… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
… | |
… | |
35 | char *msg2; |
36 | char *msg2; |
36 | } att_msg; |
37 | } att_msg; |
37 | |
38 | |
38 | /*#define ATTACK_DEBUG*/ |
39 | /*#define ATTACK_DEBUG*/ |
39 | |
40 | |
40 | /* cancels object *op. Cancellation basically means an object loses |
|
|
41 | * its magical benefits. |
|
|
42 | */ |
|
|
43 | void |
|
|
44 | cancellation (object *op) |
|
|
45 | { |
|
|
46 | if (op->invisible) |
|
|
47 | return; |
|
|
48 | |
|
|
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
50 | { |
|
|
51 | /* Recurse through the inventory */ |
|
|
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
|
54 | cancellation (tmp); |
|
|
55 | } |
|
|
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
|
|
57 | { |
|
|
58 | /* Nullify this object. This code could probably be more complete */ |
|
|
59 | /* in what abilities it should cancel */ |
|
|
60 | op->magic = 0; |
|
|
61 | |
|
|
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
63 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
|
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
66 | |
|
|
67 | if (object *pl = op->visible_to ()) |
|
|
68 | esrv_update_item (UPD_FLAGS, pl, op); |
|
|
69 | } |
|
|
70 | } |
|
|
71 | |
|
|
72 | /* did_make_save_item just checks to make sure the item actually |
41 | /* did_make_save_item just checks to make sure the item actually |
73 | * made its saving throw based on the tables. It does not take |
42 | * made its saving throw based on the tables. It does not take |
74 | * any further action (like destroying the item). |
43 | * any further action (like destroying the item). |
75 | */ |
44 | */ |
76 | int |
45 | static int |
77 | did_make_save_item (object *op, int type, object *originator) |
46 | did_make_save_item (object *op, int type, object *originator) |
78 | { |
47 | { |
79 | int i, roll, saves = 0, attacks = 0, number; |
48 | int i, roll, saves = 0, attacks = 0, number; |
80 | materialtype_t *mt; |
49 | materialtype_t *mt = op->material; |
81 | |
|
|
82 | if (op->materialname == NULL) |
|
|
83 | { |
|
|
84 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
|
85 | if (op->materials & mt->material) |
|
|
86 | break; |
|
|
87 | } |
|
|
88 | else |
|
|
89 | mt = name_to_material (op->materialname); |
|
|
90 | |
|
|
91 | if (!mt) |
|
|
92 | return TRUE; |
|
|
93 | |
50 | |
94 | roll = rndm (1, 20); |
51 | roll = rndm (1, 20); |
95 | |
52 | |
96 | /* the attacktypes have no meaning for object saves |
53 | /* the attacktypes have no meaning for object saves |
97 | * 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 |
… | |
… | |
104 | if (type != AT_MAGIC) |
61 | if (type != AT_MAGIC) |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
62 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
63 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
64 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | |
65 | |
109 | if (type == 0) |
66 | if (type == 0) return TRUE; |
110 | return TRUE; |
67 | |
111 | if (roll == 20) |
68 | if (roll == 20) return TRUE; |
112 | return TRUE; |
69 | if (roll == 1) return FALSE; |
113 | if (roll == 1) |
|
|
114 | return FALSE; |
|
|
115 | |
70 | |
116 | for (number = 0; number < NROFATTACKS; number++) |
71 | for (number = 0; number < NROFATTACKS; number++) |
117 | { |
72 | { |
118 | i = 1 << number; |
73 | i = 1 << number; |
|
|
74 | |
119 | if (!(i & type)) |
75 | if (!(i & type)) |
120 | continue; |
76 | continue; |
|
|
77 | |
121 | attacks++; |
78 | attacks++; |
122 | if (op->resist[number] == 100) |
79 | if (op->resist[number] == 100) |
123 | saves++; |
80 | saves++; |
124 | 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) |
125 | saves++; |
82 | saves++; |
… | |
… | |
134 | return FALSE; |
91 | return FALSE; |
135 | |
92 | |
136 | return TRUE; |
93 | return TRUE; |
137 | } |
94 | } |
138 | |
95 | |
|
|
96 | /* cancels object *op. Cancellation basically means an object loses |
|
|
97 | * its magical benefits. |
|
|
98 | */ |
|
|
99 | void |
|
|
100 | cancellation (object *op) |
|
|
101 | { |
|
|
102 | if (op->invisible) |
|
|
103 | return; |
|
|
104 | |
|
|
105 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
106 | { |
|
|
107 | /* Recurse through the inventory */ |
|
|
108 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
109 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
|
110 | cancellation (tmp); |
|
|
111 | } |
|
|
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); |
|
|
119 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
120 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
|
121 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
122 | |
|
|
123 | if (object *pl = op->visible_to ()) |
|
|
124 | esrv_update_item (UPD_FLAGS, pl, op); |
|
|
125 | } |
|
|
126 | } |
|
|
127 | |
139 | /* This function calls did_make_save_item. It then performs the |
128 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
129 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
130 | * calling cancellation, etc.) |
142 | */ |
131 | */ |
143 | void |
132 | void |
… | |
… | |
148 | object *env = op->env; |
137 | object *env = op->env; |
149 | int x = op->x, y = op->y; |
138 | int x = op->x, y = op->y; |
150 | maptile *m = op->map; |
139 | maptile *m = op->map; |
151 | |
140 | |
152 | op = stop_item (op); |
141 | op = stop_item (op); |
153 | if (op == NULL) |
142 | if (!op) |
154 | return; |
143 | return; |
155 | |
144 | |
156 | /* Hacked the following so that type LIGHTER will work. |
145 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
146 | * Also, objects which are potential "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
147 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
148 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (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 |
161 | * function if the object doesnt contain a material that can burn. |
150 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
151 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
152 | */ |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
153 | if (type & (AT_FIRE | AT_ELECTRICITY) |
|
|
154 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
|
|
155 | || op->type == LAMP |
|
|
156 | || op->type == TORCH |
165 | { |
157 | )) |
166 | const char *arch = op->other_arch->archname; |
158 | { |
167 | |
159 | switch (op->type) |
168 | if (op->decrease ()) |
|
|
169 | fix_stopped_item (op, m, originator); |
|
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170 | |
|
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171 | if ((op = archetype::get (arch))) |
|
|
172 | { |
160 | { |
173 | 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 | |
|
|
167 | default: |
|
|
168 | // for instance icecubes: |
|
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169 | if (op->other_arch) |
174 | { |
170 | { |
175 | op->x = env->x, op->y = env->y; //???? wtf |
171 | const char *arch = op->other_arch->archname; |
|
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172 | |
|
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173 | if (op->decrease ()) |
|
|
174 | fix_stopped_item (op, m, originator); |
|
|
175 | |
|
|
176 | if ((op = archetype::get (arch))) |
|
|
177 | { |
|
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178 | if (env) |
176 | env->insert (op); |
179 | env->insert (op); |
|
|
180 | else |
|
|
181 | m->insert (op, x, y, originator); |
|
|
182 | } |
177 | } |
183 | } |
178 | else |
|
|
179 | { |
|
|
180 | op->x = x, op->y = y; |
|
|
181 | insert_ob_in_map (op, m, originator, 0); |
|
|
182 | } |
|
|
183 | } |
184 | } |
184 | |
|
|
185 | return; |
185 | return; |
186 | } |
186 | } |
187 | |
187 | |
188 | if (type & AT_CANCELLATION) |
188 | if (type & AT_CANCELLATION) |
189 | { /* Cancellation. */ |
189 | { /* Cancellation. */ |
… | |
… | |
196 | { |
196 | { |
197 | if (op->decrease (rndm (0, op->nrof - 1))) |
197 | if (op->decrease (rndm (0, op->nrof - 1))) |
198 | fix_stopped_item (op, m, originator); |
198 | fix_stopped_item (op, m, originator); |
199 | } |
199 | } |
200 | else |
200 | else |
|
|
201 | { |
|
|
202 | // drop everything to the ground, if possible |
|
|
203 | op->insert_at (originator); |
201 | op->destroy (); |
204 | op->drop_and_destroy (); |
|
|
205 | } |
202 | |
206 | |
203 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
207 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
204 | if (env) |
208 | if (env) |
205 | { |
209 | { |
206 | op = archetype::get (shstr_burnout); |
210 | op = archetype::get (shstr_burnout); |
… | |
… | |
212 | |
216 | |
213 | return; |
217 | return; |
214 | } |
218 | } |
215 | |
219 | |
216 | /* The value of 50 is arbitrary. */ |
220 | /* The value of 50 is arbitrary. */ |
217 | 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)) |
218 | { |
222 | { |
219 | object *tmp; |
|
|
220 | archetype *at = archetype::find (shstr_icecube); |
223 | archetype *at = archetype::find (shstr_icecube); |
221 | |
224 | |
222 | if (at == NULL) |
225 | if (at == NULL) |
223 | return; |
226 | return; |
224 | |
227 | |
225 | op = stop_item (op); |
228 | op = stop_item (op); |
226 | if (op == NULL) |
229 | if (op == NULL) |
227 | return; |
230 | return; |
228 | |
231 | |
229 | 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) |
230 | { |
234 | { |
231 | tmp = arch_to_object (at); |
235 | tmp = arch_to_object (at); |
232 | tmp->x = op->x, tmp->y = op->y; |
236 | tmp->x = op->x, tmp->y = op->y; |
233 | /* This was in the old (pre new movement code) - |
237 | /* This was in the old (pre new movement code) - |
234 | * icecubes have slow_move set to 1 - don't want |
238 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
237 | tmp->move_slow_penalty = 0; |
241 | tmp->move_slow_penalty = 0; |
238 | tmp->move_slow = 0; |
242 | tmp->move_slow = 0; |
239 | insert_ob_in_map (tmp, op->map, originator, 0); |
243 | insert_ob_in_map (tmp, op->map, originator, 0); |
240 | } |
244 | } |
241 | |
245 | |
242 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
246 | tmp->insert (op); |
243 | op->remove (); |
|
|
244 | |
|
|
245 | insert_ob_in_ob (op, tmp); |
|
|
246 | return; |
247 | return; |
247 | } |
248 | } |
248 | } |
249 | } |
249 | |
250 | |
250 | /* Object op is hitting the map. |
251 | /* Object op is hitting the map. |
… | |
… | |
279 | } |
280 | } |
280 | |
281 | |
281 | if (op->head) |
282 | if (op->head) |
282 | op = op->head; |
283 | op = op->head; |
283 | |
284 | |
284 | map = op->map; |
285 | mapxy pos (op); |
285 | x = op->x + freearr_x[dir]; |
286 | pos.move (dir); |
286 | y = op->y + freearr_y[dir]; |
|
|
287 | |
287 | |
288 | if (!xy_normalise (map, x, y)) |
288 | if (!pos.normalise ()) |
289 | return 0; |
289 | return 0; |
290 | |
290 | |
291 | // elmex: a safe map tile can't be hit! |
291 | // elmex: a safe map tile can't be hit! |
292 | // this should prevent most harmful effects on items and players there. |
292 | // this should prevent most harmful effects on items and players there. |
293 | mapspace &ms = map->at (x, y); |
293 | mapspace &ms = pos.ms (); |
294 | |
294 | |
295 | if (ms.flags () & P_SAFE) |
295 | if (ms.flags () & P_SAFE) |
296 | return 0; |
296 | return 0; |
297 | |
297 | |
298 | /* peterm: a few special cases for special attacktypes --counterspell |
298 | /* peterm: a few special cases for special attacktypes --counterspell |
… | |
… | |
336 | |
336 | |
337 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
337 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
338 | * For example, 'tmp' was put in an icecube. |
338 | * For example, 'tmp' was put in an icecube. |
339 | * 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. |
340 | */ |
340 | */ |
341 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
341 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
342 | continue; |
342 | continue; |
343 | |
343 | |
344 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
344 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
345 | { |
345 | { |
346 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
346 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
… | |
… | |
354 | * that weak walls have is_alive set, which prevent objects from |
354 | * that weak walls have is_alive set, which prevent objects from |
355 | * 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 |
356 | * 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 |
357 | * destroyed right now. |
357 | * destroyed right now. |
358 | */ |
358 | */ |
359 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
359 | else if (op->stats.dam > 0 && !tmp->move_block) |
360 | { |
360 | { |
361 | save_throw_object (tmp, type, op); |
361 | save_throw_object (tmp, type, op); |
362 | |
362 | |
363 | if (op->destroyed ()) |
363 | if (op->destroyed ()) |
364 | break; |
364 | break; |
… | |
… | |
366 | } |
366 | } |
367 | |
367 | |
368 | return 0; |
368 | return 0; |
369 | } |
369 | } |
370 | |
370 | |
371 | void |
371 | static void |
372 | attack_message (int dam, int type, object *op, object *hitter) |
372 | attack_message (int dam, int type, object *op, object *hitter) |
373 | { |
373 | { |
374 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
374 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
375 | int i, found = 0; |
375 | int i, found = 0; |
376 | maptile *map; |
376 | maptile *map; |
… | |
… | |
378 | |
378 | |
379 | /* 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 |
380 | * a player might have. For example, fire, electric, cold, etc |
380 | * a player might have. For example, fire, electric, cold, etc |
381 | * [garbled 20010919] |
381 | * [garbled 20010919] |
382 | */ |
382 | */ |
383 | |
|
|
384 | if (dam == 9998 && op->type == DOOR) |
383 | if (dam == 9998 && op->type == DOOR) |
385 | { |
384 | { |
386 | sprintf (buf1, "unlock %s", &op->name); |
385 | sprintf (buf1, "unlock %s", &op->name); |
387 | sprintf (buf2, " unlocks"); |
386 | sprintf (buf2, " unlocks"); |
388 | found++; |
387 | found++; |
389 | } |
388 | } |
390 | if (dam < 0) |
389 | else if (dam < 0) |
391 | { |
390 | { |
392 | sprintf (buf1, "hit %s", &op->name); |
391 | sprintf (buf1, "hit %s", &op->name); |
393 | sprintf (buf2, " hits"); |
392 | sprintf (buf2, " hits"); |
394 | found++; |
393 | found++; |
395 | } |
394 | } |
… | |
… | |
517 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
516 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
518 | found++; |
517 | found++; |
519 | break; |
518 | break; |
520 | } |
519 | } |
521 | } |
520 | } |
522 | else if (hitter->current_weapon != NULL) |
521 | else if (hitter->current_weapon) |
523 | { |
522 | { |
524 | int mtype; |
523 | int mtype; |
525 | |
524 | |
526 | switch (hitter->current_weapon->weapontype) |
525 | switch (hitter->current_weapon->weapontype) |
527 | { |
526 | { |
528 | case WEAP_HIT: |
527 | case WEAP_HIT: |
529 | mtype = ATM_BASIC; |
528 | mtype = ATM_BASIC; |
530 | break; |
529 | break; |
531 | case WEAP_SLASH: |
530 | case WEAP_SLASH: |
532 | mtype = ATM_SLASH; |
531 | mtype = ATM_SLASH; |
533 | break; |
532 | break; |
534 | case WEAP_PIERCE: |
533 | case WEAP_PIERCE: |
535 | mtype = ATM_PIERCE; |
534 | mtype = ATM_PIERCE; |
536 | break; |
535 | break; |
537 | case WEAP_CLEAVE: |
536 | case WEAP_CLEAVE: |
538 | mtype = ATM_CLEAVE; |
537 | mtype = ATM_CLEAVE; |
539 | break; |
538 | break; |
540 | case WEAP_SLICE: |
539 | case WEAP_SLICE: |
541 | mtype = ATM_SLICE; |
540 | mtype = ATM_SLICE; |
542 | break; |
541 | break; |
543 | case WEAP_STAB: |
542 | case WEAP_STAB: |
544 | mtype = ATM_STAB; |
543 | mtype = ATM_STAB; |
545 | break; |
544 | break; |
546 | case WEAP_WHIP: |
545 | case WEAP_WHIP: |
547 | mtype = ATM_WHIP; |
546 | mtype = ATM_WHIP; |
548 | break; |
547 | break; |
549 | case WEAP_CRUSH: |
548 | case WEAP_CRUSH: |
550 | mtype = ATM_CRUSH; |
549 | mtype = ATM_CRUSH; |
551 | break; |
550 | break; |
552 | case WEAP_BLUD: |
551 | case WEAP_BLUD: |
553 | mtype = ATM_BLUD; |
552 | mtype = ATM_BLUD; |
554 | break; |
553 | break; |
555 | default: |
554 | default: |
556 | mtype = ATM_BASIC; |
555 | mtype = ATM_BASIC; |
557 | break; |
556 | break; |
558 | } |
557 | } |
|
|
558 | |
559 | 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++) |
560 | 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) |
561 | { |
561 | { |
562 | 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); |
563 | strcpy (buf2, attack_mess[mtype][i].buf3); |
563 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
664 | op->play_sound (sound_find ("player_hits4")); |
664 | op->play_sound (sound_find ("player_hits4")); |
665 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
665 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
666 | } |
666 | } |
667 | } |
667 | } |
668 | |
668 | |
669 | |
|
|
670 | static int |
669 | static int |
671 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
670 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
672 | { |
671 | { |
673 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
672 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
674 | { |
673 | { |
675 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
674 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
676 | return 1; |
675 | return 1; |
677 | } |
676 | } |
678 | |
677 | |
679 | if ((*target)->head) |
|
|
680 | *target = (*target)->head; |
678 | *target = (*target)->head_ (); |
681 | |
|
|
682 | if ((*hitter)->head) |
|
|
683 | *hitter = (*hitter)->head; |
679 | *hitter = (*hitter)->head_ (); |
684 | |
680 | |
|
|
681 | if ((*target)->type == LOCKED_DOOR) |
|
|
682 | return 1; // locked doors cannot be hit |
|
|
683 | |
685 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
684 | if ((*hitter)->env || (*target)->env) |
686 | { |
685 | { |
687 | *simple_attack = 1; |
686 | *simple_attack = 1; |
688 | return 0; |
687 | return 0; |
689 | } |
688 | } |
690 | |
689 | |
… | |
… | |
703 | } |
702 | } |
704 | |
703 | |
705 | static int |
704 | static int |
706 | abort_attack (object *target, object *hitter, int simple_attack) |
705 | abort_attack (object *target, object *hitter, int simple_attack) |
707 | { |
706 | { |
708 | |
|
|
709 | /* 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 |
710 | * 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. |
711 | */ |
709 | */ |
712 | int new_mode; |
710 | int new_mode; |
713 | |
711 | |
714 | if (hitter->env == target || target->env == hitter) |
712 | if (hitter->env == target || target->env == hitter) |
715 | new_mode = 1; |
713 | new_mode = 1; |
716 | 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)) |
717 | return 1; |
716 | return 1; |
718 | else |
717 | else |
719 | new_mode = 0; |
718 | new_mode = 0; |
|
|
719 | |
720 | return new_mode != simple_attack; |
720 | return new_mode != simple_attack; |
721 | } |
721 | } |
722 | |
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 |
723 | 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 | } |
724 | |
848 | |
725 | static int |
849 | static int |
726 | 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) |
727 | { |
851 | { |
728 | int simple_attack, roll, dam = 0; |
852 | int simple_attack, roll, dam = 0; |
… | |
… | |
782 | * for help. */ |
906 | * for help. */ |
783 | 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)) |
784 | npc_call_help (op); |
908 | npc_call_help (op); |
785 | |
909 | |
786 | /* 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 */ |
787 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
911 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
788 | { |
912 | { |
789 | make_visible (op); |
913 | make_visible (op); |
790 | |
914 | |
791 | if (op->type == PLAYER) |
915 | if (op->type == PLAYER) |
792 | 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!"); |
793 | } |
917 | } |
794 | |
918 | |
795 | /* thrown items (hitter) will have various effects |
919 | /* thrown items (hitter) will have various effects |
796 | * when they hit the victim. For things like thrown daggers, |
920 | * when they hit the victim. For things like thrown daggers, |
797 | * this sets 'hitter' to the actual dagger, and not the |
921 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
809 | if (hitdam <= 0) |
933 | if (hitdam <= 0) |
810 | hitdam = 1; |
934 | hitdam = 1; |
811 | |
935 | |
812 | type = hitter->attacktype; |
936 | type = hitter->attacktype; |
813 | |
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 | */ |
814 | if (!type) |
948 | if (!type) |
815 | type = AT_PHYSICAL; |
949 | type = AT_PHYSICAL; |
816 | |
950 | |
817 | /* Handle monsters that hit back */ |
951 | /* Handle monsters that hit back */ |
818 | 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)) |
… | |
… | |
893 | /* Disassemble missile */ |
1027 | /* Disassemble missile */ |
894 | if (op->inv) |
1028 | if (op->inv) |
895 | { |
1029 | { |
896 | container = op; |
1030 | container = op; |
897 | hitter = op->inv; |
1031 | hitter = op->inv; |
898 | hitter->remove (); |
|
|
899 | 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); |
900 | /* 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 |
901 | * might be called until this THROWN_OBJ is either reassembled or |
1034 | * might be called until this THROWN_OBJ is either reassembled or |
902 | * 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 |
903 | * THROWN_OBJs. */ |
1036 | * THROWN_OBJs. */ |
904 | } |
1037 | } |
… | |
… | |
918 | * other places as well!) |
1051 | * other places as well!) |
919 | */ |
1052 | */ |
920 | if (hitter->destroyed () || hitter->env != NULL) |
1053 | if (hitter->destroyed () || hitter->env != NULL) |
921 | { |
1054 | { |
922 | if (container) |
1055 | if (container) |
923 | { |
|
|
924 | container->remove (); |
|
|
925 | container->destroy (); |
1056 | container->destroy (); |
926 | } |
|
|
927 | |
1057 | |
928 | return 0; |
1058 | return 0; |
929 | } |
1059 | } |
930 | |
1060 | |
931 | /* Missile hit victim */ |
1061 | /* Missile hit victim */ |
… | |
… | |
955 | * 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 |
956 | * way to handle those otherwise? |
1086 | * way to handle those otherwise? |
957 | */ |
1087 | */ |
958 | if (victim->x != hitter->x || victim->y != hitter->y) |
1088 | if (victim->x != hitter->x || victim->y != hitter->y) |
959 | { |
1089 | { |
|
|
1090 | if (victim->destroyed ()) |
|
|
1091 | hitter->destroy (); |
|
|
1092 | else |
|
|
1093 | { |
960 | hitter->remove (); |
1094 | hitter->remove (); |
961 | hitter->x = victim->x; |
1095 | hitter->x = victim->x; |
962 | hitter->y = victim->y; |
1096 | hitter->y = victim->y; |
963 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1097 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1098 | } |
964 | } |
1099 | } |
965 | else |
1100 | else |
966 | /* Else leave arrow where it is */ |
1101 | /* Else leave arrow where it is */ |
967 | merge_ob (hitter, NULL); |
1102 | merge_ob (hitter, NULL); |
968 | |
1103 | |
… | |
… | |
980 | } |
1115 | } |
981 | |
1116 | |
982 | return op; |
1117 | return op; |
983 | } |
1118 | } |
984 | |
1119 | |
985 | void |
1120 | static void |
986 | tear_down_wall (object *op) |
1121 | tear_down_wall (object *op) |
987 | { |
1122 | { |
988 | int perc = 0; |
|
|
989 | |
|
|
990 | if (!op->stats.maxhp) |
1123 | if (!op->stats.maxhp) |
991 | { |
|
|
992 | 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); |
993 | perc = 1; |
1125 | else if (!op->has_anim ()) |
994 | } |
|
|
995 | else if (!GET_ANIM_ID (op)) |
|
|
996 | { |
1126 | { |
997 | /* Object has been called - no animations, so remove it */ |
1127 | /* Object has been called - no animations, so remove it */ |
998 | if (op->stats.hp < 0) |
1128 | if (op->stats.hp < 0) |
999 | op->destroy (); |
1129 | op->destroy (); |
1000 | |
1130 | |
1001 | return; /* no animations, so nothing more to do */ |
1131 | return; /* no animations, so nothing more to do */ |
1002 | } |
1132 | } |
1003 | |
1133 | |
1004 | 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 | ); |
1005 | |
1140 | |
1006 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1141 | op->set_anim_frame (perc); |
1007 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1008 | else if (perc < 1) |
|
|
1009 | perc = 1; |
|
|
1010 | |
|
|
1011 | SET_ANIMATION (op, perc); |
|
|
1012 | update_object (op, UP_OBJ_FACE); |
1142 | update_object (op, UP_OBJ_FACE); |
1013 | |
1143 | |
1014 | if (perc == NUM_ANIMATIONS (op) - 1) |
1144 | if (op->stats.hp < 0) |
1015 | { /* Reached the last animation */ |
1145 | { /* Reached the last animation */ |
1016 | if (op->face == blank_face) |
1146 | if (op->face == blank_face) |
1017 | /* If the last face is blank, remove the ob */ |
1147 | /* If the last face is blank, remove the ob */ |
1018 | op->destroy (); |
1148 | op->destroy (); |
1019 | else |
1149 | else |
1020 | { /* The last face was not blank, leave an image */ |
1150 | { /* The last face was not blank, leave an image */ |
1021 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1151 | op->flag [FLAG_BLOCKSVIEW] = false; |
1022 | update_all_los (op->map, op->x, op->y); |
1152 | update_all_los (op->map, op->x, op->y); |
1023 | op->move_block = 0; |
1153 | op->move_block = 0; |
1024 | CLEAR_FLAG (op, FLAG_ALIVE); |
1154 | op->flag [FLAG_ALIVE] = false; |
1025 | } |
1155 | } |
1026 | } |
1156 | } |
1027 | } |
1157 | } |
1028 | |
1158 | |
1029 | void |
1159 | static void |
1030 | scare_creature (object *target, object *hitter) |
1160 | scare_creature (object *target, object *hitter) |
1031 | { |
1161 | { |
1032 | object *owner = hitter->owner; |
1162 | target->flag [FLAG_SCARED] = true; |
1033 | |
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 (); |
1034 | if (!owner) |
1225 | if (!owner) |
1035 | owner = hitter; |
1226 | owner = hitter; |
1036 | |
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 | |
1037 | SET_FLAG (target, FLAG_SCARED); |
1834 | SET_FLAG (tmp, FLAG_APPLIED); |
1038 | if (!target->enemy) |
1835 | tmp->speed_left = 0; |
1039 | target->enemy = owner; |
1836 | op->update_stats (); |
|
|
1837 | } |
|
|
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 */ |
1040 | } |
1989 | } |
1041 | |
1990 | |
1042 | /* 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 |
1043 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1992 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1044 | * 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 |
… | |
… | |
1069 | if (attacknum == ATNR_INTERNAL) |
2018 | if (attacknum == ATNR_INTERNAL) |
1070 | return dam; |
2019 | return dam; |
1071 | |
2020 | |
1072 | if (hitter->slaying) |
2021 | if (hitter->slaying) |
1073 | { |
2022 | { |
1074 | if ((op->race && strstr (hitter->slaying, op->race)) |
2023 | if ((op->race && hitter->slaying.contains (op->race)) |
1075 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
2024 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1076 | { |
2025 | { |
1077 | doesnt_slay = 0; |
2026 | doesnt_slay = 0; |
1078 | dam *= 3; |
2027 | dam *= 3; |
1079 | } |
2028 | } |
1080 | } |
2029 | } |
… | |
… | |
1126 | case ATNR_BLIND: |
2075 | case ATNR_BLIND: |
1127 | { |
2076 | { |
1128 | /* chance for inflicting a special attack depends on the |
2077 | /* chance for inflicting a special attack depends on the |
1129 | * difference between attacker's and defender's level |
2078 | * difference between attacker's and defender's level |
1130 | */ |
2079 | */ |
1131 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
2080 | int level_diff = min (110, max (0, op->level - hitter->level)); |
1132 | |
2081 | |
1133 | /* First, only creatures/players with speed can be affected. |
2082 | /* First, only creatures/players with speed can be affected. |
1134 | * Second, just getting hit doesn't mean it always affects |
2083 | * Second, just getting hit doesn't mean it always affects |
1135 | * you. Third, you still get a saving through against the |
2084 | * you. Third, you still get a saving through against the |
1136 | * effect. |
2085 | * effect. |
1137 | */ |
2086 | */ |
1138 | if (op->speed && |
2087 | if (op->has_active_speed () |
1139 | (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)) |
1140 | !(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)) |
1141 | { |
2091 | { |
1142 | |
2092 | |
1143 | /* Player has been hit by something */ |
2093 | /* Player has been hit by something */ |
1144 | if (attacknum == ATNR_CONFUSION) |
2094 | if (attacknum == ATNR_CONFUSION) |
1145 | confuse_player (op, hitter, dam); |
2095 | confuse_player (op, hitter, dam); |
… | |
… | |
1282 | object *god = find_god (determine_god (owner)); |
2232 | object *god = find_god (determine_god (owner)); |
1283 | int div = 1; |
2233 | int div = 1; |
1284 | |
2234 | |
1285 | /* 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 |
1286 | * at half strength */ |
2236 | * at half strength */ |
1287 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
2237 | if (!god || !god->slaying.contains (shstr_undead)) |
1288 | div = 2; |
2238 | div = 2; |
1289 | |
2239 | |
1290 | /* Give a bonus if you resist turn undead */ |
2240 | /* Give a bonus if you resist turn undead */ |
1291 | 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))) |
1292 | scare_creature (op, owner); |
2242 | scare_creature (op, owner); |
… | |
… | |
1364 | } |
2314 | } |
1365 | |
2315 | |
1366 | return dam; |
2316 | return dam; |
1367 | } |
2317 | } |
1368 | |
2318 | |
1369 | /* GROS: This code comes from hit_player. It has been made external to |
|
|
1370 | * allow script procedures to "kill" objects in a combat-like fashion. |
|
|
1371 | * It was initially used by (kill-object) developed for the Collector's |
|
|
1372 | * Sword. Note that nothing has been changed from the original version |
|
|
1373 | * of the following code. |
|
|
1374 | * op is what is being killed. |
|
|
1375 | * dam is the damage done to it. |
|
|
1376 | * hitter is what is hitting it. |
|
|
1377 | * type is the attacktype. |
|
|
1378 | * |
|
|
1379 | * This function was a bit of a mess with hitter getting changed, |
|
|
1380 | * values being stored away but not used, etc. I've cleaned it up |
|
|
1381 | * a bit - I think it should be functionally equivalant. |
|
|
1382 | * MSW 2002-07-17 |
|
|
1383 | */ |
|
|
1384 | int |
|
|
1385 | kill_object (object *op, int dam, object *hitter, int type) |
|
|
1386 | { |
|
|
1387 | char buf[MAX_BUF]; |
|
|
1388 | const char *skill; |
|
|
1389 | int maxdam = 0; |
|
|
1390 | int battleg = 0; /* true if op standing on battleground */ |
|
|
1391 | int pk = 0; /* true if op and what controls hitter are both players */ |
|
|
1392 | object *owner = 0; |
|
|
1393 | object *skop = 0; |
|
|
1394 | |
|
|
1395 | if (op->stats.hp >= 0) |
|
|
1396 | return -1; |
|
|
1397 | |
|
|
1398 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
|
|
1399 | return 0; |
|
|
1400 | |
|
|
1401 | /* maxdam needs to be the amount of damage it took to kill |
|
|
1402 | * this creature. The function(s) that call us have already |
|
|
1403 | * adjusted the creatures HP total, so that is negative. |
|
|
1404 | */ |
|
|
1405 | maxdam = dam + op->stats.hp + 1; |
|
|
1406 | |
|
|
1407 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
|
|
1408 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
|
|
1409 | |
|
|
1410 | if (op->type == DOOR) |
|
|
1411 | { |
|
|
1412 | op->set_speed (0.1f); |
|
|
1413 | op->speed_left = -0.05f; |
|
|
1414 | return maxdam; |
|
|
1415 | } |
|
|
1416 | |
|
|
1417 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
|
|
1418 | { |
|
|
1419 | op->destroy (); |
|
|
1420 | return maxdam; |
|
|
1421 | } |
|
|
1422 | |
|
|
1423 | /* Now lets start dealing with experience we get for killing something */ |
|
|
1424 | |
|
|
1425 | owner = hitter->owner; |
|
|
1426 | if (!owner) |
|
|
1427 | owner = hitter; |
|
|
1428 | |
|
|
1429 | /* is the victim (op) standing on battleground? */ |
|
|
1430 | if (op_on_battleground (op, NULL, NULL)) |
|
|
1431 | battleg = 1; |
|
|
1432 | |
|
|
1433 | /* is this player killing? */ |
|
|
1434 | if (op->type == PLAYER && owner->type == PLAYER) |
|
|
1435 | pk = 1; |
|
|
1436 | |
|
|
1437 | /* Player killed something */ |
|
|
1438 | if (owner->type == PLAYER) |
|
|
1439 | { |
|
|
1440 | Log_Kill (owner->name, |
|
|
1441 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1442 | |
|
|
1443 | /* Log players killing other players - makes it easier to detect |
|
|
1444 | * and filter out malicious player killers - that is why the |
|
|
1445 | * ip address is included. |
|
|
1446 | */ |
|
|
1447 | if (op->type == PLAYER && !battleg) |
|
|
1448 | { |
|
|
1449 | time_t t = time (NULL); |
|
|
1450 | struct tm *tmv; |
|
|
1451 | char buf[256]; |
|
|
1452 | |
|
|
1453 | tmv = localtime (&t); |
|
|
1454 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
|
|
1455 | |
|
|
1456 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
|
|
1457 | } |
|
|
1458 | |
|
|
1459 | /* try to filter some things out - basically, if you are |
|
|
1460 | * killing a level 1 creature and your level 20, you |
|
|
1461 | * probably don't want to see that. |
|
|
1462 | */ |
|
|
1463 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
|
|
1464 | { |
|
|
1465 | if (owner != hitter) |
|
|
1466 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
|
|
1467 | else |
|
|
1468 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
|
|
1469 | |
|
|
1470 | /* Only play sounds for melee kills */ |
|
|
1471 | if (hitter->type == PLAYER) |
|
|
1472 | owner->play_sound (sound_find ("player_kills")); |
|
|
1473 | } |
|
|
1474 | |
|
|
1475 | /* If a player kills another player, not on |
|
|
1476 | * battleground, the "killer" looses 1 luck. Since this is |
|
|
1477 | * not reversible, it's actually quite a pain IMHO. -AV |
|
|
1478 | * Fix bug in that we were changing the luck of the hitter, not |
|
|
1479 | * player that the object belonged to - so if you killed another player |
|
|
1480 | * with spells, pets, whatever, there was no penalty. |
|
|
1481 | * Changed to make luck penalty configurable in settings. |
|
|
1482 | */ |
|
|
1483 | if (op->type == PLAYER && owner != op && !battleg) |
|
|
1484 | owner->change_luck (-settings.pk_luck_penalty); |
|
|
1485 | |
|
|
1486 | /* This code below deals with finding the appropriate skill |
|
|
1487 | * to credit exp to. This is a bit problematic - we should |
|
|
1488 | * probably never really have to look at current_weapon->skill |
|
|
1489 | */ |
|
|
1490 | skill = 0; |
|
|
1491 | |
|
|
1492 | if (hitter->skill && hitter->type != PLAYER) |
|
|
1493 | skill = hitter->skill; |
|
|
1494 | else if (owner->chosen_skill) |
|
|
1495 | { |
|
|
1496 | skop = owner->chosen_skill; |
|
|
1497 | skill = skop->skill; |
|
|
1498 | } |
|
|
1499 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
|
|
1500 | skill = owner->current_weapon->skill; |
|
|
1501 | else |
|
|
1502 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
|
|
1503 | |
|
|
1504 | /* We have the skill we want to credit to - now find the object this goes |
|
|
1505 | * to. Make sure skop is an actual skill, and not a skill tool! |
|
|
1506 | */ |
|
|
1507 | if ((!skop || skop->type != SKILL) && skill) |
|
|
1508 | { |
|
|
1509 | int i; |
|
|
1510 | |
|
|
1511 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1512 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1513 | { |
|
|
1514 | skop = owner->contr->last_skill_ob[i]; |
|
|
1515 | break; |
|
|
1516 | } |
|
|
1517 | } |
|
|
1518 | } /* Was it a player that hit somethign */ |
|
|
1519 | else |
|
|
1520 | skill = 0; |
|
|
1521 | |
|
|
1522 | /* Pet (or spell) killed something. */ |
|
|
1523 | if (owner != hitter) |
|
|
1524 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1525 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1526 | else |
|
|
1527 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1528 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1529 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1530 | |
|
|
1531 | /* These may have been set in the player code section above */ |
|
|
1532 | if (!skop) |
|
|
1533 | skop = hitter->chosen_skill; |
|
|
1534 | |
|
|
1535 | if (!skill && skop) |
|
|
1536 | skill = skop->skill; |
|
|
1537 | |
|
|
1538 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1539 | |
|
|
1540 | /* If you didn't kill yourself, and your not the wizard */ |
|
|
1541 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1542 | { |
|
|
1543 | int exp; |
|
|
1544 | |
|
|
1545 | /* Really don't give much experience for killing other players */ |
|
|
1546 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
|
|
1547 | if (op->type == PLAYER) |
|
|
1548 | { |
|
|
1549 | if (battleg) |
|
|
1550 | { |
|
|
1551 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
|
|
1552 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
|
|
1553 | } |
|
|
1554 | else |
|
|
1555 | exp = op->stats.exp / 1000; |
|
|
1556 | } |
|
|
1557 | else |
|
|
1558 | exp = calc_skill_exp (owner, op, skop); |
|
|
1559 | |
|
|
1560 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1561 | * exp by killing him |
|
|
1562 | */ |
|
|
1563 | if (battleg) |
|
|
1564 | exp = 0; |
|
|
1565 | |
|
|
1566 | /* Don't know why this is set this way - doesn't make |
|
|
1567 | * sense to just divide everything by two for no reason. |
|
|
1568 | */ |
|
|
1569 | |
|
|
1570 | if (!settings.simple_exp) |
|
|
1571 | exp = exp / 2; |
|
|
1572 | |
|
|
1573 | if (owner->type != PLAYER || owner->contr->party == NULL) |
|
|
1574 | change_exp (owner, exp, skill, 0); |
|
|
1575 | else |
|
|
1576 | { |
|
|
1577 | int shares = 0, count = 0; |
|
|
1578 | partylist *party = owner->contr->party; |
|
|
1579 | |
|
|
1580 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
|
|
1581 | |
|
|
1582 | for_all_players (pl) |
|
|
1583 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1584 | { |
|
|
1585 | count++; |
|
|
1586 | shares += (pl->ob->level + 4); |
|
|
1587 | } |
|
|
1588 | |
|
|
1589 | if (count == 1 || shares > exp || !shares) |
|
|
1590 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
|
|
1591 | else |
|
|
1592 | { |
|
|
1593 | int share = exp / shares, given = 0, nexp; |
|
|
1594 | |
|
|
1595 | for_all_players (pl) |
|
|
1596 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
|
|
1597 | { |
|
|
1598 | nexp = (pl->ob->level + 4) * share; |
|
|
1599 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
|
|
1600 | given += nexp; |
|
|
1601 | } |
|
|
1602 | |
|
|
1603 | exp -= given; |
|
|
1604 | /* give any remainder to the player */ |
|
|
1605 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
|
|
1606 | } |
|
|
1607 | } /* else part of a party */ |
|
|
1608 | } /* end if person didn't kill himself */ |
|
|
1609 | |
|
|
1610 | if (op->type != PLAYER) |
|
|
1611 | { |
|
|
1612 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
|
|
1613 | { |
|
|
1614 | object *owner1 = op->owner; |
|
|
1615 | |
|
|
1616 | if (owner1 && owner1->type == PLAYER) |
|
|
1617 | { |
|
|
1618 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
|
|
1619 | /* Maybe we should include the owner that killed this, maybe not */ |
|
|
1620 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
|
|
1621 | } |
|
|
1622 | |
|
|
1623 | remove_friendly_object (op); |
|
|
1624 | } |
|
|
1625 | |
|
|
1626 | op->destroy (); |
|
|
1627 | } |
|
|
1628 | else |
|
|
1629 | /* Player has been killed! */ |
|
|
1630 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
|
|
1631 | |
|
|
1632 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
|
|
1633 | * continues in the calling function. |
|
|
1634 | */ |
|
|
1635 | return maxdam; |
|
|
1636 | } |
|
|
1637 | |
|
|
1638 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
|
|
1639 | * Returns 0 this is not friendly fire |
|
|
1640 | */ |
|
|
1641 | int |
|
|
1642 | friendly_fire (object *op, object *hitter) |
|
|
1643 | { |
|
|
1644 | object *owner; |
|
|
1645 | int friendlyfire; |
|
|
1646 | |
|
|
1647 | if (hitter->head) |
|
|
1648 | hitter = hitter->head; |
|
|
1649 | |
|
|
1650 | friendlyfire = 0; |
|
|
1651 | |
|
|
1652 | if (op->type == PLAYER) |
|
|
1653 | { |
|
|
1654 | if (op_on_battleground (hitter, 0, 0)) |
|
|
1655 | return 0; |
|
|
1656 | |
|
|
1657 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
|
|
1658 | return 1; |
|
|
1659 | |
|
|
1660 | if ((owner = hitter->owner) != NULL) |
|
|
1661 | { |
|
|
1662 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
|
|
1663 | friendlyfire = 2; |
|
|
1664 | } |
|
|
1665 | |
|
|
1666 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
|
|
1667 | friendlyfire = 0; |
|
|
1668 | } |
|
|
1669 | |
|
|
1670 | return friendlyfire; |
|
|
1671 | } |
|
|
1672 | |
|
|
1673 | /* This isn't used just for players, but in fact most objects. |
|
|
1674 | * op is the object to be hit, dam is the amount of damage, hitter |
|
|
1675 | * is what is hitting the object, type is the attacktype, and |
|
|
1676 | * full_hit is set if monster area does not matter. |
|
|
1677 | * dam is base damage - protections/vulnerabilities/slaying matches can |
|
|
1678 | * modify it. |
|
|
1679 | */ |
|
|
1680 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
|
|
1681 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
|
|
1682 | int |
|
|
1683 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
|
|
1684 | { |
|
|
1685 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
|
|
1686 | int maxattacktype, attacknum; |
|
|
1687 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1688 | int simple_attack; |
|
|
1689 | int rtn_kill = 0; |
|
|
1690 | int friendlyfire; |
|
|
1691 | |
|
|
1692 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
|
|
1693 | return 0; |
|
|
1694 | |
|
|
1695 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
|
|
1696 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
|
|
1697 | return 0; |
|
|
1698 | |
|
|
1699 | // only allow pk for hostile players |
|
|
1700 | if (op->type == PLAYER) |
|
|
1701 | { |
|
|
1702 | object *owner = hitter->owner; |
|
|
1703 | |
|
|
1704 | if (!owner) |
|
|
1705 | owner = hitter; |
|
|
1706 | |
|
|
1707 | if (owner->type == PLAYER |
|
|
1708 | && (!op_on_battleground (op, 0, 0) |
|
|
1709 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1710 | && op != owner) |
|
|
1711 | return 0; |
|
|
1712 | } |
|
|
1713 | |
|
|
1714 | if (body_attack) |
|
|
1715 | { |
|
|
1716 | /* slow and paralyze must hit the head. But we don't want to just |
|
|
1717 | * return - we still need to process other attacks the spell still |
|
|
1718 | * might have. So just remove the paralyze and slow attacktypes, |
|
|
1719 | * and keep on processing if we have other attacktypes. |
|
|
1720 | * return if only magic or nothing is left - under normal code |
|
|
1721 | * we don't attack with pure magic if there is another attacktype. |
|
|
1722 | * Only do processing if the initial attacktype includes one of those |
|
|
1723 | * attack so we don't cancel out things like magic bullet. |
|
|
1724 | */ |
|
|
1725 | if (type & (AT_PARALYZE | AT_SLOW)) |
|
|
1726 | { |
|
|
1727 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1728 | |
|
|
1729 | if (!type || type == AT_MAGIC) |
|
|
1730 | return 0; |
|
|
1731 | } |
|
|
1732 | } |
|
|
1733 | |
|
|
1734 | if (!simple_attack && op->type == DOOR) |
|
|
1735 | { |
|
|
1736 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1737 | if (tmp->type == RUNE || tmp->type == TRAP) |
|
|
1738 | { |
|
|
1739 | spring_trap (tmp, hitter); |
|
|
1740 | |
|
|
1741 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
|
|
1742 | return 0; |
|
|
1743 | |
|
|
1744 | break; |
|
|
1745 | } |
|
|
1746 | } |
|
|
1747 | |
|
|
1748 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
|
|
1749 | { |
|
|
1750 | /* FIXME: If a player is killed by a rune in a door, the |
|
|
1751 | * destroyed() check above doesn't return, and might get here. |
|
|
1752 | */ |
|
|
1753 | |
|
|
1754 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1755 | gets it's speed_left raised on each mover-tick. |
|
|
1756 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1757 | and waiting for that to run out. |
|
|
1758 | */ |
|
|
1759 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
|
|
1760 | return 0; |
|
|
1761 | } |
|
|
1762 | |
|
|
1763 | #ifdef ATTACK_DEBUG |
|
|
1764 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
|
|
1765 | #endif |
|
|
1766 | |
|
|
1767 | if (magic) |
|
|
1768 | { |
|
|
1769 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1770 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1771 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
|
|
1772 | if (dam >= 100) |
|
|
1773 | dam /= 100; |
|
|
1774 | else |
|
|
1775 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
|
|
1776 | } |
|
|
1777 | |
|
|
1778 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
|
|
1779 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
|
|
1780 | */ |
|
|
1781 | if (type & AT_CHAOS) |
|
|
1782 | { |
|
|
1783 | shuffle_attack (op, 0); /*0 flag tells it to not change the face */ |
|
|
1784 | update_object (op, UP_OBJ_FACE); |
|
|
1785 | type &= ~AT_CHAOS; |
|
|
1786 | } |
|
|
1787 | |
|
|
1788 | /* Holyword is really an attacktype modifier (like magic is). If |
|
|
1789 | * holyword is part of an attacktype, then make sure the creature is |
|
|
1790 | * a proper match, otherwise no damage. |
|
|
1791 | */ |
|
|
1792 | if (type & AT_HOLYWORD) |
|
|
1793 | { |
|
|
1794 | object *god; |
|
|
1795 | |
|
|
1796 | if ((!hitter->slaying || |
|
|
1797 | (!(op->race && strstr (hitter->slaying, op->race)) && |
|
|
1798 | !(op->name && strstr (hitter->slaying, op->name)))) && |
|
|
1799 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
|
|
1800 | (hitter->title != NULL |
|
|
1801 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
|
|
1802 | return 0; |
|
|
1803 | } |
|
|
1804 | |
|
|
1805 | maxattacktype = type; /* initialise this to something */ |
|
|
1806 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
|
|
1807 | { |
|
|
1808 | /* Magic isn't really a true attack type - it gets combined with other |
|
|
1809 | * attack types. As such, skip it over. However, if magic is |
|
|
1810 | * the only attacktype in the group, then still attack with it |
|
|
1811 | */ |
|
|
1812 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
|
|
1813 | continue; |
|
|
1814 | |
|
|
1815 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1816 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1817 | * it. It will do the appropriate action for attacktypes with |
|
|
1818 | * effects (slow, paralization, etc. |
|
|
1819 | */ |
|
|
1820 | if (type & attacktype) |
|
|
1821 | { |
|
|
1822 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1823 | /* the >= causes us to prefer messages from special attacks, if |
|
|
1824 | * the damage is equal. |
|
|
1825 | */ |
|
|
1826 | if (ndam >= maxdam) |
|
|
1827 | { |
|
|
1828 | maxdam = ndam; |
|
|
1829 | maxattacktype = 1 << attacknum; |
|
|
1830 | } |
|
|
1831 | } |
|
|
1832 | } |
|
|
1833 | |
|
|
1834 | /* if this is friendly fire then do a set % of damage only |
|
|
1835 | * Note - put a check in to make sure this attack is actually |
|
|
1836 | * doing damage - otherwise, the +1 in the code below will make |
|
|
1837 | * an attack do damage before when it otherwise didn't |
|
|
1838 | */ |
|
|
1839 | friendlyfire = friendly_fire (op, hitter); |
|
|
1840 | if (friendlyfire && maxdam) |
|
|
1841 | { |
|
|
1842 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
|
|
1843 | |
|
|
1844 | #ifdef ATTACK_DEBUG |
|
|
1845 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
|
|
1846 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
|
|
1847 | #endif |
|
|
1848 | } |
|
|
1849 | |
|
|
1850 | if (!full_hit) |
|
|
1851 | { |
|
|
1852 | int area; |
|
|
1853 | int remainder; |
|
|
1854 | |
|
|
1855 | area = 0; |
|
|
1856 | |
|
|
1857 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
|
|
1858 | area++; |
|
|
1859 | |
|
|
1860 | assert (area > 0); |
|
|
1861 | |
|
|
1862 | /* basically: maxdam /= area; we try to "simulate" a float |
|
|
1863 | value-effect */ |
|
|
1864 | remainder = 100 * (maxdam % area) / area; |
|
|
1865 | maxdam /= area; |
|
|
1866 | if (rndm (100) < remainder) |
|
|
1867 | maxdam++; |
|
|
1868 | } |
|
|
1869 | |
|
|
1870 | #ifdef ATTACK_DEBUG |
|
|
1871 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
|
|
1872 | #endif |
|
|
1873 | |
|
|
1874 | // for now, only do this for active objects, otherwise they |
|
|
1875 | // keep a refcount for a long time and I see no usefulness |
|
|
1876 | // for an non-active objetc to know its enemy. |
|
|
1877 | if (op->active) |
|
|
1878 | if (hitter->owner) |
|
|
1879 | op->enemy = hitter->owner; |
|
|
1880 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1881 | op->enemy = hitter; |
|
|
1882 | |
|
|
1883 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
|
|
1884 | { |
|
|
1885 | /* The unaggressives look after themselves 8) */ |
|
|
1886 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1887 | npc_call_help (op); |
|
|
1888 | } |
|
|
1889 | |
|
|
1890 | if (magic && did_make_save (op, op->level, 0)) |
|
|
1891 | maxdam = maxdam / 2; |
|
|
1892 | |
|
|
1893 | attack_message (maxdam, maxattacktype, op, hitter); |
|
|
1894 | |
|
|
1895 | op->stats.hp -= maxdam; |
|
|
1896 | |
|
|
1897 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
|
|
1898 | if ((op->stats.hp >= 0) && |
|
|
1899 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1900 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
1901 | { |
|
|
1902 | |
|
|
1903 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
|
|
1904 | SET_FLAG (op, FLAG_RUN_AWAY); |
|
|
1905 | else |
|
|
1906 | scare_creature (op, hitter); |
|
|
1907 | } |
|
|
1908 | |
|
|
1909 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
|
|
1910 | { |
|
|
1911 | if (maxdam) |
|
|
1912 | tear_down_wall (op); |
|
|
1913 | |
|
|
1914 | return maxdam; /* nothing more to do for wall */ |
|
|
1915 | } |
|
|
1916 | |
|
|
1917 | /* See if the creature has been killed */ |
|
|
1918 | rtn_kill = kill_object (op, maxdam, hitter, type); |
|
|
1919 | if (rtn_kill != -1) |
|
|
1920 | return rtn_kill; |
|
|
1921 | |
|
|
1922 | |
|
|
1923 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
|
|
1924 | * that before if the player was immune to ghosthit, the monster |
|
|
1925 | * remained - that is no longer the case. |
|
|
1926 | */ |
|
|
1927 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
|
|
1928 | hitter->destroy (); |
|
|
1929 | |
|
|
1930 | /* Lets handle creatures that are splitting now */ |
|
|
1931 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
|
|
1932 | { |
|
|
1933 | int i; |
|
|
1934 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
|
|
1935 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
|
|
1936 | object *owner = op->owner; |
|
|
1937 | |
|
|
1938 | if (!op->other_arch) |
|
|
1939 | { |
|
|
1940 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
|
|
1941 | return maxdam; |
|
|
1942 | } |
|
|
1943 | |
|
|
1944 | op->remove (); |
|
|
1945 | |
|
|
1946 | for (i = 0; i < op->stats.food; i++) |
|
|
1947 | { /* This doesn't handle op->more yet */ |
|
|
1948 | object *tmp = arch_to_object (op->other_arch); |
|
|
1949 | int j; |
|
|
1950 | |
|
|
1951 | tmp->stats.hp = op->stats.hp; |
|
|
1952 | |
|
|
1953 | if (friendly) |
|
|
1954 | { |
|
|
1955 | add_friendly_object (tmp); |
|
|
1956 | tmp->attack_movement = PETMOVE; |
|
|
1957 | |
|
|
1958 | if (owner) |
|
|
1959 | tmp->set_owner (owner); |
|
|
1960 | } |
|
|
1961 | |
|
|
1962 | if (unaggressive) |
|
|
1963 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1964 | |
|
|
1965 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1966 | |
|
|
1967 | if (j == -1) /* No spot to put this monster */ |
|
|
1968 | tmp->destroy (); |
|
|
1969 | else |
|
|
1970 | { |
|
|
1971 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
|
|
1972 | insert_ob_in_map (tmp, op->map, NULL, 0); |
|
|
1973 | } |
|
|
1974 | } |
|
|
1975 | |
|
|
1976 | op->destroy (); |
|
|
1977 | } |
|
|
1978 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
|
|
1979 | hitter->destroy (); |
|
|
1980 | |
|
|
1981 | return maxdam; |
|
|
1982 | } |
|
|
1983 | |
|
|
1984 | void |
|
|
1985 | poison_player (object *op, object *hitter, int dam) |
|
|
1986 | { |
|
|
1987 | archetype *at = archetype::find ("poisoning"); |
|
|
1988 | object *tmp = present_arch_in_ob (at, op); |
|
|
1989 | |
|
|
1990 | if (tmp == NULL) |
|
|
1991 | { |
|
|
1992 | if ((tmp = arch_to_object (at)) == NULL) |
|
|
1993 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
|
|
1994 | else |
|
|
1995 | { |
|
|
1996 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1997 | /* peterm: give poisoning some teeth. It should |
|
|
1998 | * be able to kill things better than it does: |
|
|
1999 | * damage should be dependent something--I choose to |
|
|
2000 | * do this: if it's a monster, the damage from the |
|
|
2001 | * poisoning goes as the level of the monster/2. |
|
|
2002 | * If anything else, goes as damage. |
|
|
2003 | */ |
|
|
2004 | |
|
|
2005 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2006 | tmp->stats.dam += hitter->level / 2; |
|
|
2007 | else |
|
|
2008 | tmp->stats.dam = dam; |
|
|
2009 | |
|
|
2010 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
|
|
2011 | if (hitter->skill && hitter->skill != tmp->skill) |
|
|
2012 | { |
|
|
2013 | tmp->skill = hitter->skill; |
|
|
2014 | } |
|
|
2015 | |
|
|
2016 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
|
|
2017 | |
|
|
2018 | if (op->type == PLAYER) |
|
|
2019 | { |
|
|
2020 | /* player looses stats, maximum is -10 of each */ |
|
|
2021 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
|
|
2022 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
|
|
2023 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
|
|
2024 | tmp->stats.Int = MAX (-dam / 7, -10); |
|
|
2025 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2026 | op->update_stats (); |
|
|
2027 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2028 | op->play_sound (tmp->sound); |
|
|
2029 | } |
|
|
2030 | |
|
|
2031 | if (hitter->type == PLAYER) |
|
|
2032 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
|
|
2033 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
|
|
2034 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
|
|
2035 | } |
|
|
2036 | |
|
|
2037 | tmp->speed_left = 0; |
|
|
2038 | } |
|
|
2039 | else |
|
|
2040 | tmp->stats.food++; |
|
|
2041 | } |
|
|
2042 | |
|
|
2043 | void |
|
|
2044 | slow_player (object *op, object *hitter, int dam) |
|
|
2045 | { |
|
|
2046 | archetype *at = archetype::find ("slowness"); |
|
|
2047 | object *tmp; |
|
|
2048 | |
|
|
2049 | if (at == NULL) |
|
|
2050 | LOG (llevError, "Can't find slowness archetype.\n"); |
|
|
2051 | |
|
|
2052 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
|
|
2053 | { |
|
|
2054 | tmp = arch_to_object (at); |
|
|
2055 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2056 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
|
|
2057 | } |
|
|
2058 | else |
|
|
2059 | tmp->stats.food++; |
|
|
2060 | |
|
|
2061 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2062 | tmp->speed_left = 0; |
|
|
2063 | op->update_stats (); |
|
|
2064 | } |
|
|
2065 | |
|
|
2066 | void |
|
|
2067 | confuse_player (object *op, object *hitter, int dam) |
|
|
2068 | { |
|
|
2069 | object *tmp; |
|
|
2070 | int maxduration; |
|
|
2071 | |
|
|
2072 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
|
|
2073 | if (!tmp) |
|
|
2074 | { |
|
|
2075 | tmp = get_archetype (FORCE_NAME); |
|
|
2076 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2077 | } |
|
|
2078 | |
|
|
2079 | /* Duration added per hit and max. duration of confusion both depend |
|
|
2080 | * on the player's resistance |
|
|
2081 | */ |
|
|
2082 | tmp->speed = 0.05; |
|
|
2083 | tmp->subtype = FORCE_CONFUSION; |
|
|
2084 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2085 | tmp->name = "confusion"; |
|
|
2086 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2087 | |
|
|
2088 | if (tmp->duration > maxduration) |
|
|
2089 | tmp->duration = maxduration; |
|
|
2090 | |
|
|
2091 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
2092 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2093 | |
|
|
2094 | SET_FLAG (op, FLAG_CONFUSED); |
|
|
2095 | } |
|
|
2096 | |
|
|
2097 | void |
|
|
2098 | blind_player (object *op, object *hitter, int dam) |
|
|
2099 | { |
|
|
2100 | object *tmp, *owner; |
|
|
2101 | |
|
|
2102 | /* Save some work if we know it isn't going to affect the player */ |
|
|
2103 | if (op->resist[ATNR_BLIND] == 100) |
|
|
2104 | return; |
|
|
2105 | |
|
|
2106 | tmp = present_in_ob (BLINDNESS, op); |
|
|
2107 | if (!tmp) |
|
|
2108 | { |
|
|
2109 | tmp = get_archetype ("blindness"); |
|
|
2110 | SET_FLAG (tmp, FLAG_BLIND); |
|
|
2111 | SET_FLAG (tmp, FLAG_APPLIED); |
|
|
2112 | /* use floats so we don't lose too much precision due to rounding errors. |
|
|
2113 | * speed is a float anyways. |
|
|
2114 | */ |
|
|
2115 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2116 | |
|
|
2117 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2118 | change_abil (op, tmp); /* Mostly to display any messages */ |
|
|
2119 | op->update_stats (); /* This takes care of some other stuff */ |
|
|
2120 | |
|
|
2121 | if (hitter->owner) |
|
|
2122 | owner = hitter->owner; |
|
|
2123 | else |
|
|
2124 | owner = hitter; |
|
|
2125 | |
|
|
2126 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
|
|
2127 | } |
|
|
2128 | tmp->stats.food += dam; |
|
|
2129 | if (tmp->stats.food > 10) |
|
|
2130 | tmp->stats.food = 10; |
|
|
2131 | } |
|
|
2132 | |
|
|
2133 | void |
|
|
2134 | paralyze_player (object *op, object *hitter, int dam) |
|
|
2135 | { |
|
|
2136 | float effect, max; |
|
|
2137 | |
|
|
2138 | /* object *tmp; */ |
|
|
2139 | |
|
|
2140 | /* This is strange stuff... someone knows for what this is |
|
|
2141 | * written? Well, i think this can and should be removed |
|
|
2142 | */ |
|
|
2143 | |
|
|
2144 | /* |
|
|
2145 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
|
|
2146 | tmp=clone_arch(PARAIMAGE); |
|
|
2147 | tmp->x=op->x,tmp->y=op->y; |
|
|
2148 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
|
|
2149 | } |
|
|
2150 | */ |
|
|
2151 | |
|
|
2152 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
|
|
2153 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
|
|
2154 | |
|
|
2155 | if (effect == 0) |
|
|
2156 | return; |
|
|
2157 | |
|
|
2158 | op->speed_left -= FABS (op->speed) * effect; |
|
|
2159 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
|
|
2160 | |
|
|
2161 | /* max number of ticks to be affected for. */ |
|
|
2162 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
2163 | if (op->speed_left < -(FABS (op->speed) * max)) |
|
|
2164 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2165 | |
|
|
2166 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
|
|
2167 | } |
|
|
2168 | |
|
|
2169 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
|
|
2170 | * the computed damaged. |
|
|
2171 | */ |
|
|
2172 | void |
|
|
2173 | deathstrike_player (object *op, object *hitter, int *dam) |
|
|
2174 | { |
|
|
2175 | /* The intention of a death attack is to kill outright things |
|
|
2176 | ** that are a lot weaker than the attacker, have a chance of killing |
|
|
2177 | ** things somewhat weaker than the caster, and no chance of |
|
|
2178 | ** killing something equal or stronger than the attacker. |
|
|
2179 | ** Also, if a deathstrike attack has a slaying, any monster |
|
|
2180 | ** whose name or race matches a comma-delimited list in the slaying |
|
|
2181 | ** field of the deathstriking object */ |
|
|
2182 | |
|
|
2183 | int atk_lev, def_lev, kill_lev; |
|
|
2184 | |
|
|
2185 | if (hitter->slaying) |
|
|
2186 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (op->race && strstr (hitter->slaying, op->race)))) |
|
|
2187 | return; |
|
|
2188 | |
|
|
2189 | def_lev = op->level; |
|
|
2190 | if (def_lev < 1) |
|
|
2191 | { |
|
|
2192 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
|
|
2193 | def_lev = 1; |
|
|
2194 | } |
|
|
2195 | |
|
|
2196 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
|
|
2197 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
|
|
2198 | atk_lev, def_lev); */ |
|
|
2199 | |
|
|
2200 | if (atk_lev >= def_lev) |
|
|
2201 | { |
|
|
2202 | kill_lev = random_roll (0, atk_lev - 1, hitter, PREFER_HIGH); |
|
|
2203 | |
|
|
2204 | /* Note that the below effectively means the ratio of the atk vs |
|
|
2205 | * defener level is important - if level 52 character has very little |
|
|
2206 | * chance of killing a level 50 monster. This should probably be |
|
|
2207 | * redone. |
|
|
2208 | */ |
|
|
2209 | if (kill_lev >= def_lev) |
|
|
2210 | { |
|
|
2211 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
|
|
2212 | /* I think this doesn't really do much. Because of |
|
|
2213 | * integer rounding, this only makes any difference if the |
|
|
2214 | * attack level is double the defender level. |
|
|
2215 | */ |
|
|
2216 | *dam *= kill_lev / def_lev; |
|
|
2217 | } |
|
|
2218 | } |
|
|
2219 | else |
|
|
2220 | *dam = 0; /* no harm done */ |
|
|
2221 | } |
|
|
2222 | |
|
|
2223 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2224 | * items (like attacking living creatures--a potion thrown at a |
|
|
2225 | * monster). |
|
|
2226 | */ |
|
|
2227 | static void |
|
|
2228 | thrown_item_effect (object *hitter, object *victim) |
|
|
2229 | { |
|
|
2230 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2231 | { |
|
|
2232 | /* May not need a switch for just 2 types, but this makes it |
|
|
2233 | * easier for expansion. |
|
|
2234 | */ |
|
|
2235 | switch (hitter->type) |
|
|
2236 | { |
|
|
2237 | case POTION: |
|
|
2238 | /* should player get a save throw instead of checking magic protection? */ |
|
|
2239 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
2240 | (void) apply_potion (victim, hitter); |
|
|
2241 | break; |
|
|
2242 | |
|
|
2243 | case POISON: /* poison drinks */ |
|
|
2244 | /* As with potions, should monster get a save? */ |
|
|
2245 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
|
|
2246 | apply_poison (victim, hitter); |
|
|
2247 | break; |
|
|
2248 | |
|
|
2249 | /* Removed case statements that did nothing. |
|
|
2250 | * food may be poisonous, but monster must be willing to eat it, |
|
|
2251 | * so we don't handle it here. |
|
|
2252 | * Containers should perhaps break open, but that code was disabled. |
|
|
2253 | */ |
|
|
2254 | } |
|
|
2255 | } |
|
|
2256 | } |
|
|
2257 | |
|
|
2258 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
2259 | int |
|
|
2260 | adj_attackroll (object *hitter, object *target) |
|
|
2261 | { |
|
|
2262 | object *attacker = hitter; |
|
|
2263 | int adjust = 0; |
|
|
2264 | |
|
|
2265 | /* safety */ |
|
|
2266 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
2267 | { |
|
|
2268 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2269 | return 0; |
|
|
2270 | } |
|
|
2271 | |
|
|
2272 | /* aimed missiles use the owning object's sight */ |
|
|
2273 | if (is_aimed_missile (hitter)) |
|
|
2274 | { |
|
|
2275 | if ((attacker = hitter->owner) == NULL) |
|
|
2276 | attacker = hitter; |
|
|
2277 | /* A player who saves but hasn't quit still could have objects |
|
|
2278 | * owned by him - need to handle that case to avoid crashes. |
|
|
2279 | */ |
|
|
2280 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2281 | attacker = hitter; |
|
|
2282 | } |
|
|
2283 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2284 | return 0; |
|
|
2285 | |
|
|
2286 | /* determine the condtions under which we make an attack. |
|
|
2287 | * Add more cases, as the need occurs. */ |
|
|
2288 | |
|
|
2289 | if (!can_see_enemy (attacker, target)) |
|
|
2290 | { |
|
|
2291 | /* target is unseen */ |
|
|
2292 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2293 | adjust -= 10; |
|
|
2294 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2295 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2296 | adjust -= target->map->darkness; |
|
|
2297 | } |
|
|
2298 | |
|
|
2299 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2300 | adjust -= 3; |
|
|
2301 | |
|
|
2302 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2303 | adjust += 1; |
|
|
2304 | |
|
|
2305 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2306 | adjust += 1; |
|
|
2307 | |
|
|
2308 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2309 | adjust -= 3; |
|
|
2310 | |
|
|
2311 | /* if we attack at a different 'altitude' its harder */ |
|
|
2312 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2313 | adjust -= 2; |
|
|
2314 | |
|
|
2315 | #if 0 |
|
|
2316 | /* slower attacks are less likely to succeed. We should use a |
|
|
2317 | * comparison between attacker/target speeds BUT, players have |
|
|
2318 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2319 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2320 | * fly fast should have a better chance of hitting a slower target. |
|
|
2321 | */ |
|
|
2322 | if (hitter->speed < target->speed) |
|
|
2323 | adjust += ((float) hitter->speed - target->speed); |
|
|
2324 | #endif |
|
|
2325 | |
|
|
2326 | #if 0 |
|
|
2327 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2328 | #endif |
|
|
2329 | |
|
|
2330 | return adjust; |
|
|
2331 | } |
|
|
2332 | |
|
|
2333 | /* determine if the object is an 'aimed' missile */ |
|
|
2334 | int |
|
|
2335 | is_aimed_missile (object *op) |
|
|
2336 | { |
|
|
2337 | |
|
|
2338 | /* I broke what used to be one big if into a few nested |
|
|
2339 | * ones so that figuring out the logic is at least possible. |
|
|
2340 | */ |
|
|
2341 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2342 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2343 | return 1; |
|
|
2344 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2345 | return 1; |
|
|
2346 | |
|
|
2347 | return 0; |
|
|
2348 | } |
|
|