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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | (at your option) any later version. |
11 | * option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
|
|
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #include <material.h> |
28 | #include <material.h> |
28 | #include <skills.h> |
29 | #include <skills.h> |
29 | |
|
|
30 | #ifndef __CEXTRACT__ |
|
|
31 | # include <sproto.h> |
|
|
32 | #endif |
|
|
33 | |
|
|
34 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
35 | |
32 | |
36 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
37 | { |
34 | { |
38 | char *msg1; |
35 | char *msg1; |
39 | char *msg2; |
36 | char *msg2; |
40 | } att_msg; |
37 | } att_msg; |
41 | |
38 | |
42 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
43 | |
|
|
44 | /* cancels object *op. Cancellation basically means an object loses |
|
|
45 | * its magical benefits. |
|
|
46 | */ |
|
|
47 | void |
|
|
48 | cancellation (object *op) |
|
|
49 | { |
|
|
50 | object *tmp; |
|
|
51 | |
|
|
52 | if (op->invisible) |
|
|
53 | return; |
|
|
54 | |
|
|
55 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
56 | { |
|
|
57 | /* Recur through the inventory */ |
|
|
58 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
59 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
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60 | cancellation (tmp); |
|
|
61 | } |
|
|
62 | else if (FABS (op->magic) <= (rndm (0, 5))) |
|
|
63 | { |
|
|
64 | /* Nullify this object. This code could probably be more complete */ |
|
|
65 | /* in what abilities it should cancel */ |
|
|
66 | op->magic = 0; |
|
|
67 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
68 | CLEAR_FLAG (op, FLAG_CURSED); |
|
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69 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
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70 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
71 | if (op->env && op->env->type == PLAYER) |
|
|
72 | { |
|
|
73 | esrv_send_item (op->env, op); |
|
|
74 | } |
|
|
75 | } |
|
|
76 | } |
|
|
77 | |
40 | |
78 | /* 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 |
79 | * 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 |
80 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
81 | */ |
44 | */ |
82 | int |
45 | static int |
83 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, int type, object *originator) |
84 | { |
47 | { |
85 | int i, roll, saves = 0, attacks = 0, number; |
48 | int i, roll, saves = 0, attacks = 0, number; |
86 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
87 | |
|
|
88 | if (op->materialname == NULL) |
|
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89 | { |
|
|
90 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
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91 | if (op->material & mt->material) |
|
|
92 | break; |
|
|
93 | } |
|
|
94 | else |
|
|
95 | mt = name_to_material (op->materialname); |
|
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96 | |
|
|
97 | if (mt == NULL) |
|
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98 | return TRUE; |
|
|
99 | |
50 | |
100 | roll = rndm (1, 20); |
51 | roll = rndm (1, 20); |
101 | |
52 | |
102 | /* the attacktypes have no meaning for object saves |
53 | /* the attacktypes have no meaning for object saves |
103 | * 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 |
… | |
… | |
110 | if (type != AT_MAGIC) |
61 | if (type != AT_MAGIC) |
111 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
62 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
112 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
63 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
113 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
64 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
114 | |
65 | |
115 | if (type == 0) |
66 | if (type == 0) return TRUE; |
116 | return TRUE; |
67 | |
117 | if (roll == 20) |
68 | if (roll == 20) return TRUE; |
118 | return TRUE; |
69 | if (roll == 1) return FALSE; |
119 | if (roll == 1) |
|
|
120 | return FALSE; |
|
|
121 | |
70 | |
122 | for (number = 0; number < NROFATTACKS; number++) |
71 | for (number = 0; number < NROFATTACKS; number++) |
123 | { |
72 | { |
124 | i = 1 << number; |
73 | i = 1 << number; |
|
|
74 | |
125 | if (!(i & type)) |
75 | if (!(i & type)) |
126 | continue; |
76 | continue; |
|
|
77 | |
127 | attacks++; |
78 | attacks++; |
128 | if (op->resist[number] == 100) |
79 | if (op->resist[number] == 100) |
129 | saves++; |
80 | saves++; |
130 | 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) |
131 | saves++; |
82 | saves++; |
… | |
… | |
133 | saves++; |
84 | saves++; |
134 | } |
85 | } |
135 | |
86 | |
136 | if (saves == attacks || attacks == 0) |
87 | if (saves == attacks || attacks == 0) |
137 | return TRUE; |
88 | return TRUE; |
|
|
89 | |
138 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
90 | if (saves == 0 || (rndm (1, attacks) > saves)) |
139 | return FALSE; |
91 | return FALSE; |
|
|
92 | |
140 | return TRUE; |
93 | return TRUE; |
|
|
94 | } |
|
|
95 | |
|
|
96 | /* cancels object *op. Cancellation basically means an object loses |
|
|
97 | * its magical benefits. |
|
|
98 | */ |
|
|
99 | void |
|
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100 | cancellation (object *op) |
|
|
101 | { |
|
|
102 | if (op->invisible) |
|
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103 | return; |
|
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104 | |
|
|
105 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
106 | { |
|
|
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)) |
|
|
113 | { |
|
|
114 | /* Nullify this object. This code could probably be more complete */ |
|
|
115 | /* in what abilities it should cancel */ |
|
|
116 | op->magic = 0; |
|
|
117 | |
|
|
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); |
|
|
125 | } |
141 | } |
126 | } |
142 | |
127 | |
143 | /* This function calls did_make_save_item. It then performs the |
128 | /* This function calls did_make_save_item. It then performs the |
144 | * appropriate actions to the item (such as burning the item up, |
129 | * appropriate actions to the item (such as burning the item up, |
145 | * calling cancellation, etc.) |
130 | * calling cancellation, etc.) |
146 | */ |
131 | */ |
147 | |
|
|
148 | void |
132 | void |
149 | save_throw_object (object *op, int type, object *originator) |
133 | save_throw_object (object *op, int type, object *originator) |
150 | { |
134 | { |
151 | if (!did_make_save_item (op, type, originator)) |
135 | if (!did_make_save_item (op, type, originator)) |
152 | { |
136 | { |
153 | object *env = op->env; |
137 | object *env = op->env; |
154 | int x = op->x, y = op->y; |
138 | int x = op->x, y = op->y; |
155 | maptile *m = op->map; |
139 | maptile *m = op->map; |
156 | |
140 | |
157 | op = stop_item (op); |
141 | op = stop_item (op); |
158 | if (op == NULL) |
142 | if (!op) |
159 | return; |
143 | return; |
160 | |
144 | |
161 | /* Hacked the following so that type LIGHTER will work. |
145 | /* Hacked the following so that type LIGHTER will work. |
162 | * Also, objects which are potenital "lights" that are hit by |
146 | * Also, objects which are potential "lights" that are hit by |
163 | * flame/elect attacks will be set to glow. "lights" are any |
147 | * flame/elect attacks will be set to glow. "lights" are any |
164 | * object with +/- glow_radius and an "other_arch" to change to. |
148 | * object with +/- glow_radius and an "other_arch" to change to. |
165 | * (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 |
166 | * function if the object doesnt contain a material that can burn. |
150 | * function if the object doesnt contain a material that can burn. |
167 | * So forget lighting magical swords on fire with this!) -b.t. |
151 | * So forget lighting magical swords on fire with this!) -b.t. |
168 | */ |
152 | */ |
169 | 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 |
170 | { |
157 | )) |
171 | const char *arch = op->other_arch->name; |
158 | { |
172 | |
159 | switch (op->type) |
173 | op = decrease_ob_nr (op, 1); |
|
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174 | |
|
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175 | if (op) |
|
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176 | fix_stopped_item (op, m, originator); |
|
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177 | |
|
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178 | if ((op = get_archetype (arch)) != NULL) |
|
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179 | { |
160 | { |
180 | if (env) |
161 | case LAMP: |
|
|
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: |
|
|
168 | // for instance icecubes: |
|
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169 | if (op->other_arch) |
181 | { |
170 | { |
182 | op->x = env->x, op->y = env->y; |
171 | const char *arch = op->other_arch->archname; |
183 | 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 | { |
184 | if (env->contr) |
178 | if (env) |
185 | esrv_send_item (env, op); |
179 | env->insert (op); |
|
|
180 | else |
|
|
181 | m->insert (op, x, y, originator); |
|
|
182 | } |
186 | } |
183 | } |
187 | else |
|
|
188 | { |
|
|
189 | op->x = x, op->y = y; |
|
|
190 | insert_ob_in_map (op, m, originator, 0); |
|
|
191 | } |
|
|
192 | } |
184 | } |
193 | |
|
|
194 | return; |
185 | return; |
195 | } |
186 | } |
196 | |
187 | |
197 | if (type & AT_CANCELLATION) |
188 | if (type & AT_CANCELLATION) |
198 | { /* Cancellation. */ |
189 | { /* Cancellation. */ |
… | |
… | |
201 | return; |
192 | return; |
202 | } |
193 | } |
203 | |
194 | |
204 | if (op->nrof > 1) |
195 | if (op->nrof > 1) |
205 | { |
196 | { |
206 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
197 | if (op->decrease (rndm (0, op->nrof - 1))) |
207 | |
|
|
208 | if (op) |
|
|
209 | fix_stopped_item (op, m, originator); |
198 | fix_stopped_item (op, m, originator); |
210 | } |
199 | } |
211 | else |
200 | else |
212 | { |
201 | { |
213 | if (op->env) |
202 | // drop everything to the ground, if possible |
214 | { |
203 | op->insert_at (originator); |
215 | object *tmp = op->in_player (); |
|
|
216 | |
|
|
217 | if (tmp) |
|
|
218 | esrv_del_item (tmp->contr, op->count); |
|
|
219 | } |
|
|
220 | |
|
|
221 | op->destroy (); |
204 | op->drop_and_destroy (); |
222 | } |
205 | } |
223 | |
206 | |
224 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
207 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
225 | if (env) |
208 | if (env) |
226 | { |
209 | { |
227 | op = get_archetype ("burnout"); |
210 | op = archetype::get (shstr_burnout); |
228 | op->x = env->x, op->y = env->y; |
211 | op->x = env->x, op->y = env->y; |
229 | insert_ob_in_ob (op, env); |
212 | env->insert (op); |
230 | } |
213 | } |
231 | else |
214 | else |
232 | replace_insert_ob_in_map ("burnout", originator); |
215 | replace_insert_ob_in_map (shstr_burnout, originator); |
233 | |
216 | |
234 | return; |
217 | return; |
235 | } |
218 | } |
236 | |
219 | |
237 | /* The value of 50 is arbitrary. */ |
220 | /* The value of 50 is arbitrary. */ |
238 | 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)) |
239 | { |
222 | { |
240 | object *tmp; |
|
|
241 | archetype *at = archetype::find ("icecube"); |
223 | archetype *at = archetype::find (shstr_icecube); |
242 | |
224 | |
243 | if (at == NULL) |
225 | if (at == NULL) |
244 | return; |
226 | return; |
245 | |
227 | |
246 | op = stop_item (op); |
228 | op = stop_item (op); |
247 | if (op == NULL) |
229 | if (op == NULL) |
248 | return; |
230 | return; |
249 | |
231 | |
250 | 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) |
251 | { |
234 | { |
252 | tmp = arch_to_object (at); |
235 | tmp = arch_to_object (at); |
253 | tmp->x = op->x, tmp->y = op->y; |
236 | tmp->x = op->x, tmp->y = op->y; |
254 | /* This was in the old (pre new movement code) - |
237 | /* This was in the old (pre new movement code) - |
255 | * icecubes have slow_move set to 1 - don't want |
238 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
258 | tmp->move_slow_penalty = 0; |
241 | tmp->move_slow_penalty = 0; |
259 | tmp->move_slow = 0; |
242 | tmp->move_slow = 0; |
260 | insert_ob_in_map (tmp, op->map, originator, 0); |
243 | insert_ob_in_map (tmp, op->map, originator, 0); |
261 | } |
244 | } |
262 | |
245 | |
263 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
246 | tmp->insert (op); |
264 | op->remove (); |
|
|
265 | |
|
|
266 | insert_ob_in_ob (op, tmp); |
|
|
267 | return; |
247 | return; |
268 | } |
248 | } |
269 | } |
249 | } |
270 | |
250 | |
271 | /* Object op is hitting the map. |
251 | /* Object op is hitting the map. |
272 | * op is going in direction 'dir' |
252 | * op is going in direction 'dir' |
273 | * type is the attacktype of the object. |
253 | * type is the attacktype of the object. |
274 | * full_hit is set if monster area does not matter. |
254 | * full_hit is set if monster area does not matter. |
275 | * returns 1 if it hits something, 0 otherwise. |
255 | * returns 1 if it hits something, 0 otherwise. |
276 | */ |
256 | */ |
277 | |
|
|
278 | int |
257 | int |
279 | hit_map (object *op, int dir, int type, int full_hit) |
258 | hit_map (object *op, int dir, int type, int full_hit) |
280 | { |
259 | { |
281 | maptile *map; |
260 | maptile *map; |
282 | sint16 x, y; |
261 | sint16 x, y; |
… | |
… | |
288 | return 0; |
267 | return 0; |
289 | } |
268 | } |
290 | |
269 | |
291 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
270 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
292 | { |
271 | { |
293 | 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); |
294 | return 0; |
273 | return 0; |
295 | } |
274 | } |
296 | |
275 | |
297 | if (!op->map) |
276 | if (!op->map) |
298 | { |
277 | { |
… | |
… | |
301 | } |
280 | } |
302 | |
281 | |
303 | if (op->head) |
282 | if (op->head) |
304 | op = op->head; |
283 | op = op->head; |
305 | |
284 | |
306 | map = op->map; |
285 | mapxy pos (op); |
307 | x = op->x + freearr_x[dir]; |
286 | pos.move (dir); |
308 | y = op->y + freearr_y[dir]; |
|
|
309 | |
287 | |
310 | if (!xy_normalise (map, x, y)) |
288 | if (!pos.normalise ()) |
311 | return 0; |
289 | return 0; |
312 | |
290 | |
313 | // elmex: a safe map tile can't be hit! |
291 | // elmex: a safe map tile can't be hit! |
314 | // this should prevent most harmful effects on items and players there. |
292 | // this should prevent most harmful effects on items and players there. |
315 | mapspace &ms = map->at (x, y); |
293 | mapspace &ms = pos.ms (); |
316 | |
294 | |
317 | if (ms.flags () & P_SAFE) |
295 | if (ms.flags () & P_SAFE) |
318 | return 0; |
296 | return 0; |
319 | |
297 | |
320 | /* peterm: a few special cases for special attacktypes --counterspell |
298 | /* peterm: a few special cases for special attacktypes --counterspell |
321 | * 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 |
322 | */ |
300 | */ |
323 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
301 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
324 | { |
302 | { |
325 | if (type & AT_COUNTERSPELL) |
303 | if (type & AT_COUNTERSPELL) |
… | |
… | |
358 | |
336 | |
359 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
337 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
360 | * For example, 'tmp' was put in an icecube. |
338 | * For example, 'tmp' was put in an icecube. |
361 | * 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. |
362 | */ |
340 | */ |
363 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
341 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
364 | continue; |
342 | continue; |
365 | |
343 | |
366 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
344 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
367 | { |
345 | { |
368 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
346 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
376 | * that weak walls have is_alive set, which prevent objects from |
354 | * that weak walls have is_alive set, which prevent objects from |
377 | * 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 |
378 | * 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 |
379 | * destroyed right now. |
357 | * destroyed right now. |
380 | */ |
358 | */ |
381 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
359 | else if (op->stats.dam > 0 && !tmp->move_block) |
382 | { |
360 | { |
383 | save_throw_object (tmp, type, op); |
361 | save_throw_object (tmp, type, op); |
384 | |
362 | |
385 | if (op->destroyed ()) |
363 | if (op->destroyed ()) |
386 | break; |
364 | break; |
… | |
… | |
388 | } |
366 | } |
389 | |
367 | |
390 | return 0; |
368 | return 0; |
391 | } |
369 | } |
392 | |
370 | |
393 | void |
371 | static void |
394 | attack_message (int dam, int type, object *op, object *hitter) |
372 | attack_message (int dam, int type, object *op, object *hitter) |
395 | { |
373 | { |
396 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
374 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
397 | int i, found = 0; |
375 | int i, found = 0; |
398 | maptile *map; |
376 | maptile *map; |
… | |
… | |
400 | |
378 | |
401 | /* 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 |
402 | * a player might have. For example, fire, electric, cold, etc |
380 | * a player might have. For example, fire, electric, cold, etc |
403 | * [garbled 20010919] |
381 | * [garbled 20010919] |
404 | */ |
382 | */ |
405 | |
|
|
406 | if (dam == 9998 && op->type == DOOR) |
383 | if (dam == 9998 && op->type == DOOR) |
407 | { |
384 | { |
408 | sprintf (buf1, "unlock %s", &op->name); |
385 | sprintf (buf1, "unlock %s", &op->name); |
409 | sprintf (buf2, " unlocks"); |
386 | sprintf (buf2, " unlocks"); |
410 | found++; |
387 | found++; |
411 | } |
388 | } |
412 | if (dam < 0) |
389 | else if (dam < 0) |
413 | { |
390 | { |
414 | sprintf (buf1, "hit %s", &op->name); |
391 | sprintf (buf1, "hit %s", &op->name); |
415 | sprintf (buf2, " hits"); |
392 | sprintf (buf2, " hits"); |
416 | found++; |
393 | found++; |
417 | } |
394 | } |
… | |
… | |
539 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
516 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
540 | found++; |
517 | found++; |
541 | break; |
518 | break; |
542 | } |
519 | } |
543 | } |
520 | } |
544 | else if (hitter->current_weapon != NULL) |
521 | else if (hitter->current_weapon) |
545 | { |
522 | { |
546 | int mtype; |
523 | int mtype; |
547 | |
524 | |
548 | switch (hitter->current_weapon->weapontype) |
525 | switch (hitter->current_weapon->weapontype) |
549 | { |
526 | { |
550 | case WEAP_HIT: |
527 | case WEAP_HIT: |
551 | mtype = ATM_BASIC; |
528 | mtype = ATM_BASIC; |
552 | break; |
529 | break; |
553 | case WEAP_SLASH: |
530 | case WEAP_SLASH: |
554 | mtype = ATM_SLASH; |
531 | mtype = ATM_SLASH; |
555 | break; |
532 | break; |
556 | case WEAP_PIERCE: |
533 | case WEAP_PIERCE: |
557 | mtype = ATM_PIERCE; |
534 | mtype = ATM_PIERCE; |
558 | break; |
535 | break; |
559 | case WEAP_CLEAVE: |
536 | case WEAP_CLEAVE: |
560 | mtype = ATM_CLEAVE; |
537 | mtype = ATM_CLEAVE; |
561 | break; |
538 | break; |
562 | case WEAP_SLICE: |
539 | case WEAP_SLICE: |
563 | mtype = ATM_SLICE; |
540 | mtype = ATM_SLICE; |
564 | break; |
541 | break; |
565 | case WEAP_STAB: |
542 | case WEAP_STAB: |
566 | mtype = ATM_STAB; |
543 | mtype = ATM_STAB; |
567 | break; |
544 | break; |
568 | case WEAP_WHIP: |
545 | case WEAP_WHIP: |
569 | mtype = ATM_WHIP; |
546 | mtype = ATM_WHIP; |
570 | break; |
547 | break; |
571 | case WEAP_CRUSH: |
548 | case WEAP_CRUSH: |
572 | mtype = ATM_CRUSH; |
549 | mtype = ATM_CRUSH; |
573 | break; |
550 | break; |
574 | case WEAP_BLUD: |
551 | case WEAP_BLUD: |
575 | mtype = ATM_BLUD; |
552 | mtype = ATM_BLUD; |
576 | break; |
553 | break; |
577 | default: |
554 | default: |
578 | mtype = ATM_BASIC; |
555 | mtype = ATM_BASIC; |
579 | break; |
556 | break; |
580 | } |
557 | } |
|
|
558 | |
581 | 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++) |
582 | 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) |
583 | { |
561 | { |
584 | 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); |
585 | strcpy (buf2, attack_mess[mtype][i].buf3); |
563 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
619 | if (hitter->owner != NULL) |
597 | if (hitter->owner != NULL) |
620 | 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); |
621 | else |
599 | else |
622 | { |
600 | { |
623 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
601 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
602 | |
624 | if (dam != 0) |
603 | if (dam != 0) |
625 | { |
604 | { |
626 | if (dam < 10) |
605 | if (dam < 10) |
627 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
606 | op->contr->play_sound (sound_find ("player_is_hit1")); |
628 | else if (dam < 20) |
607 | else if (dam < 20) |
629 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
608 | op->contr->play_sound (sound_find ("player_is_hit2")); |
630 | else |
609 | else |
631 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
610 | op->contr->play_sound (sound_find ("player_is_hit3")); |
632 | } |
611 | } |
633 | } |
612 | } |
|
|
613 | |
634 | new_draw_info (NDI_BLACK, 0, op, buf); |
614 | new_draw_info (NDI_BLACK, 0, op, buf); |
635 | } /* end of player hitting player */ |
615 | } /* end of player hitting player */ |
636 | |
616 | |
637 | if (hitter->type == PLAYER) |
617 | if (hitter->type == PLAYER) |
638 | { |
618 | { |
639 | sprintf (buf, "You %s.", buf1); |
619 | sprintf (buf, "You %s.", buf1); |
|
|
620 | |
640 | if (dam != 0) |
621 | if (dam != 0) |
641 | { |
622 | { |
642 | if (dam < 10) |
623 | if (dam < 10) |
643 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
624 | op->play_sound (sound_find ("player_hits1")); |
644 | else if (dam < 20) |
625 | else if (dam < 20) |
645 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
626 | op->play_sound (sound_find ("player_hits2")); |
646 | else |
627 | else |
647 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
628 | op->play_sound (sound_find ("player_hits3")); |
648 | } |
629 | } |
|
|
630 | |
649 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
631 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
650 | } |
632 | } |
651 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
633 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
652 | { |
634 | { |
653 | /* look for stacked spells and start reducing the message chances */ |
635 | /* look for stacked spells and start reducing the message chances */ |
… | |
… | |
655 | { |
637 | { |
656 | i = 4; |
638 | i = 4; |
657 | map = hitter->map; |
639 | map = hitter->map; |
658 | if (out_of_map (map, hitter->x, hitter->y)) |
640 | if (out_of_map (map, hitter->x, hitter->y)) |
659 | return; |
641 | return; |
|
|
642 | |
660 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
643 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
661 | if (next) |
644 | if (next) |
662 | while (next) |
645 | while (next) |
663 | { |
646 | { |
664 | 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)) |
665 | i *= 3; |
648 | i *= 3; |
|
|
649 | |
666 | tmp = next; |
650 | tmp = next; |
667 | next = tmp->above; |
651 | next = tmp->above; |
668 | } |
652 | } |
|
|
653 | |
669 | if (i < 0) |
654 | if (i < 0) |
670 | return; |
655 | return; |
|
|
656 | |
671 | if (rndm (0, i) != 0) |
657 | if (rndm (0, i) != 0) |
672 | return; |
658 | return; |
673 | } |
659 | } |
674 | else if (rndm (0, 5) != 0) |
660 | else if (rndm (0, 5) != 0) |
675 | return; |
661 | return; |
|
|
662 | |
676 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
663 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
677 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
664 | op->play_sound (sound_find ("player_hits4")); |
678 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
665 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
679 | } |
666 | } |
680 | } |
667 | } |
681 | |
|
|
682 | |
668 | |
683 | static int |
669 | static int |
684 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
670 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
685 | { |
671 | { |
686 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
672 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
687 | { |
673 | { |
688 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
674 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
689 | return 1; |
675 | return 1; |
690 | } |
676 | } |
691 | if ((*target)->head) |
677 | |
692 | *target = (*target)->head; |
678 | *target = (*target)->head_ (); |
693 | if ((*hitter)->head) |
|
|
694 | *hitter = (*hitter)->head; |
679 | *hitter = (*hitter)->head_ (); |
|
|
680 | |
|
|
681 | if ((*target)->type == LOCKED_DOOR) |
|
|
682 | return 1; // locked doors cannot be hit |
|
|
683 | |
695 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
684 | if ((*hitter)->env || (*target)->env) |
696 | { |
685 | { |
697 | *simple_attack = 1; |
686 | *simple_attack = 1; |
698 | return 0; |
687 | return 0; |
699 | } |
688 | } |
|
|
689 | |
700 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
690 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
701 | || 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)) |
702 | { |
694 | { |
703 | 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 ()); |
704 | return 1; |
697 | return 1; |
705 | } |
698 | } |
|
|
699 | |
706 | *simple_attack = 0; |
700 | *simple_attack = 0; |
707 | return 0; |
701 | return 0; |
708 | } |
702 | } |
709 | |
703 | |
710 | static int |
704 | static int |
711 | abort_attack (object *target, object *hitter, int simple_attack) |
705 | abort_attack (object *target, object *hitter, int simple_attack) |
712 | { |
706 | { |
713 | |
|
|
714 | /* 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 |
715 | * 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. |
716 | */ |
709 | */ |
717 | int new_mode; |
710 | int new_mode; |
718 | |
711 | |
719 | if (hitter->env == target || target->env == hitter) |
712 | if (hitter->env == target || target->env == hitter) |
720 | new_mode = 1; |
713 | new_mode = 1; |
721 | 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)) |
722 | return 1; |
716 | return 1; |
723 | else |
717 | else |
724 | new_mode = 0; |
718 | new_mode = 0; |
|
|
719 | |
725 | return new_mode != simple_attack; |
720 | return new_mode != simple_attack; |
726 | } |
721 | } |
727 | |
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 |
728 | 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 | } |
729 | |
848 | |
730 | static int |
849 | static int |
731 | 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) |
732 | { |
851 | { |
733 | int simple_attack, roll, dam = 0; |
852 | int simple_attack, roll, dam = 0; |
… | |
… | |
746 | |
865 | |
747 | /* |
866 | /* |
748 | * 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 |
749 | * to avoid ever being hit by monsters. |
868 | * to avoid ever being hit by monsters. |
750 | */ |
869 | */ |
751 | 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) |
752 | { |
871 | { |
753 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
872 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
754 | * infinite loop occurs, with process_object calling move_monster, |
873 | * infinite loop occurs, with process_object calling move_monster, |
755 | * which then gets here again. By decreasing the speed before |
874 | * which then gets here again. By decreasing the speed before |
756 | * we call process_object, the 'if' statement above will fail. |
875 | * we call process_object, the 'if' statement above will fail. |
757 | */ |
876 | */ |
758 | op->speed_left--; |
877 | --op->speed_left; |
759 | process_object (op); |
878 | process_object (op); |
760 | |
879 | |
761 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
880 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
762 | goto error; |
881 | goto error; |
763 | } |
882 | } |
… | |
… | |
773 | /* See if we hit the creature */ |
892 | /* See if we hit the creature */ |
774 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
893 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
775 | { |
894 | { |
776 | int hitdam = base_dam; |
895 | int hitdam = base_dam; |
777 | |
896 | |
778 | if (settings.casting_time == TRUE) |
|
|
779 | { |
|
|
780 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
781 | { |
|
|
782 | hitter->casting_time = -1; |
|
|
783 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
|
|
784 | } |
|
|
785 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
786 | { |
|
|
787 | op->casting_time = -1; |
|
|
788 | if (op->type == PLAYER) |
|
|
789 | { |
|
|
790 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost your spell!"); |
|
|
791 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
792 | } |
|
|
793 | } |
|
|
794 | } |
|
|
795 | if (!simple_attack) |
897 | if (!simple_attack) |
796 | { |
898 | { |
797 | /* If you hit something, the victim should *always* wake up. |
899 | /* If you hit something, the victim should *always* wake up. |
798 | * Before, invisible hitters could avoid doing this. |
900 | * Before, invisible hitters could avoid doing this. |
799 | * -b.t. */ |
901 | * -b.t. */ |
… | |
… | |
804 | * for help. */ |
906 | * for help. */ |
805 | 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)) |
806 | npc_call_help (op); |
908 | npc_call_help (op); |
807 | |
909 | |
808 | /* 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 */ |
809 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
911 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
810 | { |
912 | { |
811 | make_visible (op); |
913 | make_visible (op); |
|
|
914 | |
812 | if (op->type == PLAYER) |
915 | if (op->type == PLAYER) |
813 | 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!"); |
814 | } |
917 | } |
815 | |
918 | |
816 | /* thrown items (hitter) will have various effects |
919 | /* thrown items (hitter) will have various effects |
817 | * when they hit the victim. For things like thrown daggers, |
920 | * when they hit the victim. For things like thrown daggers, |
818 | * this sets 'hitter' to the actual dagger, and not the |
921 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
830 | if (hitdam <= 0) |
933 | if (hitdam <= 0) |
831 | hitdam = 1; |
934 | hitdam = 1; |
832 | |
935 | |
833 | type = hitter->attacktype; |
936 | type = hitter->attacktype; |
834 | |
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 | */ |
835 | if (!type) |
948 | if (!type) |
836 | type = AT_PHYSICAL; |
949 | type = AT_PHYSICAL; |
837 | |
950 | |
838 | /* Handle monsters that hit back */ |
951 | /* Handle monsters that hit back */ |
839 | 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)) |
… | |
… | |
870 | } |
983 | } |
871 | |
984 | |
872 | int |
985 | int |
873 | attack_ob (object *op, object *hitter) |
986 | attack_ob (object *op, object *hitter) |
874 | { |
987 | { |
875 | |
|
|
876 | if (hitter->head) |
|
|
877 | hitter = hitter->head; |
988 | hitter = hitter->head_ (); |
|
|
989 | |
878 | 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); |
879 | } |
991 | } |
880 | |
992 | |
881 | /* op is the arrow, tmp is what is stopping the arrow. |
993 | /* op is the arrow, tmp is what is stopping the arrow. |
882 | * |
994 | * |
… | |
… | |
891 | * 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 |
892 | * stick around. |
1004 | * stick around. |
893 | */ |
1005 | */ |
894 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
1006 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
895 | { |
1007 | { |
896 | if (tmp->head != NULL) |
1008 | tmp->head_ ()->insert (op); |
897 | tmp = tmp->head; |
|
|
898 | |
|
|
899 | op->remove (); |
|
|
900 | op = insert_ob_in_ob (op, tmp); |
|
|
901 | |
|
|
902 | if (tmp->type == PLAYER) |
|
|
903 | esrv_send_item (tmp, op); |
|
|
904 | |
|
|
905 | return 1; |
1009 | return 1; |
906 | } |
1010 | } |
907 | else |
1011 | else |
908 | return 0; |
1012 | return 0; |
909 | } |
1013 | } |
… | |
… | |
923 | /* Disassemble missile */ |
1027 | /* Disassemble missile */ |
924 | if (op->inv) |
1028 | if (op->inv) |
925 | { |
1029 | { |
926 | container = op; |
1030 | container = op; |
927 | hitter = op->inv; |
1031 | hitter = op->inv; |
928 | hitter->remove (); |
|
|
929 | 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); |
930 | /* 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 |
931 | * might be called until this THROWN_OBJ is either reassembled or |
1034 | * might be called until this THROWN_OBJ is either reassembled or |
932 | * 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 |
933 | * THROWN_OBJs. */ |
1036 | * THROWN_OBJs. */ |
934 | } |
1037 | } |
… | |
… | |
948 | * other places as well!) |
1051 | * other places as well!) |
949 | */ |
1052 | */ |
950 | if (hitter->destroyed () || hitter->env != NULL) |
1053 | if (hitter->destroyed () || hitter->env != NULL) |
951 | { |
1054 | { |
952 | if (container) |
1055 | if (container) |
953 | { |
|
|
954 | container->remove (); |
|
|
955 | container->destroy (); |
1056 | container->destroy (); |
956 | } |
|
|
957 | |
1057 | |
958 | return 0; |
1058 | return 0; |
959 | } |
1059 | } |
960 | |
1060 | |
961 | /* Missile hit victim */ |
1061 | /* Missile hit victim */ |
… | |
… | |
985 | * 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 |
986 | * way to handle those otherwise? |
1086 | * way to handle those otherwise? |
987 | */ |
1087 | */ |
988 | if (victim->x != hitter->x || victim->y != hitter->y) |
1088 | if (victim->x != hitter->x || victim->y != hitter->y) |
989 | { |
1089 | { |
|
|
1090 | if (victim->destroyed ()) |
|
|
1091 | hitter->destroy (); |
|
|
1092 | else |
|
|
1093 | { |
990 | hitter->remove (); |
1094 | hitter->remove (); |
991 | hitter->x = victim->x; |
1095 | hitter->x = victim->x; |
992 | hitter->y = victim->y; |
1096 | hitter->y = victim->y; |
993 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1097 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1098 | } |
994 | } |
1099 | } |
995 | else |
1100 | else |
996 | /* Else leave arrow where it is */ |
1101 | /* Else leave arrow where it is */ |
997 | merge_ob (hitter, NULL); |
1102 | merge_ob (hitter, NULL); |
998 | |
1103 | |
… | |
… | |
1010 | } |
1115 | } |
1011 | |
1116 | |
1012 | return op; |
1117 | return op; |
1013 | } |
1118 | } |
1014 | |
1119 | |
1015 | |
1120 | static void |
1016 | void |
|
|
1017 | tear_down_wall (object *op) |
1121 | tear_down_wall (object *op) |
1018 | { |
1122 | { |
1019 | int perc = 0; |
|
|
1020 | |
|
|
1021 | if (!op->stats.maxhp) |
1123 | if (!op->stats.maxhp) |
1022 | { |
|
|
1023 | 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); |
1024 | perc = 1; |
1125 | else if (!op->has_anim ()) |
1025 | } |
|
|
1026 | else if (!GET_ANIM_ID (op)) |
|
|
1027 | { |
1126 | { |
1028 | /* Object has been called - no animations, so remove it */ |
1127 | /* Object has been called - no animations, so remove it */ |
1029 | if (op->stats.hp < 0) |
1128 | if (op->stats.hp < 0) |
1030 | op->destroy (); |
1129 | op->destroy (); |
1031 | |
1130 | |
1032 | return; /* no animations, so nothing more to do */ |
1131 | return; /* no animations, so nothing more to do */ |
1033 | } |
1132 | } |
1034 | |
1133 | |
1035 | 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 | ); |
1036 | |
1140 | |
1037 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1141 | op->set_anim_frame (perc); |
1038 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1039 | else if (perc < 1) |
|
|
1040 | perc = 1; |
|
|
1041 | |
|
|
1042 | SET_ANIMATION (op, perc); |
|
|
1043 | update_object (op, UP_OBJ_FACE); |
1142 | update_object (op, UP_OBJ_FACE); |
1044 | |
1143 | |
1045 | if (perc == NUM_ANIMATIONS (op) - 1) |
1144 | if (op->stats.hp < 0) |
1046 | { /* Reached the last animation */ |
1145 | { /* Reached the last animation */ |
1047 | if (op->face == blank_face) |
1146 | if (op->face == blank_face) |
1048 | /* If the last face is blank, remove the ob */ |
1147 | /* If the last face is blank, remove the ob */ |
1049 | op->destroy (); |
1148 | op->destroy (); |
1050 | else |
1149 | else |
1051 | { /* The last face was not blank, leave an image */ |
1150 | { /* The last face was not blank, leave an image */ |
1052 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1151 | op->flag [FLAG_BLOCKSVIEW] = false; |
1053 | update_all_los (op->map, op->x, op->y); |
1152 | update_all_los (op->map, op->x, op->y); |
1054 | op->move_block = 0; |
1153 | op->move_block = 0; |
1055 | CLEAR_FLAG (op, FLAG_ALIVE); |
1154 | op->flag [FLAG_ALIVE] = false; |
1056 | } |
1155 | } |
1057 | } |
1156 | } |
1058 | } |
1157 | } |
1059 | |
1158 | |
1060 | void |
1159 | static void |
1061 | scare_creature (object *target, object *hitter) |
1160 | scare_creature (object *target, object *hitter) |
1062 | { |
1161 | { |
1063 | object *owner = hitter->owner; |
1162 | target->flag [FLAG_SCARED] = true; |
1064 | |
1163 | |
|
|
1164 | if (!target->enemy) |
|
|
1165 | target->enemy = hitter->outer_owner (); |
|
|
1166 | } |
|
|
1167 | |
|
|
1168 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1169 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1170 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1171 | * Sword. Note that nothing has been changed from the original version |
|
|
1172 | * of the following code. |
|
|
1173 | * op is what is being killed. |
|
|
1174 | * dam is the damage done to it. |
|
|
1175 | * hitter is what is hitting it. |
|
|
1176 | * type is the attacktype. |
|
|
1177 | * |
|
|
1178 | * This function was a bit of a mess with hitter getting changed, |
|
|
1179 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1180 | * a bit - I think it should be functionally equivalant. |
|
|
1181 | * MSW 2002-07-17 |
|
|
1182 | */ |
|
|
1183 | int |
|
|
1184 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1185 | { |
|
|
1186 | char buf[MAX_BUF]; |
|
|
1187 | shstr skill; |
|
|
1188 | int maxdam = 0; |
|
|
1189 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1190 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1191 | object *owner = 0; |
|
|
1192 | object *skop = 0; |
|
|
1193 | |
|
|
1194 | if (op->stats.hp >= 0) |
|
|
1195 | return -1; |
|
|
1196 | |
|
|
1197 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1198 | return 0; |
|
|
1199 | |
|
|
1200 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1201 | * this creature. The function(s) that call us have already |
|
|
1202 | * adjusted the creatures HP total, so that is negative. |
|
|
1203 | */ |
|
|
1204 | maxdam = dam + op->stats.hp + 1; |
|
|
1205 | |
|
|
1206 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1207 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1208 | |
|
|
1209 | if (op->type == DOOR) |
|
|
1210 | { |
|
|
1211 | op->set_speed (0.1f); |
|
|
1212 | op->speed_left = -0.05f; |
|
|
1213 | return maxdam; |
|
|
1214 | } |
|
|
1215 | |
|
|
1216 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1217 | { |
|
|
1218 | op->drop_and_destroy (); |
|
|
1219 | return maxdam; |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1223 | |
|
|
1224 | owner = hitter->outer_owner (); |
1065 | if (!owner) |
1225 | if (!owner) |
1066 | owner = hitter; |
1226 | owner = hitter; |
1067 | |
1227 | |
|
|
1228 | /* is the victim (op) standing on battleground? */ |
|
|
1229 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1230 | battleg = 1; |
|
|
1231 | |
|
|
1232 | /* is this player killing? */ |
|
|
1233 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1234 | pk = 1; |
|
|
1235 | |
|
|
1236 | /* Player killed something */ |
|
|
1237 | if (owner->type == PLAYER) |
|
|
1238 | { |
|
|
1239 | /* Log players killing other players - makes it easier to detect |
|
|
1240 | * and filter out malicious player killers - that is why the |
|
|
1241 | * ip address is included. |
|
|
1242 | */ |
|
|
1243 | if (op->type == PLAYER && !battleg) |
|
|
1244 | { |
|
|
1245 | time_t t = time (NULL); |
|
|
1246 | struct tm *tmv; |
|
|
1247 | char buf[256]; |
|
|
1248 | |
|
|
1249 | tmv = localtime (&t); |
|
|
1250 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1251 | |
|
|
1252 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1253 | } |
|
|
1254 | |
|
|
1255 | /* try to filter some things out - basically, if you are |
|
|
1256 | * killing a level 1 creature and your level 20, you |
|
|
1257 | * probably don't want to see that. |
|
|
1258 | */ |
|
|
1259 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1260 | { |
|
|
1261 | if (owner != hitter) |
|
|
1262 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1263 | else |
|
|
1264 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1265 | |
|
|
1266 | /* Only play sounds for melee kills */ |
|
|
1267 | if (hitter->type == PLAYER) |
|
|
1268 | owner->play_sound (sound_find ("player_kills")); |
|
|
1269 | } |
|
|
1270 | |
|
|
1271 | /* If a player kills another player, not on |
|
|
1272 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1273 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1274 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1275 | * player that the object belonged to - so if you killed another player |
|
|
1276 | * with spells, pets, whatever, there was no penalty. |
|
|
1277 | * Changed to make luck penalty configurable in settings. |
|
|
1278 | */ |
|
|
1279 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1280 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1281 | |
|
|
1282 | /* This code below deals with finding the appropriate skill |
|
|
1283 | * to credit exp to. This is a bit problematic - we should |
|
|
1284 | * probably never really have to look at current_weapon->skill |
|
|
1285 | */ |
|
|
1286 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1287 | skill = hitter->skill; |
|
|
1288 | else if (owner->chosen_skill) |
|
|
1289 | { |
|
|
1290 | skop = owner->chosen_skill; |
|
|
1291 | skill = skop->skill; |
|
|
1292 | } |
|
|
1293 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
|
|
1294 | skill = owner->current_weapon->skill; |
|
|
1295 | else |
|
|
1296 | { |
|
|
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 | } |
|
|
1302 | |
|
|
1303 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1304 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1305 | */ |
|
|
1306 | skop = owner->contr->find_skill (skill); |
|
|
1307 | } /* Was it a player that hit somethign */ |
|
|
1308 | else |
|
|
1309 | skill = 0; |
|
|
1310 | |
|
|
1311 | /* These may have been set in the player code section above */ |
|
|
1312 | if (!skop) |
|
|
1313 | skop = hitter->chosen_skill; |
|
|
1314 | |
|
|
1315 | if (!skill && skop) |
|
|
1316 | skill = skop->skill; |
|
|
1317 | |
|
|
1318 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1319 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1320 | { |
|
|
1321 | int exp; |
|
|
1322 | |
|
|
1323 | /* Really don't give much experience for killing other players */ |
|
|
1324 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1325 | if (battleg) |
|
|
1326 | { |
|
|
1327 | if (op->is_player ()) |
|
|
1328 | { |
|
|
1329 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1330 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1331 | } |
|
|
1332 | |
|
|
1333 | exp = 0; |
|
|
1334 | } |
|
|
1335 | else if (op->is_player ()) |
|
|
1336 | exp = op->stats.exp / 1000; |
|
|
1337 | else |
|
|
1338 | exp = calc_skill_exp (owner, op, skop); |
|
|
1339 | |
|
|
1340 | /* Don't know why this is set this way - doesn't make |
|
|
1341 | * sense to just divide everything by two for no reason. |
|
|
1342 | */ |
|
|
1343 | |
|
|
1344 | if (!settings.simple_exp) |
|
|
1345 | exp = exp / 2; |
|
|
1346 | |
|
|
1347 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1348 | change_exp (owner, exp, skill, 0); |
|
|
1349 | else |
|
|
1350 | { |
|
|
1351 | int shares = 0, count = 0; |
|
|
1352 | partylist *party = owner->contr->party; |
|
|
1353 | |
|
|
1354 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1355 | |
|
|
1356 | for_all_players (pl) |
|
|
1357 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1358 | { |
|
|
1359 | count++; |
|
|
1360 | shares += (pl->ob->level + 4); |
|
|
1361 | } |
|
|
1362 | |
|
|
1363 | if (count == 1 || shares > exp || !shares) |
|
|
1364 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1365 | else |
|
|
1366 | { |
|
|
1367 | int share = exp / shares, given = 0, nexp; |
|
|
1368 | |
|
|
1369 | for_all_players (pl) |
|
|
1370 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1371 | { |
|
|
1372 | nexp = (pl->ob->level + 4) * share; |
|
|
1373 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1374 | given += nexp; |
|
|
1375 | } |
|
|
1376 | |
|
|
1377 | exp -= given; |
|
|
1378 | /* give any remainder to the player */ |
|
|
1379 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1380 | } |
|
|
1381 | } /* else part of a party */ |
|
|
1382 | } /* end if person didn't kill himself */ |
|
|
1383 | |
|
|
1384 | if (op->type != PLAYER) |
|
|
1385 | { |
|
|
1386 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1387 | { |
|
|
1388 | object *owner1 = op->owner; |
|
|
1389 | |
|
|
1390 | if (owner1 && owner1->type == PLAYER) |
|
|
1391 | { |
|
|
1392 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1393 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1394 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
|
|
1395 | } |
|
|
1396 | |
|
|
1397 | remove_friendly_object (op); |
|
|
1398 | } |
|
|
1399 | |
|
|
1400 | op->drop_and_destroy (); |
|
|
1401 | } |
|
|
1402 | else |
|
|
1403 | /* Player has been killed! */ |
|
|
1404 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1405 | |
|
|
1406 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1407 | * continues in the calling function. |
|
|
1408 | */ |
|
|
1409 | return maxdam; |
|
|
1410 | } |
|
|
1411 | |
|
|
1412 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1413 | * Returns 0 this is not friendly fire |
|
|
1414 | */ |
|
|
1415 | int |
|
|
1416 | friendly_fire (object *op, object *hitter) |
|
|
1417 | { |
|
|
1418 | object *owner; |
|
|
1419 | int friendlyfire; |
|
|
1420 | |
|
|
1421 | if (hitter->head) |
|
|
1422 | hitter = hitter->head; |
|
|
1423 | |
|
|
1424 | friendlyfire = 0; |
|
|
1425 | |
|
|
1426 | if (op->type == PLAYER) |
|
|
1427 | { |
|
|
1428 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1429 | return 0; |
|
|
1430 | |
|
|
1431 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1432 | return 1; |
|
|
1433 | |
|
|
1434 | if ((owner = hitter->owner) != NULL) |
|
|
1435 | { |
|
|
1436 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1437 | friendlyfire = 2; |
|
|
1438 | } |
|
|
1439 | |
|
|
1440 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1441 | friendlyfire = 0; |
|
|
1442 | } |
|
|
1443 | |
|
|
1444 | return friendlyfire; |
|
|
1445 | } |
|
|
1446 | |
|
|
1447 | /* This isn't used just for players, but in fact most objects. |
|
|
1448 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1449 | * is what is hitting the object, type is the attacktype, and |
|
|
1450 | * full_hit is set if monster area does not matter. |
|
|
1451 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1452 | * modify it. |
|
|
1453 | */ |
|
|
1454 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1455 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1456 | int |
|
|
1457 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1458 | { |
|
|
1459 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1460 | int maxattacktype, attacknum; |
|
|
1461 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1462 | int simple_attack; |
|
|
1463 | int rtn_kill = 0; |
|
|
1464 | int friendlyfire; |
|
|
1465 | |
|
|
1466 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1467 | return 0; |
|
|
1468 | |
|
|
1469 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1470 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1471 | return 0; |
|
|
1472 | |
|
|
1473 | // only allow pk for hostile players |
|
|
1474 | if (op->type == PLAYER) |
|
|
1475 | { |
|
|
1476 | object *owner = hitter->owner; |
|
|
1477 | |
|
|
1478 | if (!owner) |
|
|
1479 | owner = hitter; |
|
|
1480 | |
|
|
1481 | if (owner->type == PLAYER |
|
|
1482 | && (!op_on_battleground (op, 0, 0) |
|
|
1483 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1484 | && op != owner) |
|
|
1485 | return 0; |
|
|
1486 | } |
|
|
1487 | |
|
|
1488 | if (body_attack) |
|
|
1489 | { |
|
|
1490 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1491 | * return - we still need to process other attacks the spell still |
|
|
1492 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1493 | * and keep on processing if we have other attacktypes. |
|
|
1494 | * return if only magic or nothing is left - under normal code |
|
|
1495 | * we don't attack with pure magic if there is another attacktype. |
|
|
1496 | * Only do processing if the initial attacktype includes one of those |
|
|
1497 | * attack so we don't cancel out things like magic bullet. |
|
|
1498 | */ |
|
|
1499 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1500 | { |
|
|
1501 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1502 | |
|
|
1503 | if (!type || type == AT_MAGIC) |
|
|
1504 | return 0; |
|
|
1505 | } |
|
|
1506 | } |
|
|
1507 | |
|
|
1508 | if (!simple_attack && op->type == DOOR) |
|
|
1509 | { |
|
|
1510 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1511 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1512 | { |
|
|
1513 | spring_trap (tmp, hitter); |
|
|
1514 | |
|
|
1515 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1516 | return 0; |
|
|
1517 | |
|
|
1518 | break; |
|
|
1519 | } |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1523 | { |
|
|
1524 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1525 | * destroyed() check above doesn't return, and might get here. |
|
|
1526 | */ |
|
|
1527 | |
|
|
1528 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1529 | gets it's speed_left raised on each mover-tick. |
|
|
1530 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1531 | and waiting for that to run out. |
|
|
1532 | */ |
|
|
1533 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1534 | return 0; |
|
|
1535 | } |
|
|
1536 | |
|
|
1537 | #ifdef ATTACK_DEBUG |
|
|
1538 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1539 | #endif |
|
|
1540 | |
|
|
1541 | if (magic) |
|
|
1542 | { |
|
|
1543 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1544 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1545 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1546 | if (dam >= 100) |
|
|
1547 | dam /= 100; |
|
|
1548 | else |
|
|
1549 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1550 | } |
|
|
1551 | |
|
|
1552 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1553 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1554 | */ |
|
|
1555 | if (type & AT_CHAOS) |
|
|
1556 | { |
|
|
1557 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1558 | update_object (op, UP_OBJ_FACE); |
|
|
1559 | type &= ~AT_CHAOS; |
|
|
1560 | } |
|
|
1561 | |
|
|
1562 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1563 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1564 | * a proper match, otherwise no damage. |
|
|
1565 | */ |
|
|
1566 | if (type & AT_HOLYWORD) |
|
|
1567 | { |
|
|
1568 | object *god; |
|
|
1569 | |
|
|
1570 | if ((!hitter->slaying |
|
|
1571 | || (!(op->race && hitter->slaying.contains (op->race)) |
|
|
1572 | && !(op->name && hitter->slaying.contains (op->name)))) |
|
|
1573 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
|
|
1574 | || (hitter->title |
|
|
1575 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1576 | && god->race.contains (shstr_undead)))) |
|
|
1577 | return 0; |
|
|
1578 | } |
|
|
1579 | |
|
|
1580 | maxattacktype = type; /* initialise this to something */ |
|
|
1581 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1582 | { |
|
|
1583 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1584 | * attack types. As such, skip it over. However, if magic is |
|
|
1585 | * the only attacktype in the group, then still attack with it |
|
|
1586 | */ |
|
|
1587 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1588 | continue; |
|
|
1589 | |
|
|
1590 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1591 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1592 | * it. It will do the appropriate action for attacktypes with |
|
|
1593 | * effects (slow, paralization, etc. |
|
|
1594 | */ |
|
|
1595 | if (type & attacktype) |
|
|
1596 | { |
|
|
1597 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1598 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1599 | * the damage is equal. |
|
|
1600 | */ |
|
|
1601 | if (ndam >= maxdam) |
|
|
1602 | { |
|
|
1603 | maxdam = ndam; |
|
|
1604 | maxattacktype = 1 << attacknum; |
|
|
1605 | } |
|
|
1606 | } |
|
|
1607 | } |
|
|
1608 | |
|
|
1609 | /* if this is friendly fire then do a set % of damage only |
|
|
1610 | * Note - put a check in to make sure this attack is actually |
|
|
1611 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1612 | * an attack do damage before when it otherwise didn't |
|
|
1613 | */ |
|
|
1614 | friendlyfire = friendly_fire (op, hitter); |
|
|
1615 | if (friendlyfire && maxdam) |
|
|
1616 | { |
|
|
1617 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1618 | |
|
|
1619 | #ifdef ATTACK_DEBUG |
|
|
1620 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1621 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1622 | #endif |
|
|
1623 | } |
|
|
1624 | |
|
|
1625 | if (!full_hit) |
|
|
1626 | { |
|
|
1627 | int area; |
|
|
1628 | int remainder; |
|
|
1629 | |
|
|
1630 | area = 0; |
|
|
1631 | |
|
|
1632 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1633 | area++; |
|
|
1634 | |
|
|
1635 | assert (area > 0); |
|
|
1636 | |
|
|
1637 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1638 | value-effect */ |
|
|
1639 | remainder = 100 * (maxdam % area) / area; |
|
|
1640 | maxdam /= area; |
|
|
1641 | if (rndm (100) < remainder) |
|
|
1642 | maxdam++; |
|
|
1643 | } |
|
|
1644 | |
|
|
1645 | #ifdef ATTACK_DEBUG |
|
|
1646 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1647 | #endif |
|
|
1648 | |
|
|
1649 | // for now, only do this for active objects, otherwise they |
|
|
1650 | // keep a refcount for a long time and I see no usefulness |
|
|
1651 | // for an non-active objetc to know its enemy. |
|
|
1652 | if (op->active) |
|
|
1653 | if (hitter->owner) |
|
|
1654 | op->enemy = hitter->owner; |
|
|
1655 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1656 | op->enemy = hitter; |
|
|
1657 | |
|
|
1658 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1659 | { |
|
|
1660 | /* The unaggressives look after themselves 8) */ |
|
|
1661 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1662 | npc_call_help (op); |
|
|
1663 | } |
|
|
1664 | |
|
|
1665 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1666 | maxdam = maxdam / 2; |
|
|
1667 | |
|
|
1668 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1669 | |
|
|
1670 | op->stats.hp -= maxdam; |
|
|
1671 | |
|
|
1672 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1673 | if ((op->stats.hp >= 0) && |
|
|
1674 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1675 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1676 | { |
|
|
1677 | |
|
|
1678 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1679 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1680 | else |
|
|
1681 | scare_creature (op, hitter); |
|
|
1682 | } |
|
|
1683 | |
|
|
1684 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1685 | { |
|
|
1686 | if (maxdam) |
|
|
1687 | tear_down_wall (op); |
|
|
1688 | |
|
|
1689 | return maxdam; /* nothing more to do for wall */ |
|
|
1690 | } |
|
|
1691 | |
|
|
1692 | /* See if the creature has been killed */ |
|
|
1693 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1694 | if (rtn_kill != -1) |
|
|
1695 | return rtn_kill; |
|
|
1696 | |
|
|
1697 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1698 | * that before if the player was immune to ghosthit, the monster |
|
|
1699 | * remained - that is no longer the case. |
|
|
1700 | */ |
|
|
1701 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1702 | hitter->drop_and_destroy (); |
|
|
1703 | /* Lets handle creatures that are splitting now */ |
|
|
1704 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1705 | { |
|
|
1706 | int i; |
|
|
1707 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1708 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1709 | object *owner = op->owner; |
|
|
1710 | |
|
|
1711 | if (!op->other_arch) |
|
|
1712 | { |
|
|
1713 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1714 | return maxdam; |
|
|
1715 | } |
|
|
1716 | |
|
|
1717 | op->remove (); |
|
|
1718 | |
|
|
1719 | for (i = 0; i < op->stats.food; i++) |
|
|
1720 | { /* This doesn't handle op->more yet */ |
|
|
1721 | object *tmp = arch_to_object (op->other_arch); |
|
|
1722 | int j; |
|
|
1723 | |
|
|
1724 | tmp->stats.hp = op->stats.hp; |
|
|
1725 | |
|
|
1726 | if (friendly) |
|
|
1727 | { |
|
|
1728 | add_friendly_object (tmp); |
|
|
1729 | tmp->attack_movement = PETMOVE; |
|
|
1730 | |
|
|
1731 | if (owner) |
|
|
1732 | tmp->set_owner (owner); |
|
|
1733 | } |
|
|
1734 | |
|
|
1735 | if (unaggressive) |
|
|
1736 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1737 | |
|
|
1738 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1739 | |
|
|
1740 | if (j == -1) /* No spot to put this monster */ |
|
|
1741 | tmp->destroy (); |
|
|
1742 | else |
|
|
1743 | { |
|
|
1744 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1745 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1746 | } |
|
|
1747 | } |
|
|
1748 | |
|
|
1749 | op->destroy (); |
|
|
1750 | } |
|
|
1751 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1752 | hitter->drop_and_destroy (); |
|
|
1753 | |
|
|
1754 | return maxdam; |
|
|
1755 | } |
|
|
1756 | |
|
|
1757 | static void |
|
|
1758 | poison_player (object *op, object *hitter, int dam) |
|
|
1759 | { |
|
|
1760 | archetype *at = archetype::find (shstr_poisoning); |
|
|
1761 | object *tmp = present_arch_in_ob (at, op); |
|
|
1762 | |
|
|
1763 | if (tmp == NULL) |
|
|
1764 | { |
|
|
1765 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1766 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1767 | else |
|
|
1768 | { |
|
|
1769 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1770 | /* peterm: give poisoning some teeth. It should |
|
|
1771 | * be able to kill things better than it does: |
|
|
1772 | * damage should be dependent something--I choose to |
|
|
1773 | * do this: if it's a monster, the damage from the |
|
|
1774 | * poisoning goes as the level of the monster/2. |
|
|
1775 | * If anything else, goes as damage. |
|
|
1776 | */ |
|
|
1777 | |
|
|
1778 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1779 | tmp->stats.dam += hitter->level / 2; |
|
|
1780 | else |
|
|
1781 | tmp->stats.dam = dam; |
|
|
1782 | |
|
|
1783 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
1784 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
1785 | { |
|
|
1786 | tmp->skill = hitter->skill; |
|
|
1787 | } |
|
|
1788 | |
|
|
1789 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
1790 | |
|
|
1791 | if (op->type == PLAYER) |
|
|
1792 | { |
|
|
1793 | /* player looses stats, maximum is -10 of each */ |
|
|
1794 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
|
|
1795 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
|
|
1796 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
|
|
1797 | tmp->stats.Int = max (-(dam / 7 ), -10); |
|
|
1798 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1799 | op->update_stats (); |
|
|
1800 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1801 | op->play_sound (tmp->sound); |
|
|
1802 | } |
|
|
1803 | |
|
|
1804 | if (hitter->type == PLAYER) |
|
|
1805 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
1806 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
1807 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
1808 | } |
|
|
1809 | |
|
|
1810 | tmp->speed_left = 0; |
|
|
1811 | } |
|
|
1812 | else |
|
|
1813 | tmp->stats.food++; |
|
|
1814 | } |
|
|
1815 | |
|
|
1816 | static void |
|
|
1817 | slow_player (object *op, object *hitter, int dam) |
|
|
1818 | { |
|
|
1819 | archetype *at = archetype::find (shstr_slowness); |
|
|
1820 | object *tmp; |
|
|
1821 | |
|
|
1822 | if (at == NULL) |
|
|
1823 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
1824 | |
|
|
1825 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
1826 | { |
|
|
1827 | tmp = arch_to_object (at); |
|
|
1828 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1829 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
1830 | } |
|
|
1831 | else |
|
|
1832 | tmp->stats.food++; |
|
|
1833 | |
1068 | SET_FLAG (target, FLAG_SCARED); |
1834 | SET_FLAG (tmp, FLAG_APPLIED); |
1069 | if (!target->enemy) |
1835 | tmp->speed_left = 0; |
1070 | target->enemy = owner; |
1836 | op->update_stats (); |
1071 | } |
1837 | } |
1072 | |
1838 | |
|
|
1839 | void |
|
|
1840 | confuse_player (object *op, object *hitter, int dam) |
|
|
1841 | { |
|
|
1842 | object *tmp; |
|
|
1843 | int maxduration; |
|
|
1844 | |
|
|
1845 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
|
|
1846 | if (!tmp) |
|
|
1847 | { |
|
|
1848 | tmp = get_archetype (FORCE_NAME); |
|
|
1849 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1850 | } |
|
|
1851 | |
|
|
1852 | /* Duration added per hit and max. duration of confusion both depend |
|
|
1853 | * on the player's resistance |
|
|
1854 | */ |
|
|
1855 | tmp->speed = 0.05; |
|
|
1856 | tmp->subtype = FORCE_CONFUSION; |
|
|
1857 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1858 | tmp->name = shstr_confusion; |
|
|
1859 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1860 | |
|
|
1861 | if (tmp->duration > maxduration) |
|
|
1862 | tmp->duration = maxduration; |
|
|
1863 | |
|
|
1864 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1865 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
1866 | |
|
|
1867 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | void |
|
|
1871 | blind_player (object *op, object *hitter, int dam) |
|
|
1872 | { |
|
|
1873 | object *tmp, *owner; |
|
|
1874 | |
|
|
1875 | /* Save some work if we know it isn't going to affect the player */ |
|
|
1876 | if (op->resist[ATNR_BLIND] == 100) |
|
|
1877 | return; |
|
|
1878 | |
|
|
1879 | tmp = present_in_ob (BLINDNESS, op); |
|
|
1880 | if (!tmp) |
|
|
1881 | { |
|
|
1882 | tmp = get_archetype (shstr_blindness); |
|
|
1883 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
1884 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
1885 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
1886 | * speed is a float anyways. |
|
|
1887 | */ |
|
|
1888 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
1889 | |
|
|
1890 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1891 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
1892 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
1893 | |
|
|
1894 | if (hitter->owner) |
|
|
1895 | owner = hitter->owner; |
|
|
1896 | else |
|
|
1897 | owner = hitter; |
|
|
1898 | |
|
|
1899 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
1900 | } |
|
|
1901 | tmp->stats.food += dam; |
|
|
1902 | if (tmp->stats.food > 10) |
|
|
1903 | tmp->stats.food = 10; |
|
|
1904 | } |
|
|
1905 | |
|
|
1906 | void |
|
|
1907 | paralyze_player (object *op, object *hitter, int dam) |
|
|
1908 | { |
|
|
1909 | /* This is strange stuff... someone knows for what this is |
|
|
1910 | * written? Well, i think this can and should be removed |
|
|
1911 | */ |
|
|
1912 | |
|
|
1913 | /* |
|
|
1914 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
1915 | tmp=clone_arch(PARAIMAGE); |
|
|
1916 | tmp->x=op->x,tmp->y=op->y; |
|
|
1917 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
1918 | } |
|
|
1919 | */ |
|
|
1920 | |
|
|
1921 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
1922 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
|
|
1923 | |
|
|
1924 | op->speed_left -= fabs (op->speed) * effect; |
|
|
1925 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
1926 | |
|
|
1927 | /* max number of ticks to be affected for. */ |
|
|
1928 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1929 | |
|
|
1930 | if (op->speed_left < -(fabs (op->speed) * max)) |
|
|
1931 | op->speed_left = -(fabs (op->speed) * max); |
|
|
1932 | |
|
|
1933 | /* tmp->stats.food = (signed short) (max / fabs (op->speed)); */ |
|
|
1934 | } |
|
|
1935 | |
|
|
1936 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
1937 | * the computed damaged. |
|
|
1938 | */ |
|
|
1939 | static void |
|
|
1940 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
1941 | { |
|
|
1942 | /* The intention of a death attack is to kill outright things |
|
|
1943 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
1944 | ** things somewhat weaker than the caster, and no chance of |
|
|
1945 | ** killing something equal or stronger than the attacker. |
|
|
1946 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
1947 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
1948 | ** field of the deathstriking object */ |
|
|
1949 | |
|
|
1950 | int atk_lev, def_lev, kill_lev; |
|
|
1951 | |
|
|
1952 | if (hitter->slaying) |
|
|
1953 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
1954 | || (op->race && hitter->slaying.contains (op->race)))) |
|
|
1955 | return; |
|
|
1956 | |
|
|
1957 | def_lev = op->level; |
|
|
1958 | if (def_lev < 1) |
|
|
1959 | { |
|
|
1960 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
|
|
1961 | def_lev = 1; |
|
|
1962 | } |
|
|
1963 | |
|
|
1964 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
1965 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
1966 | atk_lev, def_lev); */ |
|
|
1967 | |
|
|
1968 | if (atk_lev >= def_lev) |
|
|
1969 | { |
|
|
1970 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
1971 | |
|
|
1972 | /* Note that the below effectively means the ratio of the atk vs |
|
|
1973 | * defener level is important - if level 52 character has very little |
|
|
1974 | * chance of killing a level 50 monster. This should probably be |
|
|
1975 | * redone. |
|
|
1976 | */ |
|
|
1977 | if (kill_lev >= def_lev) |
|
|
1978 | { |
|
|
1979 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
1980 | /* I think this doesn't really do much. Because of |
|
|
1981 | * integer rounding, this only makes any difference if the |
|
|
1982 | * attack level is double the defender level. |
|
|
1983 | */ |
|
|
1984 | *dam *= kill_lev / def_lev; |
|
|
1985 | } |
|
|
1986 | } |
|
|
1987 | else |
|
|
1988 | *dam = 0; /* no harm done */ |
|
|
1989 | } |
1073 | |
1990 | |
1074 | /* This returns the amount of damage hitter does to op with the |
1991 | /* This returns the amount of damage hitter does to op with the |
1075 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1992 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1076 | * This doesn't damage the player, but returns how much it should |
1993 | * This doesn't damage the player, but returns how much it should |
1077 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1994 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1078 | * Note - changed for PR code - we now pass the attack number and not |
1995 | * Note - changed for PR code - we now pass the attack number and not |
1079 | * the attacktype. Makes it easier for the PR code. */ |
1996 | * the attacktype. Makes it easier for the PR code. */ |
1080 | |
|
|
1081 | int |
1997 | int |
1082 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1998 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1083 | { |
1999 | { |
1084 | int doesnt_slay = 1; |
2000 | int doesnt_slay = 1; |
1085 | |
2001 | |
… | |
… | |
1090 | return 0; |
2006 | return 0; |
1091 | } |
2007 | } |
1092 | |
2008 | |
1093 | if (dam < 0) |
2009 | if (dam < 0) |
1094 | { |
2010 | { |
1095 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
2011 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
2012 | dam, hitter->debug_desc (), op->debug_desc ()); |
1096 | return 0; |
2013 | return 0; |
1097 | } |
2014 | } |
1098 | |
2015 | |
1099 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
2016 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1100 | * people can't mess with that or it otherwise get confused. */ |
2017 | * people can't mess with that or it otherwise get confused. */ |
1101 | if (attacknum == ATNR_INTERNAL) |
2018 | if (attacknum == ATNR_INTERNAL) |
1102 | return dam; |
2019 | return dam; |
1103 | |
2020 | |
1104 | if (hitter->slaying) |
2021 | if (hitter->slaying) |
1105 | { |
2022 | { |
1106 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
2023 | if ((op->race && hitter->slaying.contains (op->race)) |
1107 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
2024 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1108 | { |
2025 | { |
1109 | doesnt_slay = 0; |
2026 | doesnt_slay = 0; |
1110 | dam *= 3; |
2027 | dam *= 3; |
1111 | } |
2028 | } |
1112 | } |
2029 | } |
… | |
… | |
1126 | /* Special hack. By default, if immune to something, you |
2043 | /* Special hack. By default, if immune to something, you |
1127 | * shouldn't need to worry. However, acid is an exception, since |
2044 | * shouldn't need to worry. However, acid is an exception, since |
1128 | * it can still damage your items. Only include attacktypes if |
2045 | * it can still damage your items. Only include attacktypes if |
1129 | * special processing is needed */ |
2046 | * special processing is needed */ |
1130 | |
2047 | |
1131 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
2048 | if (op->resist[attacknum] >= 100 |
|
|
2049 | && doesnt_slay |
|
|
2050 | && attacknum != ATNR_ACID) |
1132 | return 0; |
2051 | return 0; |
1133 | |
2052 | |
1134 | /* Keep this in order - makes things easier to find */ |
2053 | /* Keep this in order - makes things easier to find */ |
1135 | |
2054 | |
1136 | switch (attacknum) |
2055 | switch (attacknum) |
… | |
… | |
1156 | case ATNR_BLIND: |
2075 | case ATNR_BLIND: |
1157 | { |
2076 | { |
1158 | /* chance for inflicting a special attack depends on the |
2077 | /* chance for inflicting a special attack depends on the |
1159 | * difference between attacker's and defender's level |
2078 | * difference between attacker's and defender's level |
1160 | */ |
2079 | */ |
1161 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
2080 | int level_diff = min (110, max (0, op->level - hitter->level)); |
1162 | |
2081 | |
1163 | /* First, only creatures/players with speed can be affected. |
2082 | /* First, only creatures/players with speed can be affected. |
1164 | * Second, just getting hit doesn't mean it always affects |
2083 | * Second, just getting hit doesn't mean it always affects |
1165 | * you. Third, you still get a saving through against the |
2084 | * you. Third, you still get a saving through against the |
1166 | * effect. |
2085 | * effect. |
1167 | */ |
2086 | */ |
1168 | if (op->speed && |
2087 | if (op->has_active_speed () |
1169 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
2088 | && (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) |
|
|
2089 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
1170 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
2090 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1171 | { |
2091 | { |
1172 | |
2092 | |
1173 | /* Player has been hit by something */ |
2093 | /* Player has been hit by something */ |
1174 | if (attacknum == ATNR_CONFUSION) |
2094 | if (attacknum == ATNR_CONFUSION) |
1175 | confuse_player (op, hitter, dam); |
2095 | confuse_player (op, hitter, dam); |
… | |
… | |
1186 | else if (attacknum == ATNR_DEPLETE) |
2106 | else if (attacknum == ATNR_DEPLETE) |
1187 | op->drain_stat (); |
2107 | op->drain_stat (); |
1188 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
2108 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1189 | blind_player (op, hitter, dam); |
2109 | blind_player (op, hitter, dam); |
1190 | } |
2110 | } |
|
|
2111 | |
1191 | dam = 0; /* These are all effects and don't do real damage */ |
2112 | dam = 0; /* These are all effects and don't do real damage */ |
1192 | } |
2113 | } |
1193 | break; |
2114 | break; |
|
|
2115 | |
1194 | case ATNR_ACID: |
2116 | case ATNR_ACID: |
1195 | { |
2117 | { |
1196 | int flag = 0; |
2118 | int flag = 0; |
1197 | |
2119 | |
1198 | /* Items only get corroded if you're not on a battleground and |
2120 | /* Items only get corroded if you're not on a battleground and |
1199 | * if your acid resistance is below 50%. */ |
2121 | * if your acid resistance is below 50%. */ |
1200 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
2122 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1201 | { |
2123 | { |
1202 | object *tmp; |
|
|
1203 | |
|
|
1204 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
2124 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1205 | { |
2125 | { |
1206 | if (tmp->invisible) |
2126 | if (tmp->invisible) |
1207 | continue; |
2127 | continue; |
1208 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
2128 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1209 | /* >= 10% acid res. on itmes will protect these */ |
2129 | /* >= 10% acid res. on items will protect these */ |
1210 | continue; |
2130 | continue; |
1211 | if (!(tmp->material & M_IRON)) |
2131 | if (!(tmp->materials & M_IRON)) |
1212 | continue; |
2132 | continue; |
1213 | if (tmp->magic < -4) /* Let's stop at -5 */ |
2133 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1214 | continue; |
2134 | continue; |
1215 | if (tmp->type == RING || |
2135 | if (tmp->type == RING |
1216 | /* removed boots and gloves from exclusion list in |
2136 | /* removed boots and gloves from exclusion list in PR */ |
1217 | PR */ |
2137 | || tmp->type == GIRDLE |
1218 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
2138 | || tmp->type == AMULET |
|
|
2139 | || tmp->type == WAND |
|
|
2140 | || tmp->type == ROD |
|
|
2141 | || tmp->type == HORN) |
1219 | continue; /* To avoid some strange effects */ |
2142 | continue; /* To avoid some strange effects */ |
1220 | |
2143 | |
1221 | /* High damage acid has better chance of corroding |
2144 | /* High damage acid has better chance of corroding |
1222 | objects */ |
2145 | objects */ |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
2146 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1224 | { |
2147 | { |
1225 | if (op->type == PLAYER) |
|
|
1226 | /* Make this more visible */ |
|
|
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1229 | flag = 1; |
2148 | flag = 1; |
1230 | tmp->magic--; |
2149 | tmp->magic--; |
1231 | if (op->type == PLAYER) |
2150 | |
1232 | esrv_send_item (op, tmp); |
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 | } |
1233 | } |
2159 | } |
1234 | } |
2160 | } |
|
|
2161 | |
1235 | if (flag) |
2162 | if (flag) |
1236 | op->update_stats (); /* Something was corroded */ |
2163 | op->update_stats (); /* Something was corroded */ |
1237 | } |
2164 | } |
1238 | } |
2165 | } |
1239 | break; |
2166 | break; |
|
|
2167 | |
1240 | case ATNR_DRAIN: |
2168 | case ATNR_DRAIN: |
1241 | { |
2169 | { |
1242 | /* rate is the proportion of exp drained. High rate means |
2170 | /* rate is the proportion of exp drained. High rate means |
1243 | * not much is drained, low rate means a lot is drained. |
2171 | * not much is drained, low rate means a lot is drained. |
1244 | */ |
2172 | */ |
… | |
… | |
1269 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
2197 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1270 | * nothing happens. |
2198 | * nothing happens. |
1271 | * Try to credit the owner. We try to display player -> player drain |
2199 | * Try to credit the owner. We try to display player -> player drain |
1272 | * attacks, hence all the != PLAYER checks. |
2200 | * attacks, hence all the != PLAYER checks. |
1273 | */ |
2201 | */ |
1274 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
2202 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1275 | { |
2203 | { |
1276 | object *owner = hitter->owner; |
2204 | object *owner = hitter->owner; |
1277 | |
2205 | |
1278 | if (owner && owner != hitter) |
2206 | if (owner && owner != hitter) |
1279 | { |
2207 | { |
1280 | if (op->type != PLAYER || owner->type != PLAYER) |
2208 | if (op->type != PLAYER || owner->type != PLAYER) |
1281 | change_exp (owner, op->stats.exp / (rate * 2), |
2209 | change_exp (owner, op->stats.exp / (rate * 2), |
1282 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
2210 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1283 | } |
2211 | } |
1284 | else if (op->type != PLAYER || hitter->type != PLAYER) |
2212 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1285 | { |
|
|
1286 | change_exp (hitter, op->stats.exp / (rate * 2), |
2213 | change_exp (hitter, op->stats.exp / (rate * 2), |
1287 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
2214 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1288 | } |
2215 | |
1289 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
2216 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1290 | } |
2217 | } |
|
|
2218 | |
1291 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
2219 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1292 | * drain attack, you won't know that you are actually sucking out EXP, |
2220 | * drain attack, you won't know that you are actually sucking out EXP, |
1293 | * as the messages will say you missed |
2221 | * as the messages will say you missed |
1294 | */ |
2222 | */ |
1295 | } |
2223 | } |
1296 | } |
2224 | } |
1297 | break; |
2225 | break; |
|
|
2226 | |
1298 | case ATNR_TURN_UNDEAD: |
2227 | case ATNR_TURN_UNDEAD: |
1299 | { |
2228 | { |
1300 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
2229 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1301 | { |
2230 | { |
1302 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2231 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1303 | object *god = find_god (determine_god (owner)); |
2232 | object *god = find_god (determine_god (owner)); |
1304 | int div = 1; |
2233 | int div = 1; |
1305 | |
2234 | |
1306 | /* if undead are not an enemy of your god, you turn them |
2235 | /* if undead are not an enemy of your god, you turn them |
1307 | * at half strength */ |
2236 | * at half strength */ |
1308 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
2237 | if (!god || !god->slaying.contains (shstr_undead)) |
1309 | div = 2; |
2238 | div = 2; |
|
|
2239 | |
1310 | /* Give a bonus if you resist turn undead */ |
2240 | /* Give a bonus if you resist turn undead */ |
1311 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2241 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1312 | scare_creature (op, owner); |
2242 | scare_creature (op, owner); |
1313 | } |
2243 | } |
1314 | else |
2244 | else |
1315 | dam = 0; /* don't damage non undead - should we damage |
2245 | dam = 0; /* don't damage non undead - should we damage |
1316 | undead? */ |
2246 | undead? */ |
1317 | } |
2247 | } |
1318 | break; |
2248 | break; |
|
|
2249 | |
1319 | case ATNR_DEATH: |
2250 | case ATNR_DEATH: |
1320 | deathstrike_player (op, hitter, &dam); |
2251 | deathstrike_player (op, hitter, &dam); |
1321 | break; |
2252 | break; |
|
|
2253 | |
1322 | case ATNR_CHAOS: |
2254 | case ATNR_CHAOS: |
1323 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
2255 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1324 | dam = 0; |
2256 | dam = 0; |
1325 | break; |
2257 | break; |
|
|
2258 | |
1326 | case ATNR_COUNTERSPELL: |
2259 | case ATNR_COUNTERSPELL: |
1327 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
2260 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1328 | dam = 0; |
2261 | dam = 0; |
1329 | /* This should never happen. Counterspell is handled |
2262 | /* This should never happen. Counterspell is handled |
1330 | * seperately and filtered out. If this does happen, |
2263 | * seperately and filtered out. If this does happen, |
1331 | * Counterspell has no effect on anything but spells, so it |
2264 | * Counterspell has no effect on anything but spells, so it |
1332 | * does no damage. */ |
2265 | * does no damage. */ |
1333 | break; |
2266 | break; |
|
|
2267 | |
1334 | case ATNR_HOLYWORD: |
2268 | case ATNR_HOLYWORD: |
1335 | { |
2269 | { |
1336 | /* This has already been handled by hit_player, |
2270 | /* This has already been handled by hit_player, |
1337 | * no need to check twice -- DAMN */ |
2271 | * no need to check twice -- DAMN */ |
1338 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
2272 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
… | |
… | |
1340 | /* As with turn undead above, give a bonus on the saving throw */ |
2274 | /* As with turn undead above, give a bonus on the saving throw */ |
1341 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
2275 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1342 | scare_creature (op, owner); |
2276 | scare_creature (op, owner); |
1343 | } |
2277 | } |
1344 | break; |
2278 | break; |
|
|
2279 | |
1345 | case ATNR_LIFE_STEALING: |
2280 | case ATNR_LIFE_STEALING: |
1346 | { |
2281 | { |
1347 | int new_hp; |
2282 | int new_hp; |
1348 | |
2283 | |
1349 | /* this is replacement to drain for players, instead of taking |
2284 | /* this is replacement to drain for players, instead of taking |
… | |
… | |
1356 | * 1000). |
2291 | * 1000). |
1357 | */ |
2292 | */ |
1358 | /* You can't steal life from something undead */ |
2293 | /* You can't steal life from something undead */ |
1359 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
2294 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1360 | return 0; |
2295 | return 0; |
|
|
2296 | |
1361 | /* If drain protection is higher than life stealing, use that */ |
2297 | /* If drain protection is higher than life stealing, use that */ |
1362 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
2298 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1363 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
2299 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1364 | else |
2300 | else |
1365 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
2301 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2302 | |
1366 | /* You die at -1 hp, not zero. */ |
2303 | /* You die at -1 hp, not zero. */ |
1367 | if (dam > (op->stats.hp + 1)) |
2304 | if (dam > (op->stats.hp + 1)) |
1368 | dam = op->stats.hp + 1; |
2305 | dam = op->stats.hp + 1; |
|
|
2306 | |
1369 | new_hp = hitter->stats.hp + dam; |
2307 | new_hp = hitter->stats.hp + dam; |
1370 | if (new_hp > hitter->stats.maxhp) |
2308 | if (new_hp > hitter->stats.maxhp) |
1371 | new_hp = hitter->stats.maxhp; |
2309 | new_hp = hitter->stats.maxhp; |
|
|
2310 | |
1372 | if (new_hp > hitter->stats.hp) |
2311 | if (new_hp > hitter->stats.hp) |
1373 | hitter->stats.hp = new_hp; |
2312 | hitter->stats.hp = new_hp; |
1374 | } |
2313 | } |
1375 | } |
2314 | } |
1376 | |
2315 | |
1377 | return dam; |
2316 | return dam; |
1378 | } |
2317 | } |
1379 | |
2318 | |
1380 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1381 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1382 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1383 | * Sword. Note that nothing has been changed from the original version |
|
|
1384 | * of the following code. |
|
|
1385 | * op is what is being killed. |
|
|
1386 | * dam is the damage done to it. |
|
|
1387 | * hitter is what is hitting it. |
|
|
1388 | * type is the attacktype. |
|
|
1389 | * |
|
|
1390 | * This function was a bit of a mess with hitter getting changed, |
|
|
1391 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1392 | * a bit - I think it should be functionally equivalant. |
|
|
1393 | * MSW 2002-07-17 |
|
|
1394 | */ |
|
|
1395 | int |
|
|
1396 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1397 | { |
|
|
1398 | char buf[MAX_BUF]; |
|
|
1399 | const char *skill; |
|
|
1400 | int maxdam = 0; |
|
|
1401 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1402 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1403 | object *owner = NULL; |
|
|
1404 | object *skop = NULL; |
|
|
1405 | |
|
|
1406 | if (op->stats.hp >= 0) |
|
|
1407 | return -1; |
|
|
1408 | |
|
|
1409 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1410 | return 0; |
|
|
1411 | |
|
|
1412 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1413 | * this creature. The function(s) that call us have already |
|
|
1414 | * adjusted the creatures HP total, so that is negative. |
|
|
1415 | */ |
|
|
1416 | maxdam = dam + op->stats.hp + 1; |
|
|
1417 | |
|
|
1418 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1419 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1420 | |
|
|
1421 | if (op->type == DOOR) |
|
|
1422 | { |
|
|
1423 | op->set_speed (0.1); |
|
|
1424 | op->speed_left = -0.05; |
|
|
1425 | return maxdam; |
|
|
1426 | } |
|
|
1427 | |
|
|
1428 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1429 | { |
|
|
1430 | remove_friendly_object (op); |
|
|
1431 | |
|
|
1432 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1433 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1434 | |
|
|
1435 | op->destroy (); |
|
|
1436 | return maxdam; |
|
|
1437 | } |
|
|
1438 | |
|
|
1439 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1440 | |
|
|
1441 | owner = hitter->owner; |
|
|
1442 | if (!owner) |
|
|
1443 | owner = hitter; |
|
|
1444 | |
|
|
1445 | /* is the victim (op) standing on battleground? */ |
|
|
1446 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1447 | battleg = 1; |
|
|
1448 | |
|
|
1449 | /* is this player killing? */ |
|
|
1450 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1451 | pk = 1; |
|
|
1452 | |
|
|
1453 | /* Player killed something */ |
|
|
1454 | if (owner->type == PLAYER) |
|
|
1455 | { |
|
|
1456 | Log_Kill (owner->name, |
|
|
1457 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1458 | |
|
|
1459 | /* Log players killing other players - makes it easier to detect |
|
|
1460 | * and filter out malicious player killers - that is why the |
|
|
1461 | * ip address is included. |
|
|
1462 | */ |
|
|
1463 | if (op->type == PLAYER && !battleg) |
|
|
1464 | { |
|
|
1465 | time_t t = time (NULL); |
|
|
1466 | struct tm *tmv; |
|
|
1467 | char buf[256]; |
|
|
1468 | |
|
|
1469 | tmv = localtime (&t); |
|
|
1470 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1471 | |
|
|
1472 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1473 | } |
|
|
1474 | |
|
|
1475 | /* try to filter some things out - basically, if you are |
|
|
1476 | * killing a level 1 creature and your level 20, you |
|
|
1477 | * probably don't want to see that. |
|
|
1478 | */ |
|
|
1479 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1480 | { |
|
|
1481 | if (owner != hitter) |
|
|
1482 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1483 | else |
|
|
1484 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1485 | |
|
|
1486 | /* Only play sounds for melee kills */ |
|
|
1487 | if (hitter->type == PLAYER) |
|
|
1488 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | /* If a player kills another player, not on |
|
|
1492 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1493 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1494 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1495 | * player that the object belonged to - so if you killed another player |
|
|
1496 | * with spells, pets, whatever, there was no penalty. |
|
|
1497 | * Changed to make luck penalty configurable in settings. |
|
|
1498 | */ |
|
|
1499 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1500 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1501 | |
|
|
1502 | /* This code below deals with finding the appropriate skill |
|
|
1503 | * to credit exp to. This is a bit problematic - we should |
|
|
1504 | * probably never really have to look at current_weapon->skill |
|
|
1505 | */ |
|
|
1506 | skill = 0; |
|
|
1507 | |
|
|
1508 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1509 | skill = hitter->skill; |
|
|
1510 | else if (owner->chosen_skill) |
|
|
1511 | { |
|
|
1512 | skill = owner->chosen_skill->skill; |
|
|
1513 | skop = owner->chosen_skill; |
|
|
1514 | } |
|
|
1515 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1516 | skill = owner->current_weapon->skill; |
|
|
1517 | else |
|
|
1518 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
|
|
1519 | |
|
|
1520 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1521 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1522 | */ |
|
|
1523 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1524 | { |
|
|
1525 | int i; |
|
|
1526 | |
|
|
1527 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1528 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1529 | { |
|
|
1530 | skop = owner->contr->last_skill_ob[i]; |
|
|
1531 | break; |
|
|
1532 | } |
|
|
1533 | } |
|
|
1534 | } /* Was it a player that hit somethign */ |
|
|
1535 | else |
|
|
1536 | skill = 0; |
|
|
1537 | |
|
|
1538 | /* Pet (or spell) killed something. */ |
|
|
1539 | if (owner != hitter) |
|
|
1540 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1541 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1542 | else |
|
|
1543 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1544 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1545 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1546 | |
|
|
1547 | /* These may have been set in the player code section above */ |
|
|
1548 | if (!skop) |
|
|
1549 | skop = hitter->chosen_skill; |
|
|
1550 | |
|
|
1551 | if (!skill && skop) |
|
|
1552 | skill = skop->skill; |
|
|
1553 | |
|
|
1554 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1555 | |
|
|
1556 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1557 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1558 | { |
|
|
1559 | int exp; |
|
|
1560 | |
|
|
1561 | /* Really don't give much experience for killing other players */ |
|
|
1562 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1563 | if (op->type == PLAYER) |
|
|
1564 | { |
|
|
1565 | if (battleg) |
|
|
1566 | { |
|
|
1567 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1568 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1569 | } |
|
|
1570 | else |
|
|
1571 | exp = op->stats.exp / 1000; |
|
|
1572 | } |
|
|
1573 | else |
|
|
1574 | exp = calc_skill_exp (owner, op, skop); |
|
|
1575 | |
|
|
1576 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1577 | * exp by killing him |
|
|
1578 | */ |
|
|
1579 | if (battleg) |
|
|
1580 | exp = 0; |
|
|
1581 | |
|
|
1582 | /* Don't know why this is set this way - doesn't make |
|
|
1583 | * sense to just divide everything by two for no reason. |
|
|
1584 | */ |
|
|
1585 | |
|
|
1586 | if (!settings.simple_exp) |
|
|
1587 | exp = exp / 2; |
|
|
1588 | |
|
|
1589 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1590 | change_exp (owner, exp, skill, 0); |
|
|
1591 | else |
|
|
1592 | { |
|
|
1593 | int shares = 0, count = 0; |
|
|
1594 | player *pl; |
|
|
1595 | partylist *party = owner->contr->party; |
|
|
1596 | |
|
|
1597 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1598 | |
|
|
1599 | for_all_players (pl) |
|
|
1600 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1601 | { |
|
|
1602 | count++; |
|
|
1603 | shares += (pl->ob->level + 4); |
|
|
1604 | } |
|
|
1605 | |
|
|
1606 | if (count == 1 || shares > exp || !shares) |
|
|
1607 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1608 | else |
|
|
1609 | { |
|
|
1610 | int share = exp / shares, given = 0, nexp; |
|
|
1611 | |
|
|
1612 | for_all_players (pl) |
|
|
1613 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1614 | { |
|
|
1615 | nexp = (pl->ob->level + 4) * share; |
|
|
1616 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1617 | given += nexp; |
|
|
1618 | } |
|
|
1619 | |
|
|
1620 | exp -= given; |
|
|
1621 | /* give any remainder to the player */ |
|
|
1622 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1623 | } |
|
|
1624 | } /* else part of a party */ |
|
|
1625 | } /* end if person didn't kill himself */ |
|
|
1626 | |
|
|
1627 | if (op->type != PLAYER) |
|
|
1628 | { |
|
|
1629 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1630 | { |
|
|
1631 | object *owner1 = op->owner; |
|
|
1632 | |
|
|
1633 | if (owner1 && owner1->type == PLAYER) |
|
|
1634 | { |
|
|
1635 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
|
|
1636 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1637 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
|
|
1638 | } |
|
|
1639 | |
|
|
1640 | remove_friendly_object (op); |
|
|
1641 | } |
|
|
1642 | |
|
|
1643 | op->destroy (); |
|
|
1644 | } |
|
|
1645 | else |
|
|
1646 | { |
|
|
1647 | /* Player has been killed! */ |
|
|
1648 | if (owner->type == PLAYER) |
|
|
1649 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1650 | else |
|
|
1651 | assign (op->contr->killer, hitter->name); |
|
|
1652 | } |
|
|
1653 | |
|
|
1654 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1655 | * continues in the calling function. |
|
|
1656 | */ |
|
|
1657 | return maxdam; |
|
|
1658 | } |
|
|
1659 | |
|
|
1660 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1661 | * Returns 0 this is not friendly fire |
|
|
1662 | */ |
|
|
1663 | |
|
|
1664 | int |
|
|
1665 | friendly_fire (object *op, object *hitter) |
|
|
1666 | { |
|
|
1667 | object *owner; |
|
|
1668 | int friendlyfire; |
|
|
1669 | |
|
|
1670 | if (hitter->head) |
|
|
1671 | hitter = hitter->head; |
|
|
1672 | |
|
|
1673 | friendlyfire = 0; |
|
|
1674 | |
|
|
1675 | if (op->type == PLAYER) |
|
|
1676 | { |
|
|
1677 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1678 | return 0; |
|
|
1679 | |
|
|
1680 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1681 | return 1; |
|
|
1682 | |
|
|
1683 | if ((owner = hitter->owner) != NULL) |
|
|
1684 | { |
|
|
1685 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1686 | friendlyfire = 2; |
|
|
1687 | } |
|
|
1688 | |
|
|
1689 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1690 | friendlyfire = 0; |
|
|
1691 | } |
|
|
1692 | return friendlyfire; |
|
|
1693 | } |
|
|
1694 | |
|
|
1695 | |
|
|
1696 | /* This isn't used just for players, but in fact most objects. |
|
|
1697 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1698 | * is what is hitting the object, type is the attacktype, and |
|
|
1699 | * full_hit is set if monster area does not matter. |
|
|
1700 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1701 | * modify it. |
|
|
1702 | */ |
|
|
1703 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1704 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1705 | int |
|
|
1706 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1707 | { |
|
|
1708 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1709 | int maxattacktype, attacknum; |
|
|
1710 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1711 | int simple_attack; |
|
|
1712 | int rtn_kill = 0; |
|
|
1713 | int friendlyfire; |
|
|
1714 | |
|
|
1715 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1716 | return 0; |
|
|
1717 | |
|
|
1718 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1719 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1720 | return 0; |
|
|
1721 | |
|
|
1722 | #ifdef PROHIBIT_PLAYERKILL |
|
|
1723 | if (op->type == PLAYER) |
|
|
1724 | { |
|
|
1725 | object *owner = hitter->owner; |
|
|
1726 | |
|
|
1727 | if (!owner) |
|
|
1728 | owner = hitter; |
|
|
1729 | |
|
|
1730 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
|
|
1731 | return 0; |
|
|
1732 | } |
|
|
1733 | #endif |
|
|
1734 | |
|
|
1735 | if (body_attack) |
|
|
1736 | { |
|
|
1737 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1738 | * return - we still need to process other attacks the spell still |
|
|
1739 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1740 | * and keep on processing if we have other attacktypes. |
|
|
1741 | * return if only magic or nothing is left - under normal code |
|
|
1742 | * we don't attack with pure magic if there is another attacktype. |
|
|
1743 | * Only do processing if the initial attacktype includes one of those |
|
|
1744 | * attack so we don't cancel out things like magic bullet. |
|
|
1745 | */ |
|
|
1746 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1747 | { |
|
|
1748 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1749 | |
|
|
1750 | if (!type || type == AT_MAGIC) |
|
|
1751 | return 0; |
|
|
1752 | } |
|
|
1753 | } |
|
|
1754 | |
|
|
1755 | if (!simple_attack && op->type == DOOR) |
|
|
1756 | { |
|
|
1757 | object *tmp; |
|
|
1758 | |
|
|
1759 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1760 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1761 | { |
|
|
1762 | spring_trap (tmp, hitter); |
|
|
1763 | |
|
|
1764 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1765 | return 0; |
|
|
1766 | |
|
|
1767 | break; |
|
|
1768 | } |
|
|
1769 | } |
|
|
1770 | |
|
|
1771 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1772 | { |
|
|
1773 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1774 | * destroyed() check above doesn't return, and might get here. |
|
|
1775 | */ |
|
|
1776 | LOG (llevDebug, "victim %s already dead in hit_player()\n", op->debug_desc ()); |
|
|
1777 | return 0; |
|
|
1778 | } |
|
|
1779 | |
|
|
1780 | #ifdef ATTACK_DEBUG |
|
|
1781 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1782 | #endif |
|
|
1783 | |
|
|
1784 | if (magic) |
|
|
1785 | { |
|
|
1786 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1787 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1788 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1789 | if (dam >= 100) |
|
|
1790 | dam /= 100; |
|
|
1791 | else |
|
|
1792 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
|
|
1793 | } |
|
|
1794 | |
|
|
1795 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1796 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1797 | */ |
|
|
1798 | if (type & AT_CHAOS) |
|
|
1799 | { |
|
|
1800 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1801 | update_object (op, UP_OBJ_FACE); |
|
|
1802 | type &= ~AT_CHAOS; |
|
|
1803 | } |
|
|
1804 | |
|
|
1805 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1806 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1807 | * a proper match, otherwise no damage. |
|
|
1808 | */ |
|
|
1809 | if (type & AT_HOLYWORD) |
|
|
1810 | { |
|
|
1811 | object *god; |
|
|
1812 | |
|
|
1813 | if ((!hitter->slaying || |
|
|
1814 | (!(op->race && strstr (hitter->slaying, op->race)) && |
|
|
1815 | !(op->name && strstr (hitter->slaying, op->name)))) && |
|
|
1816 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
|
|
1817 | (hitter->title != NULL |
|
|
1818 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
|
|
1819 | return 0; |
|
|
1820 | } |
|
|
1821 | |
|
|
1822 | maxattacktype = type; /* initialise this to something */ |
|
|
1823 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1824 | { |
|
|
1825 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1826 | * attack types. As such, skip it over. However, if magic is |
|
|
1827 | * the only attacktype in the group, then still attack with it |
|
|
1828 | */ |
|
|
1829 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1830 | continue; |
|
|
1831 | |
|
|
1832 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1833 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1834 | * it. It will do the appropriate action for attacktypes with |
|
|
1835 | * effects (slow, paralization, etc. |
|
|
1836 | */ |
|
|
1837 | if (type & attacktype) |
|
|
1838 | { |
|
|
1839 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1840 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1841 | * the damage is equal. |
|
|
1842 | */ |
|
|
1843 | if (ndam >= maxdam) |
|
|
1844 | { |
|
|
1845 | maxdam = ndam; |
|
|
1846 | maxattacktype = 1 << attacknum; |
|
|
1847 | } |
|
|
1848 | } |
|
|
1849 | } |
|
|
1850 | |
|
|
1851 | /* if this is friendly fire then do a set % of damage only |
|
|
1852 | * Note - put a check in to make sure this attack is actually |
|
|
1853 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1854 | * an attack do damage before when it otherwise didn't |
|
|
1855 | */ |
|
|
1856 | friendlyfire = friendly_fire (op, hitter); |
|
|
1857 | if (friendlyfire && maxdam) |
|
|
1858 | { |
|
|
1859 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1860 | #ifndef COZY_SERVER |
|
|
1861 | maxdam++; |
|
|
1862 | #endif |
|
|
1863 | |
|
|
1864 | #ifdef ATTACK_DEBUG |
|
|
1865 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1866 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1867 | #endif |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | if (!full_hit) |
|
|
1871 | { |
|
|
1872 | archetype *at; |
|
|
1873 | int area; |
|
|
1874 | int remainder; |
|
|
1875 | |
|
|
1876 | area = 0; |
|
|
1877 | for (at = op->arch; at != NULL; at = at->more) |
|
|
1878 | area++; |
|
|
1879 | assert (area > 0); |
|
|
1880 | |
|
|
1881 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1882 | value-effect */ |
|
|
1883 | remainder = 100 * (maxdam % area) / area; |
|
|
1884 | maxdam /= area; |
|
|
1885 | if (RANDOM () % 100 < remainder) |
|
|
1886 | maxdam++; |
|
|
1887 | } |
|
|
1888 | |
|
|
1889 | #ifdef ATTACK_DEBUG |
|
|
1890 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1891 | #endif |
|
|
1892 | |
|
|
1893 | if (hitter->owner) |
|
|
1894 | op->enemy = hitter->owner; |
|
|
1895 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1896 | op->enemy = hitter; |
|
|
1897 | |
|
|
1898 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1899 | { |
|
|
1900 | /* The unaggressives look after themselves 8) */ |
|
|
1901 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1902 | npc_call_help (op); |
|
|
1903 | } |
|
|
1904 | |
|
|
1905 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1906 | maxdam = maxdam / 2; |
|
|
1907 | |
|
|
1908 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1909 | |
|
|
1910 | op->stats.hp -= maxdam; |
|
|
1911 | |
|
|
1912 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1913 | if ((op->stats.hp >= 0) && |
|
|
1914 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1915 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1916 | { |
|
|
1917 | |
|
|
1918 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1919 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1920 | else |
|
|
1921 | scare_creature (op, hitter); |
|
|
1922 | } |
|
|
1923 | |
|
|
1924 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1925 | { |
|
|
1926 | if (maxdam) |
|
|
1927 | tear_down_wall (op); |
|
|
1928 | |
|
|
1929 | return maxdam; /* nothing more to do for wall */ |
|
|
1930 | } |
|
|
1931 | |
|
|
1932 | /* See if the creature has been killed */ |
|
|
1933 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1934 | if (rtn_kill != -1) |
|
|
1935 | return rtn_kill; |
|
|
1936 | |
|
|
1937 | |
|
|
1938 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1939 | * that before if the player was immune to ghosthit, the monster |
|
|
1940 | * remained - that is no longer the case. |
|
|
1941 | */ |
|
|
1942 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1943 | { |
|
|
1944 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1945 | remove_friendly_object (hitter); |
|
|
1946 | |
|
|
1947 | hitter->destroy (); |
|
|
1948 | } |
|
|
1949 | /* Lets handle creatures that are splitting now */ |
|
|
1950 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1951 | { |
|
|
1952 | int i; |
|
|
1953 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1954 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1955 | object *owner = op->owner; |
|
|
1956 | |
|
|
1957 | if (!op->other_arch) |
|
|
1958 | { |
|
|
1959 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1960 | return maxdam; |
|
|
1961 | } |
|
|
1962 | |
|
|
1963 | op->remove (); |
|
|
1964 | |
|
|
1965 | for (i = 0; i < NROFNEWOBJS (op); i++) |
|
|
1966 | { /* This doesn't handle op->more yet */ |
|
|
1967 | object *tmp = arch_to_object (op->other_arch); |
|
|
1968 | int j; |
|
|
1969 | |
|
|
1970 | tmp->stats.hp = op->stats.hp; |
|
|
1971 | |
|
|
1972 | if (friendly) |
|
|
1973 | { |
|
|
1974 | add_friendly_object (tmp); |
|
|
1975 | tmp->attack_movement = PETMOVE; |
|
|
1976 | |
|
|
1977 | if (owner) |
|
|
1978 | tmp->set_owner (owner); |
|
|
1979 | } |
|
|
1980 | |
|
|
1981 | if (unaggressive) |
|
|
1982 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1983 | |
|
|
1984 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1985 | |
|
|
1986 | if (j == -1) /* No spot to put this monster */ |
|
|
1987 | tmp->destroy (); |
|
|
1988 | else |
|
|
1989 | { |
|
|
1990 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1991 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1992 | } |
|
|
1993 | } |
|
|
1994 | |
|
|
1995 | op->destroy (); |
|
|
1996 | } |
|
|
1997 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1998 | hitter->destroy (); |
|
|
1999 | |
|
|
2000 | return maxdam; |
|
|
2001 | } |
|
|
2002 | |
|
|
2003 | |
|
|
2004 | void |
|
|
2005 | poison_player (object *op, object *hitter, int dam) |
|
|
2006 | { |
|
|
2007 | archetype *at = archetype::find ("poisoning"); |
|
|
2008 | object *tmp = present_arch_in_ob (at, op); |
|
|
2009 | |
|
|
2010 | if (tmp == NULL) |
|
|
2011 | { |
|
|
2012 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
2013 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
2014 | else |
|
|
2015 | { |
|
|
2016 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2017 | /* peterm: give poisoning some teeth. It should |
|
|
2018 | * be able to kill things better than it does: |
|
|
2019 | * damage should be dependent something--I choose to |
|
|
2020 | * do this: if it's a monster, the damage from the |
|
|
2021 | * poisoning goes as the level of the monster/2. |
|
|
2022 | * If anything else, goes as damage. |
|
|
2023 | */ |
|
|
2024 | |
|
|
2025 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2026 | tmp->stats.dam += hitter->level / 2; |
|
|
2027 | else |
|
|
2028 | tmp->stats.dam = dam; |
|
|
2029 | |
|
|
2030 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
2031 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
2032 | { |
|
|
2033 | tmp->skill = hitter->skill; |
|
|
2034 | } |
|
|
2035 | |
|
|
2036 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
2037 | |
|
|
2038 | if (op->type == PLAYER) |
|
|
2039 | { |
|
|
2040 | /* player looses stats, maximum is -10 of each */ |
|
|
2041 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2042 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2043 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2044 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2045 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2046 | op->update_stats (); |
|
|
2047 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2048 | } |
|
|
2049 | if (hitter->type == PLAYER) |
|
|
2050 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2051 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2052 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2053 | } |
|
|
2054 | tmp->speed_left = 0; |
|
|
2055 | } |
|
|
2056 | else |
|
|
2057 | tmp->stats.food++; |
|
|
2058 | } |
|
|
2059 | |
|
|
2060 | void |
|
|
2061 | slow_player (object *op, object *hitter, int dam) |
|
|
2062 | { |
|
|
2063 | archetype *at = archetype::find ("slowness"); |
|
|
2064 | object *tmp; |
|
|
2065 | |
|
|
2066 | if (at == NULL) |
|
|
2067 | { |
|
|
2068 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
2069 | } |
|
|
2070 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2071 | { |
|
|
2072 | tmp = arch_to_object (at); |
|
|
2073 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2074 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2075 | } |
|
|
2076 | else |
|
|
2077 | tmp->stats.food++; |
|
|
2078 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2079 | tmp->speed_left = 0; |
|
|
2080 | op->update_stats (); |
|
|
2081 | } |
|
|
2082 | |
|
|
2083 | void |
|
|
2084 | confuse_player (object *op, object *hitter, int dam) |
|
|
2085 | { |
|
|
2086 | object *tmp; |
|
|
2087 | int maxduration; |
|
|
2088 | |
|
|
2089 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
|
|
2090 | if (!tmp) |
|
|
2091 | { |
|
|
2092 | tmp = get_archetype (FORCE_NAME); |
|
|
2093 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2094 | } |
|
|
2095 | |
|
|
2096 | /* Duration added per hit and max. duration of confusion both depend |
|
|
2097 | * on the player's resistance |
|
|
2098 | */ |
|
|
2099 | tmp->speed = 0.05; |
|
|
2100 | tmp->subtype = FORCE_CONFUSION; |
|
|
2101 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2102 | tmp->name = "confusion"; |
|
|
2103 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2104 | if (tmp->duration > maxduration) |
|
|
2105 | tmp->duration = maxduration; |
|
|
2106 | |
|
|
2107 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2108 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2109 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
2110 | } |
|
|
2111 | |
|
|
2112 | void |
|
|
2113 | blind_player (object *op, object *hitter, int dam) |
|
|
2114 | { |
|
|
2115 | object *tmp, *owner; |
|
|
2116 | |
|
|
2117 | /* Save some work if we know it isn't going to affect the player */ |
|
|
2118 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2119 | return; |
|
|
2120 | |
|
|
2121 | tmp = present_in_ob (BLINDNESS, op); |
|
|
2122 | if (!tmp) |
|
|
2123 | { |
|
|
2124 | tmp = get_archetype ("blindness"); |
|
|
2125 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
2126 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2127 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
2128 | * speed is a float anyways. |
|
|
2129 | */ |
|
|
2130 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2131 | |
|
|
2132 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2133 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
2134 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
2135 | |
|
|
2136 | if (hitter->owner) |
|
|
2137 | owner = hitter->owner; |
|
|
2138 | else |
|
|
2139 | owner = hitter; |
|
|
2140 | |
|
|
2141 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
2142 | } |
|
|
2143 | tmp->stats.food += dam; |
|
|
2144 | if (tmp->stats.food > 10) |
|
|
2145 | tmp->stats.food = 10; |
|
|
2146 | } |
|
|
2147 | |
|
|
2148 | void |
|
|
2149 | paralyze_player (object *op, object *hitter, int dam) |
|
|
2150 | { |
|
|
2151 | float effect, max; |
|
|
2152 | |
|
|
2153 | /* object *tmp; */ |
|
|
2154 | |
|
|
2155 | /* This is strange stuff... someone knows for what this is |
|
|
2156 | * written? Well, i think this can and should be removed |
|
|
2157 | */ |
|
|
2158 | |
|
|
2159 | /* |
|
|
2160 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
2161 | tmp=clone_arch(PARAIMAGE); |
|
|
2162 | tmp->x=op->x,tmp->y=op->y; |
|
|
2163 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
2164 | } |
|
|
2165 | */ |
|
|
2166 | |
|
|
2167 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
2168 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
|
|
2169 | |
|
|
2170 | if (effect == 0) |
|
|
2171 | return; |
|
|
2172 | |
|
|
2173 | op->speed_left -= FABS (op->speed) * effect; |
|
|
2174 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
2175 | |
|
|
2176 | /* max number of ticks to be affected for. */ |
|
|
2177 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
2178 | if (op->speed_left < -(FABS (op->speed) * max)) |
|
|
2179 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2180 | |
|
|
2181 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
|
|
2182 | } |
|
|
2183 | |
|
|
2184 | |
|
|
2185 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
2186 | * the computed damaged. |
|
|
2187 | */ |
|
|
2188 | void |
|
|
2189 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
2190 | { |
|
|
2191 | /* The intention of a death attack is to kill outright things |
|
|
2192 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
2193 | ** things somewhat weaker than the caster, and no chance of |
|
|
2194 | ** killing something equal or stronger than the attacker. |
|
|
2195 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
2196 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
2197 | ** field of the deathstriking object */ |
|
|
2198 | |
|
|
2199 | int atk_lev, def_lev, kill_lev; |
|
|
2200 | |
|
|
2201 | if (hitter->slaying) |
|
|
2202 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
|
|
2203 | return; |
|
|
2204 | |
|
|
2205 | def_lev = op->level; |
|
|
2206 | if (def_lev < 1) |
|
|
2207 | { |
|
|
2208 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
|
|
2209 | def_lev = 1; |
|
|
2210 | } |
|
|
2211 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
2212 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
2213 | atk_lev, def_lev); */ |
|
|
2214 | |
|
|
2215 | if (atk_lev >= def_lev) |
|
|
2216 | { |
|
|
2217 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
2218 | |
|
|
2219 | /* Note that the below effectively means the ratio of the atk vs |
|
|
2220 | * defener level is important - if level 52 character has very little |
|
|
2221 | * chance of killing a level 50 monster. This should probably be |
|
|
2222 | * redone. |
|
|
2223 | */ |
|
|
2224 | if (kill_lev >= def_lev) |
|
|
2225 | { |
|
|
2226 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
2227 | /* I think this doesn't really do much. Because of |
|
|
2228 | * integer rounding, this only makes any difference if the |
|
|
2229 | * attack level is double the defender level. |
|
|
2230 | */ |
|
|
2231 | *dam *= kill_lev / def_lev; |
|
|
2232 | } |
|
|
2233 | } |
|
|
2234 | else |
|
|
2235 | { |
|
|
2236 | *dam = 0; /* no harm done */ |
|
|
2237 | } |
|
|
2238 | } |
|
|
2239 | |
|
|
2240 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2241 | * items (like attacking living creatures--a potion thrown at a |
|
|
2242 | * monster). |
|
|
2243 | */ |
|
|
2244 | static void |
|
|
2245 | thrown_item_effect (object *hitter, object *victim) |
|
|
2246 | { |
|
|
2247 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2248 | { |
|
|
2249 | /* May not need a switch for just 2 types, but this makes it |
|
|
2250 | * easier for expansion. |
|
|
2251 | */ |
|
|
2252 | switch (hitter->type) |
|
|
2253 | { |
|
|
2254 | case POTION: |
|
|
2255 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2256 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
2257 | (void) apply_potion (victim, hitter); |
|
|
2258 | break; |
|
|
2259 | |
|
|
2260 | case POISON: /* poison drinks */ |
|
|
2261 | /* As with potions, should monster get a save? */ |
|
|
2262 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
2263 | apply_poison (victim, hitter); |
|
|
2264 | break; |
|
|
2265 | |
|
|
2266 | /* Removed case statements that did nothing. |
|
|
2267 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2268 | * so we don't handle it here. |
|
|
2269 | * Containers should perhaps break open, but that code was disabled. |
|
|
2270 | */ |
|
|
2271 | } |
|
|
2272 | } |
|
|
2273 | } |
|
|
2274 | |
|
|
2275 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2276 | |
|
|
2277 | int |
|
|
2278 | adj_attackroll (object *hitter, object *target) |
|
|
2279 | { |
|
|
2280 | object *attacker = hitter; |
|
|
2281 | int adjust = 0; |
|
|
2282 | |
|
|
2283 | /* safety */ |
|
|
2284 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2285 | { |
|
|
2286 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2287 | return 0; |
|
|
2288 | } |
|
|
2289 | |
|
|
2290 | /* aimed missiles use the owning object's sight */ |
|
|
2291 | if (is_aimed_missile (hitter)) |
|
|
2292 | { |
|
|
2293 | if ((attacker = hitter->owner) == NULL) |
|
|
2294 | attacker = hitter; |
|
|
2295 | /* A player who saves but hasn't quit still could have objects |
|
|
2296 | * owned by him - need to handle that case to avoid crashes. |
|
|
2297 | */ |
|
|
2298 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2299 | attacker = hitter; |
|
|
2300 | } |
|
|
2301 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2302 | return 0; |
|
|
2303 | |
|
|
2304 | /* determine the condtions under which we make an attack. |
|
|
2305 | * Add more cases, as the need occurs. */ |
|
|
2306 | |
|
|
2307 | if (!can_see_enemy (attacker, target)) |
|
|
2308 | { |
|
|
2309 | /* target is unseen */ |
|
|
2310 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2311 | adjust -= 10; |
|
|
2312 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2313 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2314 | adjust -= target->map->darkness; |
|
|
2315 | } |
|
|
2316 | |
|
|
2317 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2318 | adjust -= 3; |
|
|
2319 | |
|
|
2320 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2321 | adjust += 1; |
|
|
2322 | |
|
|
2323 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2324 | adjust += 1; |
|
|
2325 | |
|
|
2326 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2327 | adjust -= 3; |
|
|
2328 | |
|
|
2329 | /* if we attack at a different 'altitude' its harder */ |
|
|
2330 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2331 | adjust -= 2; |
|
|
2332 | |
|
|
2333 | #if 0 |
|
|
2334 | /* slower attacks are less likely to succeed. We should use a |
|
|
2335 | * comparison between attacker/target speeds BUT, players have |
|
|
2336 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2337 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2338 | * fly fast should have a better chance of hitting a slower target. |
|
|
2339 | */ |
|
|
2340 | if (hitter->speed < target->speed) |
|
|
2341 | adjust += ((float) hitter->speed - target->speed); |
|
|
2342 | #endif |
|
|
2343 | |
|
|
2344 | #if 0 |
|
|
2345 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2346 | #endif |
|
|
2347 | |
|
|
2348 | return adjust; |
|
|
2349 | } |
|
|
2350 | |
|
|
2351 | |
|
|
2352 | /* determine if the object is an 'aimed' missile */ |
|
|
2353 | int |
|
|
2354 | is_aimed_missile (object *op) |
|
|
2355 | { |
|
|
2356 | |
|
|
2357 | /* I broke what used to be one big if into a few nested |
|
|
2358 | * ones so that figuring out the logic is at least possible. |
|
|
2359 | */ |
|
|
2360 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2361 | { |
|
|
2362 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2363 | return 1; |
|
|
2364 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2365 | return 1; |
|
|
2366 | } |
|
|
2367 | return 0; |
|
|
2368 | } |
|
|