skill_exp (owner, op, skop); |
1338 | exp = calc_skill_exp (owner, op, skop); |
1583 | |
|
|
1584 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1585 | * exp by killing him |
|
|
1586 | */ |
|
|
1587 | if (battleg) |
|
|
1588 | exp = 0; |
|
|
1589 | |
1339 | |
1590 | /* Don't know why this is set this way - doesn't make |
1340 | /* Don't know why this is set this way - doesn't make |
1591 | * sense to just divide everything by two for no reason. |
1341 | * sense to just divide everything by two for no reason. |
1592 | */ |
1342 | */ |
1593 | |
1343 | |
… | |
… | |
1597 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1347 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1598 | change_exp (owner, exp, skill, 0); |
1348 | change_exp (owner, exp, skill, 0); |
1599 | else |
1349 | else |
1600 | { |
1350 | { |
1601 | int shares = 0, count = 0; |
1351 | int shares = 0, count = 0; |
1602 | player *pl; |
|
|
1603 | partylist *party = owner->contr->party; |
1352 | partylist *party = owner->contr->party; |
1604 | |
1353 | |
1605 | #ifdef PARTY_KILL_LOG |
|
|
1606 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1354 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1607 | #endif |
1355 | |
1608 | for_all_players (pl) |
1356 | for_all_players (pl) |
1609 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1357 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1610 | { |
1358 | { |
1611 | count++; |
1359 | count++; |
1612 | shares += (pl->ob->level + 4); |
1360 | shares += (pl->ob->level + 4); |
… | |
… | |
1639 | { |
1387 | { |
1640 | object *owner1 = op->owner; |
1388 | object *owner1 = op->owner; |
1641 | |
1389 | |
1642 | if (owner1 && owner1->type == PLAYER) |
1390 | if (owner1 && owner1->type == PLAYER) |
1643 | { |
1391 | { |
1644 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1392 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1645 | /* Maybe we should include the owner that killed this, maybe not */ |
1393 | /* Maybe we should include the owner that killed this, maybe not */ |
1646 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1394 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1647 | } |
1395 | } |
1648 | |
1396 | |
1649 | remove_friendly_object (op); |
1397 | remove_friendly_object (op); |
1650 | } |
1398 | } |
1651 | |
1399 | |
1652 | op->destroy (); |
1400 | op->drop_and_destroy (); |
1653 | } |
1401 | } |
1654 | else |
1402 | else |
1655 | { |
|
|
1656 | /* Player has been killed! */ |
1403 | /* Player has been killed! */ |
1657 | if (owner->type == PLAYER) |
1404 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1658 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1659 | else |
|
|
1660 | assign (op->contr->killer, hitter->name); |
|
|
1661 | } |
|
|
1662 | |
1405 | |
1663 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1406 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1664 | * continues in the calling function. |
1407 | * continues in the calling function. |
1665 | */ |
1408 | */ |
1666 | return maxdam; |
1409 | return maxdam; |
1667 | } |
1410 | } |
1668 | |
1411 | |
1669 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1412 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1670 | * Returns 0 this is not friendly fire |
1413 | * Returns 0 this is not friendly fire |
1671 | */ |
1414 | */ |
1672 | |
|
|
1673 | int |
1415 | int |
1674 | friendly_fire (object *op, object *hitter) |
1416 | friendly_fire (object *op, object *hitter) |
1675 | { |
1417 | { |
1676 | object *owner; |
1418 | object *owner; |
1677 | int friendlyfire; |
1419 | int friendlyfire; |
… | |
… | |
1696 | } |
1438 | } |
1697 | |
1439 | |
1698 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1440 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1699 | friendlyfire = 0; |
1441 | friendlyfire = 0; |
1700 | } |
1442 | } |
|
|
1443 | |
1701 | return friendlyfire; |
1444 | return friendlyfire; |
1702 | } |
1445 | } |
1703 | |
|
|
1704 | |
1446 | |
1705 | /* This isn't used just for players, but in fact most objects. |
1447 | /* This isn't used just for players, but in fact most objects. |
1706 | * op is the object to be hit, dam is the amount of damage, hitter |
1448 | * op is the object to be hit, dam is the amount of damage, hitter |
1707 | * is what is hitting the object, type is the attacktype, and |
1449 | * is what is hitting the object, type is the attacktype, and |
1708 | * full_hit is set if monster area does not matter. |
1450 | * full_hit is set if monster area does not matter. |
1709 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1451 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1710 | * modify it. |
1452 | * modify it. |
1711 | */ |
1453 | */ |
1712 | |
|
|
1713 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1454 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1714 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1455 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1715 | |
|
|
1716 | int |
1456 | int |
1717 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1457 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1718 | { |
1458 | { |
1719 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1459 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1720 | int maxattacktype, attacknum; |
1460 | int maxattacktype, attacknum; |
… | |
… | |
1728 | |
1468 | |
1729 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1469 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1730 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1470 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1731 | return 0; |
1471 | return 0; |
1732 | |
1472 | |
1733 | #ifdef PROHIBIT_PLAYERKILL |
1473 | // only allow pk for hostile players |
1734 | if (op->type == PLAYER) |
1474 | if (op->type == PLAYER) |
1735 | { |
1475 | { |
1736 | object *owner = hitter->owner; |
1476 | object *owner = hitter->owner; |
1737 | |
1477 | |
1738 | if (!owner) |
1478 | if (!owner) |
1739 | owner = hitter; |
1479 | owner = hitter; |
1740 | |
1480 | |
1741 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1481 | if (owner->type == PLAYER |
|
|
1482 | && (!op_on_battleground (op, 0, 0) |
|
|
1483 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1484 | && op != owner) |
1742 | return 0; |
1485 | return 0; |
1743 | } |
1486 | } |
1744 | #endif |
|
|
1745 | |
1487 | |
1746 | if (body_attack) |
1488 | if (body_attack) |
1747 | { |
1489 | { |
1748 | /* slow and paralyze must hit the head. But we don't want to just |
1490 | /* slow and paralyze must hit the head. But we don't want to just |
1749 | * return - we still need to process other attacks the spell still |
1491 | * return - we still need to process other attacks the spell still |
… | |
… | |
1763 | } |
1505 | } |
1764 | } |
1506 | } |
1765 | |
1507 | |
1766 | if (!simple_attack && op->type == DOOR) |
1508 | if (!simple_attack && op->type == DOOR) |
1767 | { |
1509 | { |
1768 | object *tmp; |
|
|
1769 | |
|
|
1770 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1510 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1771 | if (tmp->type == RUNE || tmp->type == TRAP) |
1511 | if (tmp->type == RUNE || tmp->type == TRAP) |
1772 | { |
1512 | { |
1773 | spring_trap (tmp, hitter); |
1513 | spring_trap (tmp, hitter); |
1774 | |
1514 | |
1775 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1515 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
… | |
… | |
1782 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1522 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1783 | { |
1523 | { |
1784 | /* FIXME: If a player is killed by a rune in a door, the |
1524 | /* FIXME: If a player is killed by a rune in a door, the |
1785 | * destroyed() check above doesn't return, and might get here. |
1525 | * destroyed() check above doesn't return, and might get here. |
1786 | */ |
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 | */ |
1787 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1533 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1788 | return 0; |
1534 | return 0; |
1789 | } |
1535 | } |
1790 | |
1536 | |
1791 | #ifdef ATTACK_DEBUG |
1537 | #ifdef ATTACK_DEBUG |
1792 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1538 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1798 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1544 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1799 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1545 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1800 | if (dam >= 100) |
1546 | if (dam >= 100) |
1801 | dam /= 100; |
1547 | dam /= 100; |
1802 | else |
1548 | else |
1803 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1549 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1804 | } |
1550 | } |
1805 | |
1551 | |
1806 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1552 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1807 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1553 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1808 | */ |
1554 | */ |
… | |
… | |
1819 | */ |
1565 | */ |
1820 | if (type & AT_HOLYWORD) |
1566 | if (type & AT_HOLYWORD) |
1821 | { |
1567 | { |
1822 | object *god; |
1568 | object *god; |
1823 | |
1569 | |
1824 | if ((!hitter->slaying || |
1570 | if ((!hitter->slaying |
1825 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1571 | || (!(op->race && hitter->slaying.contains (op->race)) |
1826 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1572 | && !(op->name && hitter->slaying.contains (op->name)))) |
1827 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1573 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1828 | (hitter->title != NULL |
1574 | || (hitter->title |
1829 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1575 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1576 | && god->race.contains (shstr_undead)))) |
1830 | return 0; |
1577 | return 0; |
1831 | } |
1578 | } |
1832 | |
1579 | |
1833 | maxattacktype = type; /* initialize this to something */ |
1580 | maxattacktype = type; /* initialise this to something */ |
1834 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1581 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1835 | { |
1582 | { |
1836 | /* Magic isn't really a true attack type - it gets combined with other |
1583 | /* Magic isn't really a true attack type - it gets combined with other |
1837 | * attack types. As such, skip it over. However, if magic is |
1584 | * attack types. As such, skip it over. However, if magic is |
1838 | * the only attacktype in the group, then still attack with it |
1585 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1866 | */ |
1613 | */ |
1867 | friendlyfire = friendly_fire (op, hitter); |
1614 | friendlyfire = friendly_fire (op, hitter); |
1868 | if (friendlyfire && maxdam) |
1615 | if (friendlyfire && maxdam) |
1869 | { |
1616 | { |
1870 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1617 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1871 | #ifndef COZY_SERVER |
|
|
1872 | maxdam++; |
|
|
1873 | #endif |
|
|
1874 | |
1618 | |
1875 | #ifdef ATTACK_DEBUG |
1619 | #ifdef ATTACK_DEBUG |
1876 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1620 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1877 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1621 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1878 | #endif |
1622 | #endif |
1879 | } |
1623 | } |
1880 | |
1624 | |
1881 | if (!full_hit) |
1625 | if (!full_hit) |
1882 | { |
1626 | { |
1883 | archetype *at; |
|
|
1884 | int area; |
1627 | int area; |
1885 | int remainder; |
1628 | int remainder; |
1886 | |
1629 | |
1887 | area = 0; |
1630 | area = 0; |
1888 | for (at = op->arch; at != NULL; at = at->more) |
1631 | |
|
|
1632 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1889 | area++; |
1633 | area++; |
|
|
1634 | |
1890 | assert (area > 0); |
1635 | assert (area > 0); |
1891 | |
1636 | |
1892 | /* basically: maxdam /= area; we try to "simulate" a float |
1637 | /* basically: maxdam /= area; we try to "simulate" a float |
1893 | value-effect */ |
1638 | value-effect */ |
1894 | remainder = 100 * (maxdam % area) / area; |
1639 | remainder = 100 * (maxdam % area) / area; |
1895 | maxdam /= area; |
1640 | maxdam /= area; |
1896 | if (RANDOM () % 100 < remainder) |
1641 | if (rndm (100) < remainder) |
1897 | maxdam++; |
1642 | maxdam++; |
1898 | } |
1643 | } |
1899 | |
1644 | |
1900 | #ifdef ATTACK_DEBUG |
1645 | #ifdef ATTACK_DEBUG |
1901 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1646 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1902 | #endif |
1647 | #endif |
1903 | |
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) |
1904 | if (hitter->owner) |
1653 | if (hitter->owner) |
1905 | op->enemy = hitter->owner; |
1654 | op->enemy = hitter->owner; |
1906 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1655 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1907 | op->enemy = hitter; |
1656 | op->enemy = hitter; |
1908 | |
1657 | |
1909 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1658 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1910 | { |
1659 | { |
1911 | /* The unaggressives look after themselves 8) */ |
1660 | /* The unaggressives look after themselves 8) */ |
1912 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1661 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1942 | |
1691 | |
1943 | /* See if the creature has been killed */ |
1692 | /* See if the creature has been killed */ |
1944 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1693 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1945 | if (rtn_kill != -1) |
1694 | if (rtn_kill != -1) |
1946 | return rtn_kill; |
1695 | return rtn_kill; |
1947 | |
|
|
1948 | |
1696 | |
1949 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1697 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1950 | * that before if the player was immune to ghosthit, the monster |
1698 | * that before if the player was immune to ghosthit, the monster |
1951 | * remained - that is no longer the case. |
1699 | * remained - that is no longer the case. |
1952 | */ |
1700 | */ |
1953 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1701 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1954 | { |
|
|
1955 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1956 | remove_friendly_object (hitter); |
|
|
1957 | |
|
|
1958 | hitter->destroy (); |
1702 | hitter->drop_and_destroy (); |
1959 | } |
|
|
1960 | /* Lets handle creatures that are splitting now */ |
1703 | /* Lets handle creatures that are splitting now */ |
1961 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1704 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1962 | { |
1705 | { |
1963 | int i; |
1706 | int i; |
1964 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1707 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
… | |
… | |
1971 | return maxdam; |
1714 | return maxdam; |
1972 | } |
1715 | } |
1973 | |
1716 | |
1974 | op->remove (); |
1717 | op->remove (); |
1975 | |
1718 | |
1976 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1719 | for (i = 0; i < op->stats.food; i++) |
1977 | { /* This doesn't handle op->more yet */ |
1720 | { /* This doesn't handle op->more yet */ |
1978 | object *tmp = arch_to_object (op->other_arch); |
1721 | object *tmp = arch_to_object (op->other_arch); |
1979 | int j; |
1722 | int j; |
1980 | |
1723 | |
1981 | tmp->stats.hp = op->stats.hp; |
1724 | tmp->stats.hp = op->stats.hp; |
1982 | |
1725 | |
1983 | if (friendly) |
1726 | if (friendly) |
1984 | { |
1727 | { |
1985 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1986 | add_friendly_object (tmp); |
1728 | add_friendly_object (tmp); |
1987 | tmp->attack_movement = PETMOVE; |
1729 | tmp->attack_movement = PETMOVE; |
|
|
1730 | |
1988 | if (owner != NULL) |
1731 | if (owner) |
1989 | tmp->set_owner (owner); |
1732 | tmp->set_owner (owner); |
1990 | } |
1733 | } |
1991 | |
1734 | |
1992 | if (unaggressive) |
1735 | if (unaggressive) |
1993 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1736 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
… | |
… | |
2004 | } |
1747 | } |
2005 | |
1748 | |
2006 | op->destroy (); |
1749 | op->destroy (); |
2007 | } |
1750 | } |
2008 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1751 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2009 | hitter->destroy (); |
1752 | hitter->drop_and_destroy (); |
2010 | |
1753 | |
2011 | return maxdam; |
1754 | return maxdam; |
2012 | } |
1755 | } |
2013 | |
1756 | |
2014 | |
1757 | static void |
2015 | void |
|
|
2016 | poison_player (object *op, object *hitter, int dam) |
1758 | poison_player (object *op, object *hitter, int dam) |
2017 | { |
1759 | { |
2018 | archetype *at = archetype::find ("poisoning"); |
1760 | archetype *at = archetype::find (shstr_poisoning); |
2019 | object *tmp = present_arch_in_ob (at, op); |
1761 | object *tmp = present_arch_in_ob (at, op); |
2020 | |
1762 | |
2021 | if (tmp == NULL) |
1763 | if (tmp == NULL) |
2022 | { |
1764 | { |
2023 | if ((tmp = arch_to_object (at)) == NULL) |
1765 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2047 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1789 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
2048 | |
1790 | |
2049 | if (op->type == PLAYER) |
1791 | if (op->type == PLAYER) |
2050 | { |
1792 | { |
2051 | /* player looses stats, maximum is -10 of each */ |
1793 | /* player looses stats, maximum is -10 of each */ |
2052 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1794 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
2053 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1795 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
2054 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1796 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
2055 | tmp->stats.Int = MAX (-dam / 7, -10); |
1797 | tmp->stats.Int = max (-(dam / 7 ), -10); |
2056 | SET_FLAG (tmp, FLAG_APPLIED); |
1798 | SET_FLAG (tmp, FLAG_APPLIED); |
2057 | op->update_stats (); |
1799 | op->update_stats (); |
2058 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1800 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1801 | op->play_sound (tmp->sound); |
2059 | } |
1802 | } |
|
|
1803 | |
2060 | if (hitter->type == PLAYER) |
1804 | if (hitter->type == PLAYER) |
2061 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2062 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1806 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2063 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1807 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2064 | } |
1808 | } |
|
|
1809 | |
2065 | tmp->speed_left = 0; |
1810 | tmp->speed_left = 0; |
2066 | } |
1811 | } |
2067 | else |
1812 | else |
2068 | tmp->stats.food++; |
1813 | tmp->stats.food++; |
2069 | } |
1814 | } |
2070 | |
1815 | |
2071 | void |
1816 | static void |
2072 | slow_player (object *op, object *hitter, int dam) |
1817 | slow_player (object *op, object *hitter, int dam) |
2073 | { |
1818 | { |
2074 | archetype *at = archetype::find ("slowness"); |
1819 | archetype *at = archetype::find (shstr_slowness); |
2075 | object *tmp; |
1820 | object *tmp; |
2076 | |
1821 | |
2077 | if (at == NULL) |
1822 | if (at == NULL) |
2078 | { |
|
|
2079 | LOG (llevError, "Can't find slowness archetype.\n"); |
1823 | LOG (llevError, "Can't find slowness archetype.\n"); |
2080 | } |
1824 | |
2081 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1825 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2082 | { |
1826 | { |
2083 | tmp = arch_to_object (at); |
1827 | tmp = arch_to_object (at); |
2084 | tmp = insert_ob_in_ob (tmp, op); |
1828 | tmp = insert_ob_in_ob (tmp, op); |
2085 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1829 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2086 | } |
1830 | } |
2087 | else |
1831 | else |
2088 | tmp->stats.food++; |
1832 | tmp->stats.food++; |
|
|
1833 | |
2089 | SET_FLAG (tmp, FLAG_APPLIED); |
1834 | SET_FLAG (tmp, FLAG_APPLIED); |
2090 | tmp->speed_left = 0; |
1835 | tmp->speed_left = 0; |
2091 | op->update_stats (); |
1836 | op->update_stats (); |
2092 | } |
1837 | } |
2093 | |
1838 | |
… | |
… | |
2095 | confuse_player (object *op, object *hitter, int dam) |
1840 | confuse_player (object *op, object *hitter, int dam) |
2096 | { |
1841 | { |
2097 | object *tmp; |
1842 | object *tmp; |
2098 | int maxduration; |
1843 | int maxduration; |
2099 | |
1844 | |
2100 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1845 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
2101 | if (!tmp) |
1846 | if (!tmp) |
2102 | { |
1847 | { |
2103 | tmp = get_archetype (FORCE_NAME); |
1848 | tmp = get_archetype (FORCE_NAME); |
2104 | tmp = insert_ob_in_ob (tmp, op); |
1849 | tmp = insert_ob_in_ob (tmp, op); |
2105 | } |
1850 | } |
… | |
… | |
2107 | /* Duration added per hit and max. duration of confusion both depend |
1852 | /* Duration added per hit and max. duration of confusion both depend |
2108 | * on the player's resistance |
1853 | * on the player's resistance |
2109 | */ |
1854 | */ |
2110 | tmp->speed = 0.05; |
1855 | tmp->speed = 0.05; |
2111 | tmp->subtype = FORCE_CONFUSION; |
1856 | tmp->subtype = FORCE_CONFUSION; |
2112 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1857 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2113 | tmp->name = "confusion"; |
1858 | tmp->name = shstr_confusion; |
2114 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1859 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1860 | |
2115 | if (tmp->duration > maxduration) |
1861 | if (tmp->duration > maxduration) |
2116 | tmp->duration = maxduration; |
1862 | tmp->duration = maxduration; |
2117 | |
1863 | |
2118 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1864 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2119 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1865 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1866 | |
2120 | SET_FLAG (op, FLAG_CONFUSED); |
1867 | SET_FLAG (op, FLAG_CONFUSED); |
2121 | } |
1868 | } |
2122 | |
1869 | |
2123 | void |
1870 | void |
2124 | blind_player (object *op, object *hitter, int dam) |
1871 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2130 | return; |
1877 | return; |
2131 | |
1878 | |
2132 | tmp = present_in_ob (BLINDNESS, op); |
1879 | tmp = present_in_ob (BLINDNESS, op); |
2133 | if (!tmp) |
1880 | if (!tmp) |
2134 | { |
1881 | { |
2135 | tmp = get_archetype ("blindness"); |
1882 | tmp = get_archetype (shstr_blindness); |
2136 | SET_FLAG (tmp, FLAG_BLIND); |
1883 | SET_FLAG (tmp, FLAG_BLIND); |
2137 | SET_FLAG (tmp, FLAG_APPLIED); |
1884 | SET_FLAG (tmp, FLAG_APPLIED); |
2138 | /* use floats so we don't lose too much precision due to rounding errors. |
1885 | /* use floats so we don't lose too much precision due to rounding errors. |
2139 | * speed is a float anyways. |
1886 | * speed is a float anyways. |
2140 | */ |
1887 | */ |
… | |
… | |
2157 | } |
1904 | } |
2158 | |
1905 | |
2159 | void |
1906 | void |
2160 | paralyze_player (object *op, object *hitter, int dam) |
1907 | paralyze_player (object *op, object *hitter, int dam) |
2161 | { |
1908 | { |
2162 | float effect, max; |
|
|
2163 | |
|
|
2164 | /* object *tmp; */ |
|
|
2165 | |
|
|
2166 | /* This is strange stuff... someone knows for what this is |
1909 | /* This is strange stuff... someone knows for what this is |
2167 | * written? Well, i think this can and should be removed |
1910 | * written? Well, i think this can and should be removed |
2168 | */ |
1911 | */ |
2169 | |
1912 | |
2170 | /* |
1913 | /* |
… | |
… | |
2174 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1917 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2175 | } |
1918 | } |
2176 | */ |
1919 | */ |
2177 | |
1920 | |
2178 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1921 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2179 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
1922 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
2180 | |
1923 | |
2181 | if (effect == 0) |
|
|
2182 | return; |
|
|
2183 | |
|
|
2184 | op->speed_left -= FABS (op->speed) * effect; |
1924 | op->speed_left -= fabs (op->speed) * effect; |
2185 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1925 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2186 | |
1926 | |
2187 | /* max number of ticks to be affected for. */ |
1927 | /* max number of ticks to be affected for. */ |
2188 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1928 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1929 | |
2189 | if (op->speed_left < -(FABS (op->speed) * max)) |
1930 | if (op->speed_left < -(fabs (op->speed) * max)) |
2190 | op->speed_left = (float) -(FABS (op->speed) * max); |
1931 | op->speed_left = -(fabs (op->speed) * max); |
2191 | |
1932 | |
2192 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1933 | /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
2193 | } |
1934 | } |
2194 | |
|
|
2195 | |
1935 | |
2196 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1936 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2197 | * the computed damaged. |
1937 | * the computed damaged. |
2198 | */ |
1938 | */ |
2199 | void |
1939 | static void |
2200 | deathstrike_player (object *op, object *hitter, int *dam) |
1940 | deathstrike_player (object *op, object *hitter, int *dam) |
2201 | { |
1941 | { |
2202 | /* The intention of a death attack is to kill outright things |
1942 | /* The intention of a death attack is to kill outright things |
2203 | ** that are a lot weaker than the attacker, have a chance of killing |
1943 | ** that are a lot weaker than the attacker, have a chance of killing |
2204 | ** things somewhat weaker than the caster, and no chance of |
1944 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2208 | ** field of the deathstriking object */ |
1948 | ** field of the deathstriking object */ |
2209 | |
1949 | |
2210 | int atk_lev, def_lev, kill_lev; |
1950 | int atk_lev, def_lev, kill_lev; |
2211 | |
1951 | |
2212 | if (hitter->slaying) |
1952 | if (hitter->slaying) |
2213 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
1953 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1954 | || (op->race && hitter->slaying.contains (op->race)))) |
2214 | return; |
1955 | return; |
2215 | |
1956 | |
2216 | def_lev = op->level; |
1957 | def_lev = op->level; |
2217 | if (def_lev < 1) |
1958 | if (def_lev < 1) |
2218 | { |
1959 | { |
2219 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
1960 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2220 | def_lev = 1; |
1961 | def_lev = 1; |
2221 | } |
1962 | } |
|
|
1963 | |
2222 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1964 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2223 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1965 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2224 | atk_lev, def_lev); */ |
1966 | atk_lev, def_lev); */ |
2225 | |
1967 | |
2226 | if (atk_lev >= def_lev) |
1968 | if (atk_lev >= def_lev) |
… | |
… | |
2241 | */ |
1983 | */ |
2242 | *dam *= kill_lev / def_lev; |
1984 | *dam *= kill_lev / def_lev; |
2243 | } |
1985 | } |
2244 | } |
1986 | } |
2245 | else |
1987 | else |
2246 | { |
|
|
2247 | *dam = 0; /* no harm done */ |
1988 | *dam = 0; /* no harm done */ |
|
|
1989 | } |
|
|
1990 | |
|
|
1991 | /* This returns the amount of damage hitter does to op with the |
|
|
1992 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1993 | * This doesn't damage the player, but returns how much it should |
|
|
1994 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1995 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1996 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1997 | int |
|
|
1998 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1999 | { |
|
|
2000 | int doesnt_slay = 1; |
|
|
2001 | |
|
|
2002 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
2003 | if (attacknum >= NROFATTACKS) |
2248 | } |
2004 | { |
2249 | } |
2005 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2250 | |
2006 | return 0; |
2251 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2252 | * items (like attacking living creatures--a potion thrown at a |
|
|
2253 | * monster). |
|
|
2254 | */ |
|
|
2255 | static void |
|
|
2256 | thrown_item_effect (object *hitter, object *victim) |
|
|
2257 | { |
|
|
2258 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2259 | { |
2007 | } |
2260 | /* May not need a switch for just 2 types, but this makes it |
2008 | |
2261 | * easier for expansion. |
2009 | if (dam < 0) |
|
|
2010 | { |
|
|
2011 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
2012 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
2013 | return 0; |
|
|
2014 | } |
|
|
2015 | |
|
|
2016 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
2017 | * people can't mess with that or it otherwise get confused. */ |
|
|
2018 | if (attacknum == ATNR_INTERNAL) |
|
|
2019 | return dam; |
|
|
2020 | |
|
|
2021 | if (hitter->slaying) |
|
|
2022 | { |
|
|
2023 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
2024 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2262 | */ |
2025 | { |
2263 | switch (hitter->type) |
2026 | doesnt_slay = 0; |
|
|
2027 | dam *= 3; |
2264 | { |
2028 | } |
2265 | case POTION: |
2029 | } |
2266 | /* should player get a save throw instead of checking magic protection? */ |
2030 | |
2267 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
2031 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2268 | (void) apply_potion (victim, hitter); |
2032 | if (op->resist[attacknum]) |
|
|
2033 | { |
|
|
2034 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
2035 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
2036 | dam *= (100 - op->resist[attacknum]); |
|
|
2037 | if (dam >= 100) |
|
|
2038 | dam /= 100; |
|
|
2039 | else |
|
|
2040 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
2041 | } |
|
|
2042 | |
|
|
2043 | /* Special hack. By default, if immune to something, you |
|
|
2044 | * shouldn't need to worry. However, acid is an exception, since |
|
|
2045 | * it can still damage your items. Only include attacktypes if |
|
|
2046 | * special processing is needed */ |
|
|
2047 | |
|
|
2048 | if (op->resist[attacknum] >= 100 |
|
|
2049 | && doesnt_slay |
|
|
2050 | && attacknum != ATNR_ACID) |
|
|
2051 | return 0; |
|
|
2052 | |
|
|
2053 | /* Keep this in order - makes things easier to find */ |
|
|
2054 | |
|
|
2055 | switch (attacknum) |
|
|
2056 | { |
|
|
2057 | case ATNR_PHYSICAL: |
|
|
2058 | /* here also check for diseases */ |
|
|
2059 | check_physically_infect (op, hitter); |
2269 | break; |
2060 | break; |
2270 | |
2061 | |
2271 | case POISON: /* poison drinks */ |
2062 | /* Don't need to do anything for: |
2272 | /* As with potions, should monster get a save? */ |
2063 | magic, |
2273 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2064 | fire, |
2274 | apply_poison (victim, hitter); |
2065 | electricity, |
|
|
2066 | cold */ |
|
|
2067 | |
|
|
2068 | case ATNR_CONFUSION: |
|
|
2069 | case ATNR_POISON: |
|
|
2070 | case ATNR_SLOW: |
|
|
2071 | case ATNR_PARALYZE: |
|
|
2072 | case ATNR_FEAR: |
|
|
2073 | case ATNR_CANCELLATION: |
|
|
2074 | case ATNR_DEPLETE: |
|
|
2075 | case ATNR_BLIND: |
|
|
2076 | { |
|
|
2077 | /* chance for inflicting a special attack depends on the |
|
|
2078 | * difference between attacker's and defender's level |
|
|
2079 | */ |
|
|
2080 | int level_diff = min (110, max (0, op->level - hitter->level)); |
|
|
2081 | |
|
|
2082 | /* First, only creatures/players with speed can be affected. |
|
|
2083 | * Second, just getting hit doesn't mean it always affects |
|
|
2084 | * you. Third, you still get a saving through against the |
|
|
2085 | * effect. |
|
|
2086 | */ |
|
|
2087 | if (op->has_active_speed () |
|
|
2088 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2089 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
|
|
2090 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2091 | { |
|
|
2092 | |
|
|
2093 | /* Player has been hit by something */ |
|
|
2094 | if (attacknum == ATNR_CONFUSION) |
|
|
2095 | confuse_player (op, hitter, dam); |
|
|
2096 | else if (attacknum == ATNR_POISON) |
|
|
2097 | poison_player (op, hitter, dam); |
|
|
2098 | else if (attacknum == ATNR_SLOW) |
|
|
2099 | slow_player (op, hitter, dam); |
|
|
2100 | else if (attacknum == ATNR_PARALYZE) |
|
|
2101 | paralyze_player (op, hitter, dam); |
|
|
2102 | else if (attacknum == ATNR_FEAR) |
|
|
2103 | scare_creature (op, hitter); |
|
|
2104 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2105 | cancellation (op); |
|
|
2106 | else if (attacknum == ATNR_DEPLETE) |
|
|
2107 | op->drain_stat (); |
|
|
2108 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
2109 | blind_player (op, hitter, dam); |
|
|
2110 | } |
|
|
2111 | |
|
|
2112 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
2113 | } |
2275 | break; |
2114 | break; |
2276 | |
2115 | |
2277 | /* Removed case statements that did nothing. |
2116 | case ATNR_ACID: |
2278 | * food may be poisonous, but monster must be willing to eat it, |
2117 | { |
2279 | * so we don't handle it here. |
2118 | int flag = 0; |
2280 | * Containers should perhaps break open, but that code was disabled. |
2119 | |
|
|
2120 | /* Items only get corroded if you're not on a battleground and |
|
|
2121 | * if your acid resistance is below 50%. */ |
|
|
2122 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
2123 | { |
|
|
2124 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2125 | { |
|
|
2126 | if (tmp->invisible) |
|
|
2127 | continue; |
|
|
2128 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
2129 | /* >= 10% acid res. on items will protect these */ |
|
|
2130 | continue; |
|
|
2131 | if (!(tmp->materials & M_IRON)) |
|
|
2132 | continue; |
|
|
2133 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2134 | continue; |
|
|
2135 | if (tmp->type == RING |
|
|
2136 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2137 | || tmp->type == GIRDLE |
|
|
2138 | || tmp->type == AMULET |
|
|
2139 | || tmp->type == WAND |
|
|
2140 | || tmp->type == ROD |
|
|
2141 | || tmp->type == HORN) |
|
|
2142 | continue; /* To avoid some strange effects */ |
|
|
2143 | |
|
|
2144 | /* High damage acid has better chance of corroding |
|
|
2145 | objects */ |
|
|
2146 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2147 | { |
|
|
2148 | flag = 1; |
|
|
2149 | tmp->magic--; |
|
|
2150 | |
|
|
2151 | if (object *pl = tmp->visible_to ()) |
|
|
2152 | { |
|
|
2153 | /* Make this more visible */ |
|
|
2154 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2155 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2156 | |
|
|
2157 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2158 | } |
|
|
2159 | } |
|
|
2160 | } |
|
|
2161 | |
|
|
2162 | if (flag) |
|
|
2163 | op->update_stats (); /* Something was corroded */ |
|
|
2164 | } |
|
|
2165 | } |
|
|
2166 | break; |
|
|
2167 | |
|
|
2168 | case ATNR_DRAIN: |
|
|
2169 | { |
|
|
2170 | /* rate is the proportion of exp drained. High rate means |
|
|
2171 | * not much is drained, low rate means a lot is drained. |
|
|
2172 | */ |
|
|
2173 | int rate; |
|
|
2174 | |
|
|
2175 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
2176 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
2177 | else |
|
|
2178 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
2179 | |
|
|
2180 | if (op->stats.exp <= rate) |
|
|
2181 | { |
|
|
2182 | if (op->type == GOLEM) |
|
|
2183 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
2184 | else |
|
|
2185 | /* If we can't drain, lets try to do physical damage */ |
|
|
2186 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2187 | } |
|
|
2188 | else |
|
|
2189 | { |
|
|
2190 | /* Randomly give the hitter some hp */ |
|
|
2191 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2192 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2193 | hitter->stats.hp++; |
|
|
2194 | |
|
|
2195 | /* Can't do drains on battleground spaces. |
|
|
2196 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2197 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2198 | * nothing happens. |
|
|
2199 | * Try to credit the owner. We try to display player -> player drain |
|
|
2200 | * attacks, hence all the != PLAYER checks. |
2281 | */ |
2201 | */ |
|
|
2202 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
2203 | { |
|
|
2204 | object *owner = hitter->owner; |
|
|
2205 | |
|
|
2206 | if (owner && owner != hitter) |
|
|
2207 | { |
|
|
2208 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2209 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2210 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
2211 | } |
|
|
2212 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2213 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2214 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
2215 | |
|
|
2216 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
2217 | } |
|
|
2218 | |
|
|
2219 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2220 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2221 | * as the messages will say you missed |
|
|
2222 | */ |
|
|
2223 | } |
|
|
2224 | } |
|
|
2225 | break; |
|
|
2226 | |
|
|
2227 | case ATNR_TURN_UNDEAD: |
2282 | } |
2228 | { |
2283 | } |
2229 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
2284 | } |
2230 | { |
|
|
2231 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2232 | object *god = find_god (determine_god (owner)); |
|
|
2233 | int div = 1; |
2285 | |
2234 | |
2286 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2235 | /* if undead are not an enemy of your god, you turn them |
|
|
2236 | * at half strength */ |
|
|
2237 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2238 | div = 2; |
2287 | |
2239 | |
2288 | int |
2240 | /* Give a bonus if you resist turn undead */ |
2289 | adj_attackroll (object *hitter, object *target) |
2241 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2290 | { |
2242 | scare_creature (op, owner); |
2291 | object *attacker = hitter; |
2243 | } |
2292 | int adjust = 0; |
2244 | else |
|
|
2245 | dam = 0; /* don't damage non undead - should we damage |
|
|
2246 | undead? */ |
|
|
2247 | } |
|
|
2248 | break; |
2293 | |
2249 | |
2294 | /* safety */ |
2250 | case ATNR_DEATH: |
2295 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2251 | deathstrike_player (op, hitter, &dam); |
2296 | { |
2252 | break; |
2297 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2298 | return 0; |
|
|
2299 | } |
|
|
2300 | |
2253 | |
2301 | /* aimed missiles use the owning object's sight */ |
2254 | case ATNR_CHAOS: |
2302 | if (is_aimed_missile (hitter)) |
2255 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2303 | { |
2256 | dam = 0; |
2304 | if ((attacker = hitter->owner) == NULL) |
2257 | break; |
2305 | attacker = hitter; |
2258 | |
2306 | /* A player who saves but hasn't quit still could have objects |
2259 | case ATNR_COUNTERSPELL: |
2307 | * owned by him - need to handle that case to avoid crashes. |
2260 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2261 | dam = 0; |
|
|
2262 | /* This should never happen. Counterspell is handled |
|
|
2263 | * seperately and filtered out. If this does happen, |
|
|
2264 | * Counterspell has no effect on anything but spells, so it |
|
|
2265 | * does no damage. */ |
|
|
2266 | break; |
|
|
2267 | |
|
|
2268 | case ATNR_HOLYWORD: |
|
|
2269 | { |
|
|
2270 | /* This has already been handled by hit_player, |
|
|
2271 | * no need to check twice -- DAMN */ |
|
|
2272 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2273 | |
|
|
2274 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2275 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2276 | scare_creature (op, owner); |
|
|
2277 | } |
|
|
2278 | break; |
|
|
2279 | |
|
|
2280 | case ATNR_LIFE_STEALING: |
|
|
2281 | { |
|
|
2282 | int new_hp; |
|
|
2283 | |
|
|
2284 | /* this is replacement to drain for players, instead of taking |
|
|
2285 | * exp it takes hp. It is geared for players, probably not |
|
|
2286 | * much use giving it to monsters |
|
|
2287 | * |
|
|
2288 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2289 | * damage it does do to the player. Given that, |
|
|
2290 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2291 | * 1000). |
2308 | */ |
2292 | */ |
2309 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2293 | /* You can't steal life from something undead */ |
2310 | attacker = hitter; |
2294 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
2311 | } |
|
|
2312 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2313 | return 0; |
|
|
2314 | |
|
|
2315 | /* determine the condtions under which we make an attack. |
|
|
2316 | * Add more cases, as the need occurs. */ |
|
|
2317 | |
|
|
2318 | if (!can_see_enemy (attacker, target)) |
|
|
2319 | { |
|
|
2320 | /* target is unseen */ |
|
|
2321 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2322 | adjust -= 10; |
|
|
2323 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2324 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2325 | adjust -= target->map->darkness; |
|
|
2326 | } |
|
|
2327 | |
|
|
2328 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2329 | adjust -= 3; |
|
|
2330 | |
|
|
2331 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2332 | adjust += 1; |
|
|
2333 | |
|
|
2334 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2335 | adjust += 1; |
|
|
2336 | |
|
|
2337 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2338 | adjust -= 3; |
|
|
2339 | |
|
|
2340 | /* if we attack at a different 'altitude' its harder */ |
|
|
2341 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2342 | adjust -= 2; |
|
|
2343 | |
|
|
2344 | #if 0 |
|
|
2345 | /* slower attacks are less likely to succeed. We should use a |
|
|
2346 | * comparison between attacker/target speeds BUT, players have |
|
|
2347 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2348 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2349 | * fly fast should have a better chance of hitting a slower target. |
|
|
2350 | */ |
|
|
2351 | if (hitter->speed < target->speed) |
|
|
2352 | adjust += ((float) hitter->speed - target->speed); |
|
|
2353 | #endif |
|
|
2354 | |
|
|
2355 | #if 0 |
|
|
2356 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2357 | #endif |
|
|
2358 | |
|
|
2359 | return adjust; |
|
|
2360 | } |
|
|
2361 | |
|
|
2362 | |
|
|
2363 | /* determine if the object is an 'aimed' missile */ |
|
|
2364 | int |
|
|
2365 | is_aimed_missile (object *op) |
|
|
2366 | { |
|
|
2367 | |
|
|
2368 | /* I broke what used to be one big if into a few nested |
|
|
2369 | * ones so that figuring out the logic is at least possible. |
|
|
2370 | */ |
|
|
2371 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2372 | { |
|
|
2373 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2374 | return 1; |
2295 | return 0; |
2375 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2296 | |
2376 | return 1; |
2297 | /* If drain protection is higher than life stealing, use that */ |
|
|
2298 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2299 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2300 | else |
|
|
2301 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2302 | |
|
|
2303 | /* You die at -1 hp, not zero. */ |
|
|
2304 | if (dam > (op->stats.hp + 1)) |
|
|
2305 | dam = op->stats.hp + 1; |
|
|
2306 | |
|
|
2307 | new_hp = hitter->stats.hp + dam; |
|
|
2308 | if (new_hp > hitter->stats.maxhp) |
|
|
2309 | new_hp = hitter->stats.maxhp; |
|
|
2310 | |
|
|
2311 | if (new_hp > hitter->stats.hp) |
|
|
2312 | hitter->stats.hp = new_hp; |
|
|
2313 | } |
2377 | } |
2314 | } |
|
|
2315 | |
2378 | return 0; |
2316 | return dam; |
2379 | } |
2317 | } |
|
|
2318 | |