1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_attack_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: attack.C,v 1.16 2006/09/14 21:16:12 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
23 | */ |
6 | |
24 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | #include <assert.h> |
25 | #include <assert.h> |
30 | #include <global.h> |
26 | #include <global.h> |
31 | #include <living.h> |
27 | #include <living.h> |
32 | #include <material.h> |
28 | #include <material.h> |
33 | #include <skills.h> |
29 | #include <skills.h> |
34 | |
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35 | #ifndef __CEXTRACT__ |
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36 | # include <sproto.h> |
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37 | #endif |
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38 | |
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39 | #include <sounds.h> |
30 | #include <sounds.h> |
40 | |
31 | #include <sproto.h> |
41 | typedef struct att_msg_str |
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42 | { |
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43 | char *msg1; |
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44 | char *msg2; |
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45 | } att_msg; |
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46 | |
32 | |
47 | /*#define ATTACK_DEBUG*/ |
33 | /*#define ATTACK_DEBUG*/ |
48 | |
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49 | /* cancels object *op. Cancellation basically means an object loses |
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50 | * its magical benefits. |
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51 | */ |
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52 | void |
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53 | cancellation (object *op) |
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54 | { |
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55 | object *tmp; |
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56 | |
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57 | if (op->invisible) |
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58 | return; |
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59 | |
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60 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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61 | { |
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62 | /* Recur through the inventory */ |
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63 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
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64 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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65 | cancellation (tmp); |
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66 | } |
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67 | else if (FABS (op->magic) <= (rndm (0, 5))) |
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68 | { |
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69 | /* Nullify this object. This code could probably be more complete */ |
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70 | /* in what abilities it should cancel */ |
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71 | op->magic = 0; |
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72 | CLEAR_FLAG (op, FLAG_DAMNED); |
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73 | CLEAR_FLAG (op, FLAG_CURSED); |
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74 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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75 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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76 | if (op->env && op->env->type == PLAYER) |
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77 | { |
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78 | esrv_send_item (op->env, op); |
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79 | } |
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80 | } |
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81 | } |
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82 | |
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83 | |
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84 | |
34 | |
85 | /* did_make_save_item just checks to make sure the item actually |
35 | /* did_make_save_item just checks to make sure the item actually |
86 | * made its saving throw based on the tables. It does not take |
36 | * made its saving throw based on the tables. It does not take |
87 | * any further action (like destroying the item). |
37 | * any further action (like destroying the item). |
88 | */ |
38 | */ |
89 | |
39 | static int |
90 | int |
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91 | did_make_save_item (object *op, int type, object *originator) |
40 | did_make_save_item (object *op, uint32_t type, object *originator) |
92 | { |
41 | { |
93 | int i, roll, saves = 0, attacks = 0, number; |
42 | int saves = 0, attacks = 0; |
94 | materialtype_t *mt; |
43 | materialtype_t *mt = op->material; |
95 | |
44 | |
96 | if (op->materialname == NULL) |
45 | // destroying objects without material has many bad effects |
97 | { |
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98 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
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99 | { |
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100 | if (op->material & mt->material) |
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101 | break; |
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102 | } |
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103 | } |
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104 | else |
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105 | mt = name_to_material (op->materialname); |
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106 | if (mt == NULL) |
46 | if (mt == MATERIAL_NULL) |
107 | return TRUE; |
47 | return 1; |
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48 | |
108 | roll = rndm (1, 20); |
49 | int roll = rndm (1, 20); |
109 | |
50 | |
110 | /* the attacktypes have no meaning for object saves |
51 | /* the attacktypes have no meaning for object saves |
111 | * If the type is only magic, don't adjust type - basically, if |
52 | * If the type is only magic, don't adjust type - basically, if |
112 | * pure magic is hitting an object, it should save. However, if it |
53 | * pure magic is hitting an object, it should save. However, if it |
113 | * is magic teamed with something else, then strip out the |
54 | * is magic teamed with something else, then strip out the |
114 | * magic type, and instead let the fire, cold, or whatever component |
55 | * magic type, and instead let the fire, cold, or whatever component |
115 | * destroy the item. Otherwise, you get the case of poisoncloud |
56 | * destroy the item. Otherwise, you get the case of poisoncloud |
116 | * destroying objects because it has magic attacktype. |
57 | * destroying objects because it has magic attacktype. |
117 | */ |
58 | */ |
118 | if (type != AT_MAGIC) |
59 | if (type != AT_MAGIC) |
119 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
60 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
120 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
61 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
121 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
62 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
122 | |
63 | |
123 | if (type == 0) |
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124 | return TRUE; |
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125 | if (roll == 20) |
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126 | return TRUE; |
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127 | if (roll == 1) |
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128 | return FALSE; |
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129 | |
64 | |
130 | for (number = 0; number < NROFATTACKS; number++) |
65 | if (type == 0) return TRUE; |
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66 | |
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67 | if (roll == 20) return TRUE; |
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68 | if (roll == 1) return FALSE; |
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69 | |
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70 | for_all_bits_sparse_32 (type, number) |
131 | { |
71 | { |
132 | i = 1 << number; |
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133 | if (!(i & type)) |
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134 | continue; |
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135 | attacks++; |
72 | attacks++; |
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73 | |
136 | if (op->resist[number] == 100) |
74 | if (op->resist[number] == 100) |
137 | saves++; |
75 | saves++; |
138 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
76 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
139 | saves++; |
77 | saves++; |
140 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
78 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
141 | saves++; |
79 | saves++; |
142 | } |
80 | } |
143 | |
81 | |
144 | if (saves == attacks || attacks == 0) |
82 | if (saves == attacks || attacks == 0) |
145 | return TRUE; |
83 | return TRUE; |
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84 | |
146 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
85 | if (saves == 0 || (rndm (1, attacks) > saves)) |
147 | return FALSE; |
86 | return FALSE; |
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87 | |
148 | return TRUE; |
88 | return TRUE; |
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89 | } |
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90 | |
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91 | /* cancels object *op. Cancellation basically means an object loses |
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92 | * its magical benefits. |
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93 | */ |
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94 | void |
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95 | cancellation (object *op) |
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96 | { |
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97 | if (op->invisible) |
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98 | return; |
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99 | |
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100 | if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ) |
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101 | { |
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102 | /* Recurse through the inventory */ |
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103 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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104 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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105 | cancellation (tmp); |
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106 | } |
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107 | else if (fabs (op->magic) <= rndm (0, 5)) |
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108 | { |
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109 | /* Nullify this object. This code could probably be more complete */ |
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110 | /* in what abilities it should cancel */ |
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111 | op->magic = 0; |
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112 | |
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113 | op->clr_flag (FLAG_DAMNED); |
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114 | op->clr_flag (FLAG_CURSED); |
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115 | op->clr_flag (FLAG_KNOWN_MAGICAL); |
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116 | op->clr_flag (FLAG_KNOWN_CURSED); |
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117 | |
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118 | if (object *pl = op->visible_to ()) |
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119 | esrv_update_item (UPD_FLAGS, pl, op); |
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120 | } |
149 | } |
121 | } |
150 | |
122 | |
151 | /* This function calls did_make_save_item. It then performs the |
123 | /* This function calls did_make_save_item. It then performs the |
152 | * appropriate actions to the item (such as burning the item up, |
124 | * appropriate actions to the item (such as burning the item up, |
153 | * calling cancellation, etc.) |
125 | * calling cancellation, etc.) |
154 | */ |
126 | */ |
155 | |
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156 | void |
127 | void |
157 | save_throw_object (object *op, int type, object *originator) |
128 | save_throw_object (object *op, int type, object *originator) |
158 | { |
129 | { |
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130 | op = op->head_ (); |
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131 | |
159 | if (!did_make_save_item (op, type, originator)) |
132 | if (!did_make_save_item (op, type, originator)) |
160 | { |
133 | { |
161 | object *env = op->env; |
134 | object *env = op->env; |
162 | int x = op->x, y = op->y; |
135 | int x = op->x, y = op->y; |
163 | mapstruct *m = op->map; |
136 | maptile *m = op->map; |
164 | |
137 | |
165 | op = stop_item (op); |
138 | op = stop_item (op); |
166 | if (op == NULL) |
139 | if (!op) |
167 | return; |
140 | return; |
168 | |
141 | |
169 | /* Hacked the following so that type LIGHTER will work. |
142 | /* Hacked the following so that type LIGHTER will work. |
170 | * Also, objects which are potenital "lights" that are hit by |
143 | * Also, objects which are potential "lights" that are hit by |
171 | * flame/elect attacks will be set to glow. "lights" are any |
144 | * flame/elect attacks will be set to glow. "lights" are any |
172 | * object with +/- glow_radius and an "other_arch" to change to. |
145 | * object with +/- glow_radius and an "other_arch" to change to. |
173 | * (and please note that we cant fail our save and reach this |
146 | * (and please note that we cant fail our save and reach this |
174 | * function if the object doesnt contain a material that can burn. |
147 | * function if the object doesnt contain a material that can burn. |
175 | * So forget lighting magical swords on fire with this!) -b.t. |
148 | * So forget lighting magical swords on fire with this!) -b.t. |
176 | */ |
149 | */ |
177 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
150 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
178 | { |
151 | { |
179 | const char *arch = op->other_arch->name; |
152 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
180 | |
153 | if (op->type == LAMP || op->type == TORCH) |
181 | op = decrease_ob_nr (op, 1); |
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182 | |
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183 | if (op) |
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184 | fix_stopped_item (op, m, originator); |
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185 | |
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186 | if ((op = get_archetype (arch)) != NULL) |
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187 | { |
154 | { |
188 | if (env) |
155 | apply_lamp (op, true); // turn on a lamp |
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156 | return; |
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157 | } |
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158 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
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159 | { |
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160 | if (op->other_arch) |
189 | { |
161 | { |
190 | op->x = env->x, op->y = env->y; |
162 | const char *arch = op->other_arch->archname; |
191 | insert_ob_in_ob (op, env); |
163 | |
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164 | if (op->decrease ()) |
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165 | fix_stopped_item (op, m, originator); |
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166 | |
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167 | if ((op = archetype::get (arch))) |
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168 | { |
192 | if (env->contr) |
169 | if (env) |
193 | esrv_send_item (env, op); |
170 | env->insert (op); |
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171 | else |
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172 | m->insert (op, x, y, originator); |
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173 | } |
194 | } |
174 | } |
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175 | |
195 | else |
176 | return; |
196 | { |
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197 | op->x = x, op->y = y; |
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198 | insert_ob_in_map (op, m, originator, 0); |
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199 | } |
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200 | } |
177 | } |
201 | |
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202 | return; |
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203 | } |
178 | } |
204 | |
179 | |
205 | if (type & AT_CANCELLATION) |
180 | if (type & AT_CANCELLATION) |
206 | { /* Cancellation. */ |
181 | { /* Cancellation. */ |
207 | cancellation (op); |
182 | cancellation (op); |
208 | fix_stopped_item (op, m, originator); |
183 | fix_stopped_item (op, m, originator); |
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184 | |
209 | return; |
185 | return; |
210 | } |
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211 | |
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212 | if (op->nrof > 1) |
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213 | { |
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214 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
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215 | |
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216 | if (op) |
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217 | fix_stopped_item (op, m, originator); |
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218 | } |
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219 | else |
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220 | { |
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221 | if (op->env) |
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222 | { |
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223 | object *tmp = is_player_inv (op->env); |
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224 | |
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225 | if (tmp) |
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226 | esrv_del_item (tmp->contr, op->count); |
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227 | } |
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228 | |
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229 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
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230 | remove_ob (op); |
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231 | |
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232 | free_object (op); |
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233 | } |
186 | } |
234 | |
187 | |
235 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
188 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
236 | if (env) |
189 | if (env) |
237 | { |
190 | { |
238 | op = get_archetype ("burnout"); |
191 | object *op = archetype::get (shstr_burnout); |
239 | op->x = env->x, op->y = env->y; |
192 | op->x = env->x, op->y = env->y; |
240 | insert_ob_in_ob (op, env); |
193 | env->insert (op); |
241 | } |
194 | } |
242 | else |
195 | else |
243 | replace_insert_ob_in_map ("burnout", originator); |
196 | replace_insert_ob_in_map (shstr_burnout, originator); |
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197 | |
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198 | if (op->nrof > 1) |
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199 | { |
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200 | if (op->decrease (rndm (0, op->nrof - 1))) |
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201 | fix_stopped_item (op, m, originator); |
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202 | } |
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203 | else |
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204 | { |
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205 | // drop everything to the ground, if possible |
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206 | op->insert_at (originator); |
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207 | op->drop_and_destroy (); |
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208 | } |
244 | |
209 | |
245 | return; |
210 | return; |
246 | } |
211 | } |
247 | |
212 | |
248 | /* The value of 50 is arbitrary. */ |
213 | /* The value of 50 is arbitrary. */ |
249 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
214 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2)) |
250 | { |
215 | { |
251 | object *tmp; |
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252 | archetype *at = archetype::find ("icecube"); |
216 | archetype *at = archetype::find (shstr_icecube); |
253 | |
217 | |
254 | if (at == NULL) |
218 | if (at == NULL) |
255 | return; |
219 | return; |
256 | |
220 | |
257 | op = stop_item (op); |
221 | op = stop_item (op); |
258 | if (op == NULL) |
222 | if (op == NULL) |
259 | return; |
223 | return; |
260 | |
224 | |
261 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
225 | object *tmp = present_arch (at, op->map, op->x, op->y); |
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226 | if (!tmp) |
262 | { |
227 | { |
263 | tmp = arch_to_object (at); |
228 | tmp = at->instance (); |
264 | tmp->x = op->x, tmp->y = op->y; |
229 | tmp->x = op->x, tmp->y = op->y; |
265 | /* This was in the old (pre new movement code) - |
230 | /* This was in the old (pre new movement code) - |
266 | * icecubes have slow_move set to 1 - don't want |
231 | * icecubes have slow_move set to 1 - don't want |
267 | * that for ones we create. |
232 | * that for ones we create. |
268 | */ |
233 | */ |
269 | tmp->move_slow_penalty = 0; |
234 | tmp->move_slow_penalty = 0; |
270 | tmp->move_slow = 0; |
235 | tmp->move_slow = 0; |
271 | insert_ob_in_map (tmp, op->map, originator, 0); |
236 | insert_ob_in_map (tmp, op->map, originator, 0); |
272 | } |
237 | } |
273 | |
238 | |
274 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
239 | tmp->insert (op); |
275 | remove_ob (op); |
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276 | |
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277 | insert_ob_in_ob (op, tmp); |
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278 | return; |
240 | return; |
279 | } |
241 | } |
280 | } |
242 | } |
281 | |
243 | |
282 | /* Object op is hitting the map. |
244 | /* Object op is hitting the map. |
283 | * op is going in direction 'dir' |
245 | * op is going in direction 'dir' |
284 | * type is the attacktype of the object. |
246 | * type is the attacktype of the object. |
285 | * full_hit is set if monster area does not matter. |
247 | * full_hit is set if monster area does not matter. |
286 | * returns 1 if it hits something, 0 otherwise. |
248 | * returns 1 if it hits something, 0 otherwise. |
287 | */ |
249 | */ |
288 | |
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289 | int |
250 | int |
290 | hit_map (object *op, int dir, int type, int full_hit) |
251 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
291 | { |
252 | { |
292 | object *tmp, *next; |
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293 | mapstruct *map; |
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294 | sint16 x, y; |
253 | sint16 x, y; |
295 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
254 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
296 | |
255 | |
297 | tag_t op_tag, next_tag = 0; |
256 | if (op->flag [FLAG_FREED]) |
298 | |
|
|
299 | if (QUERY_FLAG (op, FLAG_FREED)) |
|
|
300 | { |
257 | { |
301 | LOG (llevError, "BUG: hit_map(): free object\n"); |
258 | LOG (llevError, "BUG: hit_map(): free object\n"); |
302 | return 0; |
259 | return 0; |
303 | } |
260 | } |
304 | |
261 | |
305 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
262 | if (op->flag [FLAG_REMOVED] || op->env != NULL) |
306 | { |
263 | { |
307 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
264 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
308 | return 0; |
265 | return 0; |
309 | } |
266 | } |
310 | |
267 | |
311 | if (!op->map) |
268 | if (!op->map) |
312 | { |
269 | { |
… | |
… | |
315 | } |
272 | } |
316 | |
273 | |
317 | if (op->head) |
274 | if (op->head) |
318 | op = op->head; |
275 | op = op->head; |
319 | |
276 | |
320 | op_tag = op->count; |
277 | mapxy pos (op); |
|
|
278 | pos.move (dir); |
321 | |
279 | |
322 | map = op->map; |
280 | if (!pos.normalise ()) |
323 | x = op->x + freearr_x[dir]; |
281 | return 0; |
324 | y = op->y + freearr_y[dir]; |
|
|
325 | |
|
|
326 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
|
|
327 | |
282 | |
328 | // elmex: a safe map tile can't be hit! |
283 | // elmex: a safe map tile can't be hit! |
329 | // this should prevent most harmful effects on items and players there. |
284 | // this should prevent most harmful effects on items and players there. |
330 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
285 | mapspace &ms = pos.ms (); |
|
|
286 | |
|
|
287 | if (ms.flags () & P_SAFE) |
331 | return 0; |
288 | return 0; |
332 | |
289 | |
333 | /* peterm: a few special cases for special attacktypes --counterspell |
290 | /* peterm: a few special cases for special attacktypes --counterspell |
334 | * must be out here because it strikes things which are not alive |
291 | * must be out here because it strikes things which are not alive |
335 | */ |
292 | */ |
336 | |
293 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
294 | { |
337 | if (type & AT_COUNTERSPELL) |
295 | if (type & AT_COUNTERSPELL) |
338 | { |
296 | { |
339 | counterspell (op, dir); /* see spell_effect.c */ |
297 | counterspell (op, dir); /* see spell_effect.c */ |
340 | |
298 | |
341 | /* If the only attacktype is counterspell or magic, don't need |
299 | /* If the only attacktype is counterspell or magic, don't need |
342 | * to do any further processing. |
300 | * to do any further processing. |
343 | */ |
|
|
344 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
345 | return 0; |
|
|
346 | |
|
|
347 | type &= ~AT_COUNTERSPELL; |
|
|
348 | } |
|
|
349 | |
|
|
350 | if (type & AT_CHAOS) |
|
|
351 | { |
|
|
352 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
353 | update_object (op, UP_OBJ_FACE); |
|
|
354 | type &= ~AT_CHAOS; |
|
|
355 | } |
|
|
356 | |
|
|
357 | next = get_map_ob (map, x, y); |
|
|
358 | if (next) |
|
|
359 | next_tag = next->count; |
|
|
360 | |
|
|
361 | while (next) |
|
|
362 | { |
|
|
363 | if (was_destroyed (next, next_tag)) |
|
|
364 | { |
|
|
365 | /* There may still be objects that were above 'next', but there is no |
|
|
366 | * simple way to find out short of copying all object references and |
|
|
367 | * tags into a temporary array before we start processing the first |
|
|
368 | * object. That's why we just abort. |
|
|
369 | * |
|
|
370 | * This happens whenever attack spells (like fire) hit a pile |
|
|
371 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
372 | * below was spamming the logs for absolutely no reason. |
|
|
373 | */ |
301 | */ |
374 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
302 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
375 | break; |
303 | return 0; |
|
|
304 | |
|
|
305 | type &= ~AT_COUNTERSPELL; |
|
|
306 | } |
|
|
307 | |
|
|
308 | if (type & AT_CHAOS) |
376 | } |
309 | { |
|
|
310 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
311 | update_object (op, UP_OBJ_FACE); |
|
|
312 | type &= ~AT_CHAOS; |
|
|
313 | } |
|
|
314 | } |
377 | |
315 | |
|
|
316 | /* There may still be objects that were above 'next', but there is no |
|
|
317 | * simple way to find out short of copying all object references and |
|
|
318 | * tags into a temporary array before we start processing the first |
|
|
319 | * object. That's why we just abort on destroy. |
|
|
320 | * |
|
|
321 | * This happens whenever attack spells (like fire) hit a pile |
|
|
322 | * of objects. This is not a bug - nor an error. |
|
|
323 | */ |
|
|
324 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
325 | { |
378 | tmp = next; |
326 | object *tmp = next; |
379 | next = tmp->above; |
327 | next = tmp->above; |
380 | |
|
|
381 | if (next) |
|
|
382 | next_tag = next->count; |
|
|
383 | |
|
|
384 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
385 | { |
|
|
386 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
387 | break; |
|
|
388 | } |
|
|
389 | |
328 | |
390 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
329 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
391 | * For example, 'tmp' was put in an icecube. |
330 | * For example, 'tmp' was put in an icecube. |
392 | * This is one of the few cases where on_same_map should not be used. |
331 | * This is one of the few cases where on_same_map should not be used. |
393 | */ |
332 | */ |
394 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
333 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
395 | continue; |
334 | continue; |
396 | |
335 | |
397 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
336 | if (tmp->flag [FLAG_ALIVE]) |
398 | { |
337 | { |
399 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
338 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
400 | retflag |= 1; |
339 | retflag |= 1; |
|
|
340 | |
401 | if (was_destroyed (op, op_tag)) |
341 | if (op->destroyed ()) |
402 | break; |
342 | break; |
403 | } |
343 | } |
404 | |
|
|
405 | /* Here we are potentially destroying an object. If the object has |
344 | /* Here we are potentially destroying an object. If the object has |
406 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
345 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
407 | * that weak walls have is_alive set, which prevent objects from |
346 | * that weak walls have is_alive set, which prevent objects from |
408 | * passing over/through them. We don't care what type of movement |
347 | * passing over/through them. We don't care what type of movement |
409 | * the wall blocks - if it blocks any type of movement, can't be |
348 | * the wall blocks - if it blocks any type of movement, can't be |
410 | * destroyed right now. |
349 | * destroyed right now. |
|
|
350 | * Without the material check the server completely fails to work, |
|
|
351 | * objects detsroy themselves, floors get destroyed etc. etc. |
411 | */ |
352 | */ |
412 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
353 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
413 | { |
354 | { |
414 | save_throw_object (tmp, type, op); |
355 | save_throw_object (tmp, type, op); |
|
|
356 | |
415 | if (was_destroyed (op, op_tag)) |
357 | if (op->destroyed ()) |
416 | break; |
358 | break; |
417 | } |
359 | } |
418 | } |
360 | } |
419 | |
361 | |
420 | return 0; |
362 | return retflag; |
421 | } |
363 | } |
422 | |
364 | |
423 | void |
365 | static void |
424 | attack_message (int dam, int type, object *op, object *hitter) |
366 | attack_message (int dam, int type, object *op, object *hitter) |
425 | { |
367 | { |
426 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
368 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
427 | int i, found = 0; |
369 | int i, found = 0; |
428 | mapstruct *map; |
370 | maptile *map; |
429 | object *next, *tmp; |
371 | object *next, *tmp; |
430 | |
372 | |
431 | /* put in a few special messages for some of the common attacktypes |
373 | /* put in a few special messages for some of the common attacktypes |
432 | * a player might have. For example, fire, electric, cold, etc |
374 | * a player might have. For example, fire, electric, cold, etc |
433 | * [garbled 20010919] |
375 | * [garbled 20010919] |
434 | */ |
376 | */ |
435 | |
|
|
436 | if (dam == 9998 && op->type == DOOR) |
377 | if (dam == 9998 && op->type == DOOR) |
437 | { |
378 | { |
438 | sprintf (buf1, "unlock %s", &op->name); |
379 | sprintf (buf1, "unlock %s", &op->name); |
439 | sprintf (buf2, " unlocks"); |
380 | sprintf (buf2, " unlocks"); |
440 | found++; |
381 | found++; |
441 | } |
382 | } |
442 | if (dam < 0) |
383 | else if (dam < 0) |
443 | { |
384 | { |
444 | sprintf (buf1, "hit %s", &op->name); |
385 | sprintf (buf1, "hit %s", &op->name); |
445 | sprintf (buf2, " hits"); |
386 | sprintf (buf2, " hits"); |
446 | found++; |
387 | found++; |
447 | } |
388 | } |
… | |
… | |
450 | sprintf (buf1, "missed %s", &op->name); |
391 | sprintf (buf1, "missed %s", &op->name); |
451 | sprintf (buf2, " misses"); |
392 | sprintf (buf2, " misses"); |
452 | found++; |
393 | found++; |
453 | } |
394 | } |
454 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
395 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
455 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
396 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
456 | { |
397 | { |
457 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
398 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
458 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
399 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
459 | { |
400 | { |
460 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
401 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
472 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
413 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
473 | found++; |
414 | found++; |
474 | break; |
415 | break; |
475 | } |
416 | } |
476 | } |
417 | } |
477 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
418 | else if (hitter->type == PLAYER && op->is_alive ()) |
478 | { |
419 | { |
479 | if (USING_SKILL (hitter, SK_KARATE)) |
420 | if (USING_SKILL (hitter, SK_KARATE)) |
480 | { |
421 | { |
481 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
422 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
482 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
423 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
508 | found++; |
449 | found++; |
509 | break; |
450 | break; |
510 | } |
451 | } |
511 | } |
452 | } |
512 | } |
453 | } |
|
|
454 | |
513 | if (found) |
455 | if (found) |
514 | { |
456 | { |
515 | /* done */ |
457 | /* done */ |
516 | } |
458 | } |
517 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
459 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
518 | { |
460 | { |
519 | sprintf (buf1, "hit"); /* just in case */ |
461 | sprintf (buf1, "hit"); /* just in case */ |
520 | for (i = 0; i < MAXATTACKMESS; i++) |
462 | for (i = 0; i < MAXATTACKMESS; i++) |
521 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
463 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
522 | { |
464 | { |
523 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
465 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
524 | found++; |
466 | found++; |
525 | break; |
467 | break; |
526 | } |
468 | } |
527 | } |
469 | } |
528 | else if (type & AT_DRAIN && IS_LIVE (op)) |
470 | else if (type & AT_DRAIN && op->is_alive ()) |
529 | { |
471 | { |
530 | /* drain is first, because some items have multiple attypes */ |
472 | /* drain is first, because some items have multiple attypes */ |
531 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
473 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
532 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
474 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
533 | { |
475 | { |
… | |
… | |
535 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
477 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
536 | found++; |
478 | found++; |
537 | break; |
479 | break; |
538 | } |
480 | } |
539 | } |
481 | } |
540 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
482 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
541 | { |
483 | { |
542 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
484 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
543 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
485 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
544 | { |
486 | { |
545 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
487 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
546 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
488 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
547 | found++; |
489 | found++; |
548 | break; |
490 | break; |
549 | } |
491 | } |
550 | } |
492 | } |
551 | else if (type & AT_COLD && IS_LIVE (op)) |
493 | else if (type & AT_COLD && op->is_alive ()) |
552 | { |
494 | { |
553 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
495 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
554 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
496 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
555 | { |
497 | { |
556 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
498 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
568 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
510 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
569 | found++; |
511 | found++; |
570 | break; |
512 | break; |
571 | } |
513 | } |
572 | } |
514 | } |
573 | else if (hitter->current_weapon != NULL) |
515 | else if (hitter->current_weapon) |
574 | { |
516 | { |
575 | int mtype; |
517 | int mtype; |
576 | |
518 | |
577 | switch (hitter->current_weapon->weapontype) |
519 | switch (hitter->current_weapon->weapontype) |
578 | { |
520 | { |
579 | case WEAP_HIT: |
521 | case WEAP_HIT: mtype = ATM_BASIC; break; |
580 | mtype = ATM_BASIC; |
522 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
581 | break; |
523 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
582 | case WEAP_SLASH: |
524 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
583 | mtype = ATM_SLASH; |
525 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
584 | break; |
526 | case WEAP_STAB: mtype = ATM_STAB; break; |
585 | case WEAP_PIERCE: |
527 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
586 | mtype = ATM_PIERCE; |
528 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
587 | break; |
529 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
588 | case WEAP_CLEAVE: |
530 | default: mtype = ATM_BASIC; break; |
589 | mtype = ATM_CLEAVE; |
|
|
590 | break; |
|
|
591 | case WEAP_SLICE: |
|
|
592 | mtype = ATM_SLICE; |
|
|
593 | break; |
|
|
594 | case WEAP_STAB: |
|
|
595 | mtype = ATM_STAB; |
|
|
596 | break; |
|
|
597 | case WEAP_WHIP: |
|
|
598 | mtype = ATM_WHIP; |
|
|
599 | break; |
|
|
600 | case WEAP_CRUSH: |
|
|
601 | mtype = ATM_CRUSH; |
|
|
602 | break; |
|
|
603 | case WEAP_BLUD: |
|
|
604 | mtype = ATM_BLUD; |
|
|
605 | break; |
|
|
606 | default: |
|
|
607 | mtype = ATM_BASIC; |
|
|
608 | break; |
|
|
609 | } |
531 | } |
|
|
532 | |
610 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
533 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
611 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
534 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
612 | { |
535 | { |
613 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
536 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
614 | strcpy (buf2, attack_mess[mtype][i].buf3); |
537 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
633 | strcpy (buf1, "hit"); |
556 | strcpy (buf1, "hit"); |
634 | strcpy (buf2, " hits"); |
557 | strcpy (buf2, " hits"); |
635 | } |
558 | } |
636 | |
559 | |
637 | /* bail out if a monster is casting spells */ |
560 | /* bail out if a monster is casting spells */ |
638 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
561 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
639 | return; |
562 | return; |
640 | |
563 | |
641 | /* scale down magic considerably. */ |
564 | /* scale down magic considerably. */ |
642 | if (type & AT_MAGIC && rndm (0, 5)) |
565 | if (type & AT_MAGIC && rndm (0, 5)) |
643 | return; |
566 | return; |
644 | |
567 | |
645 | /* Did a player hurt another player? Inform both! */ |
568 | /* Did a player hurt another player? Inform both! */ |
646 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
569 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
647 | { |
570 | { |
648 | if (get_owner (hitter) != NULL) |
571 | if (hitter->owner != NULL) |
649 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
572 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
650 | else |
573 | else |
651 | { |
574 | { |
652 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
575 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
576 | |
653 | if (dam != 0) |
577 | if (dam != 0) |
654 | { |
578 | { |
655 | if (dam < 10) |
579 | if (dam < 10) |
656 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
580 | op->contr->play_sound (sound_find ("player_is_hit1")); |
657 | else if (dam < 20) |
581 | else if (dam < 20) |
658 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
582 | op->contr->play_sound (sound_find ("player_is_hit2")); |
659 | else |
583 | else |
660 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
584 | op->contr->play_sound (sound_find ("player_is_hit3")); |
661 | } |
585 | } |
662 | } |
586 | } |
|
|
587 | |
663 | new_draw_info (NDI_BLACK, 0, op, buf); |
588 | new_draw_info (NDI_BLACK, 0, op, buf); |
664 | } /* end of player hitting player */ |
589 | } /* end of player hitting player */ |
665 | |
590 | |
666 | if (hitter->type == PLAYER) |
591 | if (hitter->type == PLAYER) |
667 | { |
592 | { |
668 | sprintf (buf, "You %s.", buf1); |
593 | sprintf (buf, "You %s.", buf1); |
|
|
594 | |
669 | if (dam != 0) |
595 | if (dam != 0) |
670 | { |
596 | { |
671 | if (dam < 10) |
597 | if (dam < 10) |
672 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
598 | op->play_sound (sound_find ("player_hits1")); |
673 | else if (dam < 20) |
599 | else if (dam < 20) |
674 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
600 | op->play_sound (sound_find ("player_hits2")); |
675 | else |
601 | else |
676 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
602 | op->play_sound (sound_find ("player_hits3")); |
677 | } |
603 | } |
|
|
604 | |
678 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
605 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
679 | } |
606 | } |
680 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
607 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
681 | { |
608 | { |
682 | /* look for stacked spells and start reducing the message chances */ |
609 | /* look for stacked spells and start reducing the message chances */ |
683 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
610 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
684 | { |
611 | { |
685 | i = 4; |
612 | i = 4; |
686 | map = hitter->map; |
613 | map = hitter->map; |
687 | if (out_of_map (map, hitter->x, hitter->y)) |
614 | if (out_of_map (map, hitter->x, hitter->y)) |
688 | return; |
615 | return; |
|
|
616 | |
689 | next = get_map_ob (map, hitter->x, hitter->y); |
617 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
690 | if (next) |
618 | if (next) |
691 | while (next) |
619 | while (next) |
692 | { |
620 | { |
693 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
621 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
694 | i *= 3; |
622 | i *= 3; |
|
|
623 | |
695 | tmp = next; |
624 | tmp = next; |
696 | next = tmp->above; |
625 | next = tmp->above; |
697 | } |
626 | } |
|
|
627 | |
698 | if (i < 0) |
628 | if (i < 0) |
699 | return; |
629 | return; |
|
|
630 | |
700 | if (rndm (0, i) != 0) |
631 | if (rndm (0, i) != 0) |
701 | return; |
632 | return; |
702 | } |
633 | } |
703 | else if (rndm (0, 5) != 0) |
634 | else if (rndm (0, 5) != 0) |
704 | return; |
635 | return; |
|
|
636 | |
705 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
637 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
706 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
638 | op->play_sound (sound_find ("player_hits4")); |
707 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
639 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
708 | } |
640 | } |
709 | } |
641 | } |
710 | |
|
|
711 | |
642 | |
712 | static int |
643 | static int |
713 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
644 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
714 | { |
645 | { |
715 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
646 | if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED]) |
716 | { |
647 | { |
717 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
648 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
718 | return 1; |
649 | return 1; |
719 | } |
650 | } |
720 | if ((*target)->head) |
651 | |
721 | *target = (*target)->head; |
652 | *target = (*target)->head_ (); |
722 | if ((*hitter)->head) |
|
|
723 | *hitter = (*hitter)->head; |
653 | *hitter = (*hitter)->head_ (); |
|
|
654 | |
|
|
655 | if ((*target)->type == LOCKED_DOOR) |
|
|
656 | return 1; // locked doors cannot be hit |
|
|
657 | |
724 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
658 | if ((*hitter)->env || (*target)->env) |
725 | { |
659 | { |
726 | *simple_attack = 1; |
660 | *simple_attack = 1; |
727 | return 0; |
661 | return 0; |
728 | } |
662 | } |
729 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
663 | |
730 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
664 | if ((*target)->flag [FLAG_REMOVED] |
|
|
665 | || (*hitter)->flag [FLAG_REMOVED] |
|
|
666 | || !(*hitter)->map |
|
|
667 | || !on_same_map (*hitter, *target)) |
731 | { |
668 | { |
732 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
669 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
670 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
733 | return 1; |
671 | return 1; |
734 | } |
672 | } |
|
|
673 | |
735 | *simple_attack = 0; |
674 | *simple_attack = 0; |
736 | return 0; |
675 | return 0; |
737 | } |
676 | } |
738 | |
677 | |
739 | static int |
678 | static int |
740 | abort_attack (object *target, object *hitter, int simple_attack) |
679 | abort_attack (object *target, object *hitter, int simple_attack) |
741 | { |
680 | { |
742 | |
|
|
743 | /* Check if target and hitter are still in a relation similar to the one |
681 | /* Check if target and hitter are still in a relation similar to the one |
744 | * determined by get_attack_mode(). Returns true if the relation has changed. |
682 | * determined by get_attack_mode(). Returns true if the relation has changed. |
745 | */ |
683 | */ |
746 | int new_mode; |
684 | int new_mode; |
747 | |
685 | |
748 | if (hitter->env == target || target->env == hitter) |
686 | if (hitter->env == target || target->env == hitter) |
749 | new_mode = 1; |
687 | new_mode = 1; |
750 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
688 | else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED] |
|
|
689 | || hitter->map == NULL || !on_same_map (hitter, target)) |
751 | return 1; |
690 | return 1; |
752 | else |
691 | else |
753 | new_mode = 0; |
692 | new_mode = 0; |
|
|
693 | |
754 | return new_mode != simple_attack; |
694 | return new_mode != simple_attack; |
755 | } |
695 | } |
756 | |
696 | |
|
|
697 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
698 | * items (like attacking living creatures--a potion thrown at a |
|
|
699 | * monster). |
|
|
700 | */ |
|
|
701 | static void |
757 | static void thrown_item_effect (object *, object *); |
702 | thrown_item_effect (object *hitter, object *victim) |
|
|
703 | { |
|
|
704 | if (!hitter->flag [FLAG_ALIVE]) |
|
|
705 | { |
|
|
706 | /* May not need a switch for just 2 types, but this makes it |
|
|
707 | * easier for expansion. |
|
|
708 | */ |
|
|
709 | switch (hitter->type) |
|
|
710 | { |
|
|
711 | case POTION: |
|
|
712 | /* should player get a save throw instead of checking magic protection? */ |
|
|
713 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
714 | apply_potion (victim, hitter); |
|
|
715 | break; |
|
|
716 | |
|
|
717 | case POISON: /* poison drinks */ |
|
|
718 | /* As with potions, should monster get a save? */ |
|
|
719 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60)) |
|
|
720 | apply_poison (victim, hitter); |
|
|
721 | break; |
|
|
722 | |
|
|
723 | /* Removed case statements that did nothing. |
|
|
724 | * food may be poisonous, but monster must be willing to eat it, |
|
|
725 | * so we don't handle it here. |
|
|
726 | * Containers should perhaps break open, but that code was disabled. |
|
|
727 | */ |
|
|
728 | } |
|
|
729 | } |
|
|
730 | } |
|
|
731 | |
|
|
732 | /* determine if the object is an 'aimed' missile */ |
|
|
733 | static int |
|
|
734 | is_aimed_missile (object *op) |
|
|
735 | { |
|
|
736 | /* I broke what used to be one big if into a few nested |
|
|
737 | * ones so that figuring out the logic is at least possible. |
|
|
738 | */ |
|
|
739 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
740 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
741 | return 1; |
|
|
742 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
743 | return 1; |
|
|
744 | |
|
|
745 | return 0; |
|
|
746 | } |
|
|
747 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
748 | static int |
|
|
749 | adj_attackroll (object *hitter, object *target) |
|
|
750 | { |
|
|
751 | object *attacker = hitter; |
|
|
752 | int adjust = 0; |
|
|
753 | |
|
|
754 | /* safety */ |
|
|
755 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
756 | { |
|
|
757 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
758 | return 0; |
|
|
759 | } |
|
|
760 | |
|
|
761 | /* aimed missiles use the owning object's sight */ |
|
|
762 | if (is_aimed_missile (hitter)) |
|
|
763 | { |
|
|
764 | if ((attacker = hitter->owner) == NULL) |
|
|
765 | attacker = hitter; |
|
|
766 | /* A player who saves but hasn't quit still could have objects |
|
|
767 | * owned by him - need to handle that case to avoid crashes. |
|
|
768 | */ |
|
|
769 | if (attacker->flag [FLAG_REMOVED]) |
|
|
770 | attacker = hitter; |
|
|
771 | } |
|
|
772 | else if (!hitter->flag [FLAG_ALIVE]) |
|
|
773 | return 0; |
|
|
774 | |
|
|
775 | /* determine the condtions under which we make an attack. |
|
|
776 | * Add more cases, as the need occurs. */ |
|
|
777 | |
|
|
778 | if (!can_see_enemy (attacker, target)) |
|
|
779 | { |
|
|
780 | /* target is unseen */ |
|
|
781 | if (target->invisible || attacker->flag [FLAG_BLIND]) |
|
|
782 | adjust -= 10; |
|
|
783 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
784 | else if (!stand_in_light (target)) |
|
|
785 | adjust -= target->map->darklevel (); |
|
|
786 | } |
|
|
787 | |
|
|
788 | if (attacker->flag [FLAG_SCARED]) |
|
|
789 | adjust -= 3; |
|
|
790 | |
|
|
791 | if (target->flag [FLAG_UNAGGRESSIVE]) |
|
|
792 | adjust += 1; |
|
|
793 | |
|
|
794 | if (target->flag [FLAG_SCARED]) |
|
|
795 | adjust += 1; |
|
|
796 | |
|
|
797 | if (attacker->flag [FLAG_CONFUSED]) |
|
|
798 | adjust -= 3; |
|
|
799 | |
|
|
800 | /* if we attack at a different 'altitude' its harder */ |
|
|
801 | if ((attacker->move_type & target->move_type) == 0) |
|
|
802 | adjust -= 2; |
|
|
803 | |
|
|
804 | #if 0 |
|
|
805 | /* slower attacks are less likely to succeed. We should use a |
|
|
806 | * comparison between attacker/target speeds BUT, players have |
|
|
807 | * a generally faster speed, so this will wind up being a HUGE |
|
|
808 | * disadantage for the monsters! Too bad, because missiles which |
|
|
809 | * fly fast should have a better chance of hitting a slower target. |
|
|
810 | */ |
|
|
811 | if (hitter->speed < target->speed) |
|
|
812 | adjust += ((float) hitter->speed - target->speed); |
|
|
813 | #endif |
|
|
814 | |
|
|
815 | #if 0 |
|
|
816 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
817 | #endif |
|
|
818 | |
|
|
819 | return adjust; |
|
|
820 | } |
758 | |
821 | |
759 | static int |
822 | static int |
760 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
823 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
761 | { |
824 | { |
762 | int simple_attack, roll, dam = 0; |
825 | int simple_attack, roll, dam = 0; |
763 | uint32 type; |
826 | uint32 type; |
764 | shstr op_name; |
827 | shstr op_name; |
765 | tag_t op_tag, hitter_tag; |
|
|
766 | |
828 | |
767 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
829 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
768 | goto error; |
830 | goto error; |
769 | |
831 | |
770 | if (hitter->current_weapon) |
832 | if (hitter->current_weapon) |
771 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
833 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
772 | return RESULT_INT (0); |
834 | return RESULT_INT (0); |
773 | |
835 | |
774 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
836 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
775 | return RESULT_INT (0); |
837 | return RESULT_INT (0); |
776 | |
|
|
777 | op_tag = op->count; |
|
|
778 | hitter_tag = hitter->count; |
|
|
779 | |
838 | |
780 | /* |
839 | /* |
781 | * A little check to make it more difficult to dance forward and back |
840 | * A little check to make it more difficult to dance forward and back |
782 | * to avoid ever being hit by monsters. |
841 | * to avoid ever being hit by monsters. |
783 | */ |
842 | */ |
784 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
843 | if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f) |
785 | { |
844 | { |
786 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
845 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
787 | * infinite loop occurs, with process_object calling move_monster, |
846 | * infinite loop occurs, with process_object calling move_monster, |
788 | * which then gets here again. By decreasing the speed before |
847 | * which then gets here again. By decreasing the speed before |
789 | * we call process_object, the 'if' statement above will fail. |
848 | * we call process_object, the 'if' statement above will fail. |
790 | */ |
849 | */ |
791 | op->speed_left--; |
850 | --op->speed_left; |
792 | process_object (op); |
851 | process_object (op); |
|
|
852 | |
793 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
853 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
794 | goto error; |
854 | goto error; |
795 | } |
855 | } |
796 | |
856 | |
797 | op_name = op->name; |
857 | op_name = op->name; |
798 | |
858 | |
… | |
… | |
805 | /* See if we hit the creature */ |
865 | /* See if we hit the creature */ |
806 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
866 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
807 | { |
867 | { |
808 | int hitdam = base_dam; |
868 | int hitdam = base_dam; |
809 | |
869 | |
810 | if (settings.casting_time == TRUE) |
|
|
811 | { |
|
|
812 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
813 | { |
|
|
814 | hitter->casting_time = -1; |
|
|
815 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
816 | } |
|
|
817 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
818 | { |
|
|
819 | op->casting_time = -1; |
|
|
820 | if (op->type == PLAYER) |
|
|
821 | { |
|
|
822 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
823 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
824 | } |
|
|
825 | } |
|
|
826 | } |
|
|
827 | if (!simple_attack) |
870 | if (!simple_attack) |
828 | { |
871 | { |
829 | /* If you hit something, the victim should *always* wake up. |
872 | /* If you hit something, the victim should *always* wake up. |
830 | * Before, invisible hitters could avoid doing this. |
873 | * Before, invisible hitters could avoid doing this. |
831 | * -b.t. */ |
874 | * -b.t. */ |
832 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
875 | if (op->flag [FLAG_SLEEP]) |
833 | CLEAR_FLAG (op, FLAG_SLEEP); |
876 | op->clr_flag (FLAG_SLEEP); |
834 | |
877 | |
835 | /* If the victim can't see the attacker, it may alert others |
878 | /* If the victim can't see the attacker, it may alert others |
836 | * for help. */ |
879 | * for help. */ |
837 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
880 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
838 | npc_call_help (op); |
881 | npc_call_help (op); |
839 | |
882 | |
840 | /* if you were hidden and hit by a creature, you are discovered */ |
883 | /* if you were hidden and hit by a creature, you are discovered */ |
841 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
884 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
842 | { |
885 | { |
843 | make_visible (op); |
886 | make_visible (op); |
|
|
887 | |
844 | if (op->type == PLAYER) |
888 | if (op->type == PLAYER) |
845 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
889 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
846 | } |
890 | } |
847 | |
891 | |
848 | /* thrown items (hitter) will have various effects |
892 | /* thrown items (hitter) will have various effects |
849 | * when they hit the victim. For things like thrown daggers, |
893 | * when they hit the victim. For things like thrown daggers, |
850 | * this sets 'hitter' to the actual dagger, and not the |
894 | * this sets 'hitter' to the actual dagger, and not the |
851 | * wrapper object. |
895 | * wrapper object. |
852 | */ |
896 | */ |
853 | thrown_item_effect (hitter, op); |
897 | thrown_item_effect (hitter, op); |
|
|
898 | |
854 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
899 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
855 | goto leave; |
900 | goto leave; |
856 | } |
901 | } |
857 | |
902 | |
858 | /* Need to do at least 1 damage, otherwise there is no point |
903 | /* Need to do at least 1 damage, otherwise there is no point |
859 | * to go further and it will cause FPE's below. |
904 | * to go further and it will cause FPE's below. |
860 | */ |
905 | */ |
861 | if (hitdam <= 0) |
906 | max_it (hitdam, 1); |
862 | hitdam = 1; |
|
|
863 | |
907 | |
864 | type = hitter->attacktype; |
908 | type = hitter->attacktype; |
|
|
909 | |
|
|
910 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
911 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
912 | * This check is important for the most simple monsters out there in the |
|
|
913 | * game content (maps, archs). For example orcs: They would have |
|
|
914 | * no attacktype at all. |
|
|
915 | * |
|
|
916 | * Some time in the future someone should just go into the game data |
|
|
917 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
918 | * more trees in the african rain forests with this check. |
|
|
919 | */ |
865 | if (!type) |
920 | if (!type) |
866 | type = AT_PHYSICAL; |
921 | type = AT_PHYSICAL; |
|
|
922 | |
867 | /* Handle monsters that hit back */ |
923 | /* Handle monsters that hit back */ |
868 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
924 | if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE]) |
869 | { |
925 | { |
870 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
926 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
871 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
927 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
928 | |
872 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
929 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
930 | |
873 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
931 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
874 | goto leave; |
932 | goto leave; |
875 | } |
933 | } |
876 | |
934 | |
877 | /* In the new attack code, it should handle multiple attack |
935 | /* In the new attack code, it should handle multiple attack |
878 | * types in its area, so remove it from here. |
936 | * types in its area, so remove it from here. |
879 | */ |
937 | */ |
880 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
938 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
939 | |
881 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
940 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
882 | goto leave; |
941 | goto leave; |
883 | } /* end of if hitter hit op */ |
942 | } /* end of if hitter hit op */ |
884 | /* if we missed, dam=0 */ |
943 | /* if we missed, dam=0 */ |
885 | |
944 | |
886 | /*attack_message(dam, type, op, hitter); */ |
945 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
896 | } |
955 | } |
897 | |
956 | |
898 | int |
957 | int |
899 | attack_ob (object *op, object *hitter) |
958 | attack_ob (object *op, object *hitter) |
900 | { |
959 | { |
901 | |
|
|
902 | if (hitter->head) |
|
|
903 | hitter = hitter->head; |
|
|
904 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
960 | return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc); |
905 | } |
961 | } |
906 | |
962 | |
907 | /* op is the arrow, tmp is what is stopping the arrow. |
963 | /* op is the arrow, tmp is what is stopping the arrow. |
908 | * |
964 | * |
909 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
965 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
… | |
… | |
917 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
973 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
918 | * stick around. |
974 | * stick around. |
919 | */ |
975 | */ |
920 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
976 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
921 | { |
977 | { |
922 | if (tmp->head != NULL) |
978 | tmp->head_ ()->insert (op); |
923 | tmp = tmp->head; |
|
|
924 | |
|
|
925 | remove_ob (op); |
|
|
926 | op = insert_ob_in_ob (op, tmp); |
|
|
927 | |
|
|
928 | if (tmp->type == PLAYER) |
|
|
929 | esrv_send_item (tmp, op); |
|
|
930 | |
|
|
931 | return 1; |
979 | return 1; |
932 | } |
980 | } |
933 | else |
981 | else |
934 | return 0; |
982 | return 0; |
935 | } |
983 | } |
… | |
… | |
943 | object * |
991 | object * |
944 | hit_with_arrow (object *op, object *victim) |
992 | hit_with_arrow (object *op, object *victim) |
945 | { |
993 | { |
946 | object *container, *hitter; |
994 | object *container, *hitter; |
947 | int hit_something = 0; |
995 | int hit_something = 0; |
948 | tag_t victim_tag, hitter_tag; |
|
|
949 | sint16 victim_x, victim_y; |
|
|
950 | |
996 | |
951 | /* Disassemble missile */ |
997 | /* Disassemble missile */ |
952 | if (op->inv) |
998 | if (op->inv) |
953 | { |
999 | { |
954 | container = op; |
1000 | container = op; |
955 | hitter = op->inv; |
1001 | hitter = op->inv; |
956 | remove_ob (hitter); |
|
|
957 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1002 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
958 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1003 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
959 | * might be called until this THROWN_OBJ is either reassembled or |
1004 | * might be called until this THROWN_OBJ is either reassembled or |
960 | * removed at the end of this function must be able to deal with empty |
1005 | * removed at the end of this function must be able to deal with empty |
961 | * THROWN_OBJs. */ |
1006 | * THROWN_OBJs. */ |
962 | } |
1007 | } |
963 | else |
1008 | else |
964 | { |
1009 | { |
965 | container = NULL; |
1010 | container = 0; |
966 | hitter = op; |
1011 | hitter = op; |
967 | } |
1012 | } |
968 | |
1013 | |
969 | /* Try to hit victim */ |
1014 | /* Try to hit victim */ |
970 | victim_x = victim->x; |
|
|
971 | victim_y = victim->y; |
|
|
972 | victim_tag = victim->count; |
|
|
973 | hitter_tag = hitter->count; |
|
|
974 | |
|
|
975 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
1015 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
976 | |
1016 | |
977 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
1017 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
978 | * arrow, move_apply() calls this function, arrow sticks in demon, |
1018 | * arrow, move_apply() calls this function, arrow sticks in demon, |
979 | * attack_ob_simple() returns, and we've got an arrow that still exists |
1019 | * attack_ob_simple() returns, and we've got an arrow that still exists |
980 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
1020 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
981 | * other places as well!) |
1021 | * other places as well!) |
982 | */ |
1022 | */ |
983 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
1023 | if (hitter->destroyed () || hitter->env != NULL) |
984 | { |
1024 | { |
985 | if (container) |
1025 | if (container) |
986 | { |
1026 | container->destroy (); |
987 | remove_ob (container); |
1027 | |
988 | free_object (container); |
|
|
989 | } |
|
|
990 | return NULL; |
1028 | return 0; |
991 | } |
1029 | } |
992 | |
1030 | |
993 | /* Missile hit victim */ |
1031 | /* Missile hit victim */ |
994 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
1032 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
995 | * through the target |
1033 | * through the target |
996 | */ |
1034 | */ |
997 | if (hit_something && op->speed <= 10.0) |
1035 | if (hit_something && op->speed <= 10.0) |
998 | { |
1036 | { |
999 | /* Stop arrow */ |
1037 | /* Stop arrow */ |
1000 | if (container == NULL) |
1038 | if (!container) |
1001 | { |
1039 | { |
1002 | hitter = fix_stopped_arrow (hitter); |
1040 | hitter = fix_stopped_arrow (hitter); |
1003 | if (hitter == NULL) |
1041 | if (!hitter) |
1004 | return NULL; |
1042 | return 0; |
1005 | } |
1043 | } |
1006 | else |
1044 | else |
1007 | { |
1045 | container->destroy (); |
1008 | remove_ob (container); |
|
|
1009 | free_object (container); |
|
|
1010 | } |
|
|
1011 | |
1046 | |
1012 | /* Try to stick arrow into victim */ |
1047 | /* Try to stick arrow into victim */ |
1013 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
1048 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1014 | return NULL; |
1049 | return 0; |
1015 | |
1050 | |
1016 | /* Else try to put arrow on victim's map square |
1051 | /* Else try to put arrow on victim's map square |
1017 | * remove check for P_WALL here. If the arrow got to this |
1052 | * remove check for P_WALL here. If the arrow got to this |
1018 | * space, that is good enough - with the new movement code, |
1053 | * space, that is good enough - with the new movement code, |
1019 | * there is now the potential for lots of spaces where something |
1054 | * there is now the potential for lots of spaces where something |
1020 | * can fly over but not otherwise move over. What is the correct |
1055 | * can fly over but not otherwise move over. What is the correct |
1021 | * way to handle those otherwise? |
1056 | * way to handle those otherwise? |
1022 | */ |
1057 | */ |
1023 | if (victim_x != hitter->x || victim_y != hitter->y) |
1058 | if (victim->x != hitter->x || victim->y != hitter->y) |
|
|
1059 | { |
|
|
1060 | if (victim->destroyed ()) |
|
|
1061 | hitter->destroy (); |
|
|
1062 | else |
1024 | { |
1063 | { |
1025 | remove_ob (hitter); |
1064 | hitter->remove (); |
1026 | hitter->x = victim_x; |
1065 | hitter->x = victim->x; |
1027 | hitter->y = victim_y; |
1066 | hitter->y = victim->y; |
1028 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1067 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1068 | } |
1029 | } |
1069 | } |
1030 | else |
1070 | else |
1031 | { |
|
|
1032 | /* Else leave arrow where it is */ |
1071 | /* Else leave arrow where it is */ |
1033 | merge_ob (hitter, NULL); |
1072 | merge_ob (hitter, NULL); |
1034 | } |
1073 | |
1035 | return NULL; |
1074 | return 0; |
1036 | } |
1075 | } |
1037 | |
1076 | |
1038 | if (hit_something && op->speed >= 10.0) |
1077 | if (hit_something && op->speed >= 10.0) |
1039 | op->speed -= 1.0; |
1078 | op->set_speed (op->speed - 1.f); |
1040 | |
1079 | |
1041 | /* Missile missed victim - reassemble missile */ |
1080 | /* Missile missed victim - reassemble missile */ |
1042 | if (container) |
1081 | if (container) |
1043 | { |
1082 | { |
1044 | remove_ob (hitter); |
1083 | hitter->remove (); |
1045 | insert_ob_in_ob (hitter, container); |
1084 | insert_ob_in_ob (hitter, container); |
1046 | } |
1085 | } |
|
|
1086 | |
1047 | return op; |
1087 | return op; |
1048 | } |
1088 | } |
1049 | |
1089 | |
1050 | |
1090 | static void |
1051 | void |
|
|
1052 | tear_down_wall (object *op) |
1091 | tear_down_wall (object *op) |
1053 | { |
1092 | { |
1054 | int perc = 0; |
|
|
1055 | |
|
|
1056 | if (!op->stats.maxhp) |
1093 | if (!op->stats.maxhp) |
1057 | { |
|
|
1058 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1094 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1059 | perc = 1; |
1095 | else if (!op->has_anim ()) |
1060 | } |
|
|
1061 | else if (!GET_ANIM_ID (op)) |
|
|
1062 | { |
1096 | { |
1063 | /* Object has been called - no animations, so remove it */ |
1097 | /* Object has been called - no animations, so remove it */ |
1064 | if (op->stats.hp < 0) |
1098 | if (op->stats.hp < 0) |
|
|
1099 | op->destroy (); |
1065 | { |
1100 | |
1066 | remove_ob (op); /* Should update LOS */ |
|
|
1067 | free_object (op); |
|
|
1068 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
1069 | /*update_position(m, x, y); */ |
|
|
1070 | } |
|
|
1071 | return; /* no animations, so nothing more to do */ |
1101 | return; /* no animations, so nothing more to do */ |
1072 | } |
1102 | } |
1073 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1103 | |
1074 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1104 | // we use frames 1..num-2 as intermediate frames, so |
1075 | perc = NUM_ANIMATIONS (op) - 1; |
1105 | // the last frame is used only when hp < 0. |
1076 | else if (perc < 1) |
1106 | int perc = clamp ( |
1077 | perc = 1; |
1107 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1078 | SET_ANIMATION (op, perc); |
1108 | 0, op->anim_frames () - 1 |
|
|
1109 | ); |
|
|
1110 | |
|
|
1111 | op->set_anim_frame (perc); |
1079 | update_object (op, UP_OBJ_FACE); |
1112 | update_object (op, UP_OBJ_FACE); |
1080 | if (perc == NUM_ANIMATIONS (op) - 1) |
1113 | |
|
|
1114 | if (op->stats.hp < 0) |
1081 | { /* Reached the last animation */ |
1115 | { /* Reached the last animation */ |
1082 | if (op->face == blank_face) |
1116 | if (op->face == blank_face) |
1083 | { |
|
|
1084 | /* If the last face is blank, remove the ob */ |
1117 | /* If the last face is blank, remove the ob */ |
1085 | remove_ob (op); /* Should update LOS */ |
1118 | op->destroy (); |
1086 | free_object (op); |
|
|
1087 | |
|
|
1088 | /* remove_ob should call update_position for us */ |
|
|
1089 | /*update_position(m, x, y); */ |
|
|
1090 | |
|
|
1091 | } |
|
|
1092 | else |
1119 | else |
1093 | { /* The last face was not blank, leave an image */ |
1120 | { /* The last face was not blank, leave an image */ |
1094 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1121 | op->flag [FLAG_BLOCKSVIEW] = false; |
1095 | update_all_los (op->map, op->x, op->y); |
1122 | update_all_los (op->map, op->x, op->y); |
1096 | op->move_block = 0; |
1123 | op->move_block = 0; |
1097 | CLEAR_FLAG (op, FLAG_ALIVE); |
1124 | op->flag [FLAG_ALIVE] = false; |
1098 | } |
1125 | } |
1099 | } |
1126 | } |
1100 | } |
1127 | } |
1101 | |
1128 | |
1102 | void |
1129 | static void |
1103 | scare_creature (object *target, object *hitter) |
1130 | scare_creature (object *target, object *hitter) |
1104 | { |
1131 | { |
1105 | object *owner = get_owner (hitter); |
1132 | target->flag [FLAG_SCARED] = true; |
1106 | |
1133 | |
1107 | if (!owner) |
|
|
1108 | owner = hitter; |
|
|
1109 | |
|
|
1110 | SET_FLAG (target, FLAG_SCARED); |
|
|
1111 | if (!target->enemy) |
1134 | if (!target->enemy) |
1112 | target->enemy = owner; |
1135 | target->enemy = hitter->outer_owner (); |
1113 | } |
1136 | } |
1114 | |
|
|
1115 | |
|
|
1116 | /* This returns the amount of damage hitter does to op with the |
|
|
1117 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1118 | * This doesn't damage the player, but returns how much it should |
|
|
1119 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1120 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1121 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1122 | |
|
|
1123 | int |
|
|
1124 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1125 | { |
|
|
1126 | |
|
|
1127 | int doesnt_slay = 1; |
|
|
1128 | |
|
|
1129 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1130 | if (attacknum >= NROFATTACKS) |
|
|
1131 | { |
|
|
1132 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1133 | return 0; |
|
|
1134 | } |
|
|
1135 | |
|
|
1136 | if (dam < 0) |
|
|
1137 | { |
|
|
1138 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1139 | return 0; |
|
|
1140 | } |
|
|
1141 | |
|
|
1142 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1143 | * people can't mess with that or it otherwise get confused. */ |
|
|
1144 | if (attacknum == ATNR_INTERNAL) |
|
|
1145 | return dam; |
|
|
1146 | |
|
|
1147 | if (hitter->slaying) |
|
|
1148 | { |
|
|
1149 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
|
|
1150 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
|
|
1151 | { |
|
|
1152 | doesnt_slay = 0; |
|
|
1153 | dam *= 3; |
|
|
1154 | } |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1158 | if (op->resist[attacknum]) |
|
|
1159 | { |
|
|
1160 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1161 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1162 | dam *= (100 - op->resist[attacknum]); |
|
|
1163 | if (dam >= 100) |
|
|
1164 | dam /= 100; |
|
|
1165 | else |
|
|
1166 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1167 | } |
|
|
1168 | |
|
|
1169 | /* Special hack. By default, if immune to something, you |
|
|
1170 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1171 | * it can still damage your items. Only include attacktypes if |
|
|
1172 | * special processing is needed */ |
|
|
1173 | |
|
|
1174 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1175 | return 0; |
|
|
1176 | |
|
|
1177 | /* Keep this in order - makes things easier to find */ |
|
|
1178 | |
|
|
1179 | switch (attacknum) |
|
|
1180 | { |
|
|
1181 | case ATNR_PHYSICAL: |
|
|
1182 | /* here also check for diseases */ |
|
|
1183 | check_physically_infect (op, hitter); |
|
|
1184 | break; |
|
|
1185 | |
|
|
1186 | /* Don't need to do anything for: |
|
|
1187 | magic, |
|
|
1188 | fire, |
|
|
1189 | electricity, |
|
|
1190 | cold */ |
|
|
1191 | |
|
|
1192 | case ATNR_CONFUSION: |
|
|
1193 | case ATNR_POISON: |
|
|
1194 | case ATNR_SLOW: |
|
|
1195 | case ATNR_PARALYZE: |
|
|
1196 | case ATNR_FEAR: |
|
|
1197 | case ATNR_CANCELLATION: |
|
|
1198 | case ATNR_DEPLETE: |
|
|
1199 | case ATNR_BLIND: |
|
|
1200 | { |
|
|
1201 | /* chance for inflicting a special attack depends on the |
|
|
1202 | * difference between attacker's and defender's level |
|
|
1203 | */ |
|
|
1204 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1205 | |
|
|
1206 | /* First, only creatures/players with speed can be affected. |
|
|
1207 | * Second, just getting hit doesn't mean it always affects |
|
|
1208 | * you. Third, you still get a saving through against the |
|
|
1209 | * effect. |
|
|
1210 | */ |
|
|
1211 | if (op->speed && |
|
|
1212 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1213 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1214 | { |
|
|
1215 | |
|
|
1216 | /* Player has been hit by something */ |
|
|
1217 | if (attacknum == ATNR_CONFUSION) |
|
|
1218 | confuse_player (op, hitter, dam); |
|
|
1219 | else if (attacknum == ATNR_POISON) |
|
|
1220 | poison_player (op, hitter, dam); |
|
|
1221 | else if (attacknum == ATNR_SLOW) |
|
|
1222 | slow_player (op, hitter, dam); |
|
|
1223 | else if (attacknum == ATNR_PARALYZE) |
|
|
1224 | paralyze_player (op, hitter, dam); |
|
|
1225 | else if (attacknum == ATNR_FEAR) |
|
|
1226 | scare_creature (op, hitter); |
|
|
1227 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1228 | cancellation (op); |
|
|
1229 | else if (attacknum == ATNR_DEPLETE) |
|
|
1230 | drain_stat (op); |
|
|
1231 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1232 | blind_player (op, hitter, dam); |
|
|
1233 | } |
|
|
1234 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1235 | } |
|
|
1236 | break; |
|
|
1237 | case ATNR_ACID: |
|
|
1238 | { |
|
|
1239 | int flag = 0; |
|
|
1240 | |
|
|
1241 | /* Items only get corroded if you're not on a battleground and |
|
|
1242 | * if your acid resistance is below 50%. */ |
|
|
1243 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1244 | { |
|
|
1245 | object *tmp; |
|
|
1246 | |
|
|
1247 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1248 | { |
|
|
1249 | if (tmp->invisible) |
|
|
1250 | continue; |
|
|
1251 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1252 | /* >= 10% acid res. on itmes will protect these */ |
|
|
1253 | continue; |
|
|
1254 | if (!(tmp->material & M_IRON)) |
|
|
1255 | continue; |
|
|
1256 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1257 | continue; |
|
|
1258 | if (tmp->type == RING || |
|
|
1259 | /* removed boots and gloves from exclusion list in |
|
|
1260 | PR */ |
|
|
1261 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1262 | continue; /* To avoid some strange effects */ |
|
|
1263 | |
|
|
1264 | /* High damage acid has better chance of corroding |
|
|
1265 | objects */ |
|
|
1266 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1267 | { |
|
|
1268 | if (op->type == PLAYER) |
|
|
1269 | /* Make this more visible */ |
|
|
1270 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1271 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1272 | flag = 1; |
|
|
1273 | tmp->magic--; |
|
|
1274 | if (op->type == PLAYER) |
|
|
1275 | esrv_send_item (op, tmp); |
|
|
1276 | } |
|
|
1277 | } |
|
|
1278 | if (flag) |
|
|
1279 | fix_player (op); /* Something was corroded */ |
|
|
1280 | } |
|
|
1281 | } |
|
|
1282 | break; |
|
|
1283 | case ATNR_DRAIN: |
|
|
1284 | { |
|
|
1285 | /* rate is the proportion of exp drained. High rate means |
|
|
1286 | * not much is drained, low rate means a lot is drained. |
|
|
1287 | */ |
|
|
1288 | int rate; |
|
|
1289 | |
|
|
1290 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1291 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1292 | else |
|
|
1293 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1294 | |
|
|
1295 | if (op->stats.exp <= rate) |
|
|
1296 | { |
|
|
1297 | if (op->type == GOLEM) |
|
|
1298 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1299 | else |
|
|
1300 | /* If we can't drain, lets try to do physical damage */ |
|
|
1301 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1302 | } |
|
|
1303 | else |
|
|
1304 | { |
|
|
1305 | /* Randomly give the hitter some hp */ |
|
|
1306 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1307 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1308 | hitter->stats.hp++; |
|
|
1309 | |
|
|
1310 | /* Can't do drains on battleground spaces. |
|
|
1311 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1312 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1313 | * nothing happens. |
|
|
1314 | * Try to credit the owner. We try to display player -> player drain |
|
|
1315 | * attacks, hence all the != PLAYER checks. |
|
|
1316 | */ |
|
|
1317 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1318 | { |
|
|
1319 | object *owner = get_owner (hitter); |
|
|
1320 | |
|
|
1321 | if (owner && owner != hitter) |
|
|
1322 | { |
|
|
1323 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1324 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1325 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1326 | } |
|
|
1327 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1328 | { |
|
|
1329 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1330 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1331 | } |
|
|
1332 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1333 | } |
|
|
1334 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1335 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1336 | * as the messages will say you missed |
|
|
1337 | */ |
|
|
1338 | } |
|
|
1339 | } |
|
|
1340 | break; |
|
|
1341 | case ATNR_TURN_UNDEAD: |
|
|
1342 | { |
|
|
1343 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1344 | { |
|
|
1345 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1346 | object *god = find_god (determine_god (owner)); |
|
|
1347 | int div = 1; |
|
|
1348 | |
|
|
1349 | /* if undead are not an enemy of your god, you turn them |
|
|
1350 | * at half strength */ |
|
|
1351 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
|
|
1352 | div = 2; |
|
|
1353 | /* Give a bonus if you resist turn undead */ |
|
|
1354 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
1355 | scare_creature (op, owner); |
|
|
1356 | } |
|
|
1357 | else |
|
|
1358 | dam = 0; /* don't damage non undead - should we damage |
|
|
1359 | undead? */ |
|
|
1360 | } |
|
|
1361 | break; |
|
|
1362 | case ATNR_DEATH: |
|
|
1363 | deathstrike_player (op, hitter, &dam); |
|
|
1364 | break; |
|
|
1365 | case ATNR_CHAOS: |
|
|
1366 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
|
|
1367 | dam = 0; |
|
|
1368 | break; |
|
|
1369 | case ATNR_COUNTERSPELL: |
|
|
1370 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
|
|
1371 | dam = 0; |
|
|
1372 | /* This should never happen. Counterspell is handled |
|
|
1373 | * seperately and filtered out. If this does happen, |
|
|
1374 | * Counterspell has no effect on anything but spells, so it |
|
|
1375 | * does no damage. */ |
|
|
1376 | break; |
|
|
1377 | case ATNR_HOLYWORD: |
|
|
1378 | { |
|
|
1379 | /* This has already been handled by hit_player, |
|
|
1380 | * no need to check twice -- DAMN */ |
|
|
1381 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1382 | |
|
|
1383 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1384 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1385 | scare_creature (op, owner); |
|
|
1386 | } |
|
|
1387 | break; |
|
|
1388 | case ATNR_LIFE_STEALING: |
|
|
1389 | { |
|
|
1390 | int new_hp; |
|
|
1391 | |
|
|
1392 | /* this is replacement to drain for players, instead of taking |
|
|
1393 | * exp it takes hp. It is geared for players, probably not |
|
|
1394 | * much use giving it to monsters |
|
|
1395 | * |
|
|
1396 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1397 | * damage it does do to the player. Given that, |
|
|
1398 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1399 | * 1000). |
|
|
1400 | */ |
|
|
1401 | /* You can't steal life from something undead */ |
|
|
1402 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1403 | return 0; |
|
|
1404 | /* If drain protection is higher than life stealing, use that */ |
|
|
1405 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1406 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1407 | else |
|
|
1408 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1409 | /* You die at -1 hp, not zero. */ |
|
|
1410 | if (dam > (op->stats.hp + 1)) |
|
|
1411 | dam = op->stats.hp + 1; |
|
|
1412 | new_hp = hitter->stats.hp + dam; |
|
|
1413 | if (new_hp > hitter->stats.maxhp) |
|
|
1414 | new_hp = hitter->stats.maxhp; |
|
|
1415 | if (new_hp > hitter->stats.hp) |
|
|
1416 | hitter->stats.hp = new_hp; |
|
|
1417 | } |
|
|
1418 | } |
|
|
1419 | return dam; |
|
|
1420 | } |
|
|
1421 | |
|
|
1422 | |
1137 | |
1423 | /* GROS: This code comes from hit_player. It has been made external to |
1138 | /* GROS: This code comes from hit_player. It has been made external to |
1424 | * allow script procedures to "kill" objects in a combat-like fashion. |
1139 | * allow script procedures to "kill" objects in a combat-like fashion. |
1425 | * It was initially used by (kill-object) developed for the Collector's |
1140 | * It was initially used by (kill-object) developed for the Collector's |
1426 | * Sword. Note that nothing has been changed from the original version |
1141 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1436 | * MSW 2002-07-17 |
1151 | * MSW 2002-07-17 |
1437 | */ |
1152 | */ |
1438 | int |
1153 | int |
1439 | kill_object (object *op, int dam, object *hitter, int type) |
1154 | kill_object (object *op, int dam, object *hitter, int type) |
1440 | { |
1155 | { |
1441 | char buf[MAX_BUF]; |
1156 | shstr skill; |
1442 | const char *skill; |
|
|
1443 | int maxdam = 0; |
1157 | int maxdam = 0; |
1444 | int battleg = 0; /* true if op standing on battleground */ |
1158 | int battleg = 0; /* true if op standing on battleground */ |
1445 | int pk = 0; /* true if op and what controls hitter are both players */ |
1159 | int pk = 0; /* true if op and what controls hitter are both players */ |
1446 | object *owner = NULL; |
1160 | object *owner = 0; |
1447 | object *skop = NULL; |
1161 | object *skop = 0; |
1448 | |
1162 | |
1449 | if (op->stats.hp >= 0) |
1163 | if (op->stats.hp >= 0) |
1450 | return -1; |
1164 | return -1; |
1451 | |
1165 | |
1452 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1166 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1456 | * this creature. The function(s) that call us have already |
1170 | * this creature. The function(s) that call us have already |
1457 | * adjusted the creatures HP total, so that is negative. |
1171 | * adjusted the creatures HP total, so that is negative. |
1458 | */ |
1172 | */ |
1459 | maxdam = dam + op->stats.hp + 1; |
1173 | maxdam = dam + op->stats.hp + 1; |
1460 | |
1174 | |
1461 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1175 | if (op->flag [FLAG_BLOCKSVIEW]) |
1462 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1176 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1463 | |
1177 | |
1464 | if (op->type == DOOR) |
1178 | if (op->type == DOOR) |
1465 | { |
1179 | { |
1466 | op->speed = 0.1; |
1180 | op->set_speed (0.1f); |
1467 | update_ob_speed (op); |
|
|
1468 | op->speed_left = -0.05; |
1181 | op->speed_left = -0.05f; |
1469 | return maxdam; |
1182 | return maxdam; |
1470 | } |
1183 | } |
|
|
1184 | |
1471 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1185 | if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER) |
1472 | { |
1186 | { |
1473 | remove_friendly_object (op); |
1187 | op->drop_and_destroy (); |
1474 | if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1475 | { |
|
|
1476 | op->owner->contr->ranges[range_golem] = NULL; |
|
|
1477 | op->owner->contr->golem_count = 0; |
|
|
1478 | } |
|
|
1479 | |
|
|
1480 | remove_ob (op); |
|
|
1481 | free_object (op); |
|
|
1482 | return maxdam; |
1188 | return maxdam; |
1483 | } |
1189 | } |
1484 | |
1190 | |
1485 | /* Now lets start dealing with experience we get for killing something */ |
1191 | /* Now lets start dealing with experience we get for killing something */ |
1486 | |
1192 | |
1487 | owner = get_owner (hitter); |
1193 | owner = hitter->outer_owner (); |
1488 | if (owner == NULL) |
1194 | if (!owner) |
1489 | owner = hitter; |
1195 | owner = hitter; |
1490 | |
1196 | |
1491 | /* is the victim (op) standing on battleground? */ |
1197 | /* is the victim (op) standing on battleground? */ |
1492 | if (op_on_battleground (op, NULL, NULL)) |
1198 | if (op_on_battleground (op, NULL, NULL)) |
1493 | battleg = 1; |
1199 | battleg = 1; |
… | |
… | |
1497 | pk = 1; |
1203 | pk = 1; |
1498 | |
1204 | |
1499 | /* Player killed something */ |
1205 | /* Player killed something */ |
1500 | if (owner->type == PLAYER) |
1206 | if (owner->type == PLAYER) |
1501 | { |
1207 | { |
1502 | Log_Kill (owner->name, |
|
|
1503 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1504 | |
|
|
1505 | /* Log players killing other players - makes it easier to detect |
1208 | /* Log players killing other players - makes it easier to detect |
1506 | * and filter out malicious player killers - that is why the |
1209 | * and filter out malicious player killers - that is why the |
1507 | * ip address is included. |
1210 | * ip address is included. |
1508 | */ |
1211 | */ |
1509 | if (op->type == PLAYER && !battleg) |
1212 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1513 | char buf[256]; |
1216 | char buf[256]; |
1514 | |
1217 | |
1515 | tmv = localtime (&t); |
1218 | tmv = localtime (&t); |
1516 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1219 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1517 | |
1220 | |
1518 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1221 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1519 | } |
1222 | } |
1520 | |
1223 | |
1521 | /* try to filter some things out - basically, if you are |
1224 | /* try to filter some things out - basically, if you are |
1522 | * killing a level 1 creature and your level 20, you |
1225 | * killing a level 1 creature and your level 20, you |
1523 | * probably don't want to see that. |
1226 | * probably don't want to see that. |
1524 | */ |
1227 | */ |
1525 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1228 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1526 | { |
1229 | { |
1527 | if (owner != hitter) |
1230 | if (owner != hitter) |
1528 | { |
|
|
1529 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1231 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1530 | } |
|
|
1531 | else |
1232 | else |
1532 | { |
|
|
1533 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1233 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1534 | } |
1234 | |
1535 | /* Only play sounds for melee kills */ |
1235 | /* Only play sounds for melee kills */ |
1536 | if (hitter->type == PLAYER) |
1236 | if (hitter->type == PLAYER) |
1537 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1237 | owner->play_sound (sound_find ("player_kills")); |
1538 | } |
1238 | } |
1539 | |
1239 | |
1540 | /* If a player kills another player, not on |
1240 | /* If a player kills another player, not on |
1541 | * battleground, the "killer" looses 1 luck. Since this is |
1241 | * battleground, the "killer" looses 1 luck. Since this is |
1542 | * not reversible, it's actually quite a pain IMHO. -AV |
1242 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1544 | * player that the object belonged to - so if you killed another player |
1244 | * player that the object belonged to - so if you killed another player |
1545 | * with spells, pets, whatever, there was no penalty. |
1245 | * with spells, pets, whatever, there was no penalty. |
1546 | * Changed to make luck penalty configurable in settings. |
1246 | * Changed to make luck penalty configurable in settings. |
1547 | */ |
1247 | */ |
1548 | if (op->type == PLAYER && owner != op && !battleg) |
1248 | if (op->type == PLAYER && owner != op && !battleg) |
1549 | change_luck (owner, -settings.pk_luck_penalty); |
1249 | owner->change_luck (-settings.pk_luck_penalty); |
1550 | |
1250 | |
1551 | /* This code below deals with finding the appropriate skill |
1251 | /* This code below deals with finding the appropriate skill |
1552 | * to credit exp to. This is a bit problematic - we should |
1252 | * to credit exp to. This is a bit problematic - we should |
1553 | * probably never really have to look at current_weapon->skill |
1253 | * probably never really have to look at current_weapon->skill |
1554 | */ |
1254 | */ |
1555 | skill = NULL; |
|
|
1556 | if (hitter->skill && hitter->type != PLAYER) |
1255 | if (hitter->skill && hitter->type != PLAYER) |
1557 | skill = hitter->skill; |
1256 | skill = hitter->skill; |
1558 | else if (owner->chosen_skill) |
1257 | else if (owner->chosen_skill) |
1559 | { |
1258 | { |
1560 | skill = owner->chosen_skill->skill; |
|
|
1561 | skop = owner->chosen_skill; |
1259 | skop = owner->chosen_skill; |
|
|
1260 | skill = skop->skill; |
1562 | } |
1261 | } |
1563 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1262 | else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon) |
1564 | skill = owner->current_weapon->skill; |
1263 | skill = owner->current_weapon->skill; |
1565 | else |
1264 | else |
|
|
1265 | { |
|
|
1266 | LOG (llevError | logBacktrace, |
1566 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1267 | "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1268 | "op: %s\n" "hitter: %s\n" "op: %s\n", |
|
|
1269 | op->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1270 | skill = 0; |
|
|
1271 | } |
1567 | |
1272 | |
1568 | /* We have the skill we want to credit to - now find the object this goes |
1273 | /* We have the skill we want to credit to - now find the object this goes |
1569 | * to. Make sure skop is an actual skill, and not a skill tool! |
1274 | * to. Make sure skop is an actual skill, and not a skill tool! |
1570 | */ |
1275 | */ |
1571 | if ((!skop || skop->type != SKILL) && skill) |
1276 | skop = owner->contr->find_skill (skill); |
1572 | { |
|
|
1573 | int i; |
|
|
1574 | |
|
|
1575 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1576 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1577 | { |
|
|
1578 | skop = owner->contr->last_skill_ob[i]; |
|
|
1579 | break; |
|
|
1580 | } |
|
|
1581 | } |
|
|
1582 | } /* Was it a player that hit somethign */ |
1277 | } /* Was it a player that hit somethign */ |
1583 | else |
1278 | else |
1584 | { |
|
|
1585 | skill = NULL; |
1279 | skill = 0; |
1586 | } |
|
|
1587 | |
1280 | |
1588 | /* Pet (or spell) killed something. */ |
|
|
1589 | if (owner != hitter) |
|
|
1590 | { |
|
|
1591 | (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1592 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1593 | } |
|
|
1594 | else |
|
|
1595 | { |
|
|
1596 | (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1597 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1598 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1599 | } |
|
|
1600 | /* These may have been set in the player code section above */ |
1281 | /* These may have been set in the player code section above */ |
1601 | if (!skop) |
1282 | if (!skop) |
1602 | skop = hitter->chosen_skill; |
1283 | skop = hitter->chosen_skill; |
|
|
1284 | |
1603 | if (!skill && skop) |
1285 | if (!skill && skop) |
1604 | skill = skop->skill; |
1286 | skill = skop->skill; |
1605 | |
1287 | |
1606 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1607 | |
|
|
1608 | |
|
|
1609 | /* If you didn't kill yourself, and your not the wizard */ |
1288 | /* If you didn't kill yourself, and your not the wizard */ |
1610 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1289 | if (owner != op && !op->flag [FLAG_WIZ]) |
1611 | { |
1290 | { |
1612 | int exp; |
1291 | int exp; |
1613 | |
1292 | |
1614 | /* Really don't give much experience for killing other players */ |
1293 | /* Really don't give much experience for killing other players */ |
1615 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1294 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1616 | if (op->type == PLAYER) |
|
|
1617 | { |
|
|
1618 | if (battleg) |
1295 | if (battleg) |
|
|
1296 | { |
|
|
1297 | if (op->is_player ()) |
1619 | { |
1298 | { |
1620 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1299 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1621 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1300 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1622 | } |
1301 | } |
1623 | else |
1302 | |
|
|
1303 | exp = 0; |
|
|
1304 | } |
|
|
1305 | else if (op->is_player ()) |
1624 | exp = op->stats.exp / 1000; |
1306 | exp = op->stats.exp / 1000; |
1625 | } |
|
|
1626 | else |
1307 | else |
1627 | exp = calc_skill_exp (owner, op, skop); |
1308 | exp = calc_skill_exp (owner, op, skop); |
1628 | |
|
|
1629 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1630 | * exp by killing him |
|
|
1631 | */ |
|
|
1632 | if (battleg) |
|
|
1633 | exp = 0; |
|
|
1634 | |
1309 | |
1635 | /* Don't know why this is set this way - doesn't make |
1310 | /* Don't know why this is set this way - doesn't make |
1636 | * sense to just divide everything by two for no reason. |
1311 | * sense to just divide everything by two for no reason. |
1637 | */ |
1312 | */ |
1638 | |
1313 | |
1639 | if (!settings.simple_exp) |
1314 | if (!settings.simple_exp) |
1640 | exp = exp / 2; |
1315 | exp = exp / 2; |
1641 | |
1316 | |
1642 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1317 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1643 | { |
|
|
1644 | change_exp (owner, exp, skill, 0); |
1318 | change_exp (owner, exp, skill, 0); |
1645 | } |
|
|
1646 | else |
1319 | else |
1647 | { |
1320 | { |
1648 | int shares = 0, count = 0; |
1321 | int shares = 0, count = 0; |
1649 | |
|
|
1650 | player *pl; |
|
|
1651 | |
|
|
1652 | partylist *party = owner->contr->party; |
1322 | partylist *party = owner->contr->party; |
1653 | |
1323 | |
1654 | #ifdef PARTY_KILL_LOG |
|
|
1655 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1324 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1656 | #endif |
1325 | |
1657 | for (pl = first_player; pl != NULL; pl = pl->next) |
1326 | for_all_players (pl) |
1658 | { |
|
|
1659 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1327 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1660 | { |
1328 | { |
1661 | count++; |
1329 | count++; |
1662 | shares += (pl->ob->level + 4); |
1330 | shares += (pl->ob->level + 4); |
1663 | } |
1331 | } |
1664 | } |
1332 | |
1665 | if (count == 1 || shares > exp) |
1333 | if (count == 1 || shares > exp || !shares) |
1666 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1334 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1667 | else |
1335 | else |
1668 | { |
1336 | { |
1669 | int share = exp / shares, given = 0, nexp; |
1337 | int share = exp / shares, given = 0, nexp; |
1670 | |
1338 | |
1671 | for (pl = first_player; pl != NULL; pl = pl->next) |
1339 | for_all_players (pl) |
1672 | { |
|
|
1673 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1340 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1674 | { |
1341 | { |
1675 | nexp = (pl->ob->level + 4) * share; |
1342 | nexp = (pl->ob->level + 4) * share; |
1676 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1343 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1677 | given += nexp; |
1344 | given += nexp; |
1678 | } |
1345 | } |
1679 | } |
1346 | |
1680 | exp -= given; |
1347 | exp -= given; |
1681 | /* give any remainder to the player */ |
1348 | /* give any remainder to the player */ |
1682 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1349 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1683 | } |
1350 | } |
1684 | } /* else part of a party */ |
1351 | } /* else part of a party */ |
1685 | |
|
|
1686 | } /* end if person didn't kill himself */ |
1352 | } /* end if person didn't kill himself */ |
1687 | |
1353 | |
1688 | if (op->type != PLAYER) |
1354 | if (op->type != PLAYER) |
1689 | { |
1355 | { |
1690 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1356 | if (op->flag [FLAG_FRIENDLY]) |
1691 | { |
1357 | { |
1692 | object *owner1 = get_owner (op); |
1358 | object *owner1 = op->owner; |
1693 | |
1359 | |
1694 | if (owner1 != NULL && owner1->type == PLAYER) |
1360 | if (owner1 && owner1->type == PLAYER) |
1695 | { |
1361 | { |
1696 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1362 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1697 | /* Maybe we should include the owner that killed this, maybe not */ |
1363 | /* Maybe we should include the owner that killed this, maybe not */ |
1698 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1364 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1699 | } |
1365 | } |
1700 | |
1366 | |
1701 | remove_friendly_object (op); |
1367 | remove_friendly_object (op); |
1702 | } |
1368 | } |
1703 | |
1369 | |
1704 | remove_ob (op); |
1370 | op->drop_and_destroy (); |
1705 | free_object (op); |
|
|
1706 | } |
1371 | } |
1707 | /* Player has been killed! */ |
|
|
1708 | else |
1372 | else |
1709 | { |
1373 | /* Player has been killed! */ |
1710 | if (owner->type == PLAYER) |
1374 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1711 | { |
|
|
1712 | snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
|
|
1713 | } |
|
|
1714 | else |
|
|
1715 | assign (op->contr->killer, hitter->name); |
|
|
1716 | } |
|
|
1717 | |
1375 | |
1718 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1376 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1719 | * continues in the calling function. |
1377 | * continues in the calling function. |
1720 | */ |
1378 | */ |
1721 | return maxdam; |
1379 | return maxdam; |
1722 | } |
1380 | } |
1723 | |
1381 | |
1724 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1382 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1725 | * Returns 0 this is not friendly fire |
1383 | * Returns 0 this is not friendly fire |
1726 | */ |
1384 | */ |
1727 | |
|
|
1728 | int |
1385 | int |
1729 | friendly_fire (object *op, object *hitter) |
1386 | friendly_fire (object *op, object *hitter) |
1730 | { |
1387 | { |
1731 | object *owner; |
1388 | object *owner; |
1732 | int friendlyfire; |
1389 | int friendlyfire; |
… | |
… | |
1742 | return 0; |
1399 | return 0; |
1743 | |
1400 | |
1744 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1401 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1745 | return 1; |
1402 | return 1; |
1746 | |
1403 | |
1747 | if ((owner = get_owner (hitter)) != NULL) |
1404 | if ((owner = hitter->owner) != NULL) |
1748 | { |
1405 | { |
1749 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1406 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1750 | friendlyfire = 2; |
1407 | friendlyfire = 2; |
1751 | } |
1408 | } |
1752 | |
1409 | |
1753 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1410 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1754 | friendlyfire = 0; |
1411 | friendlyfire = 0; |
1755 | } |
1412 | } |
|
|
1413 | |
1756 | return friendlyfire; |
1414 | return friendlyfire; |
1757 | } |
1415 | } |
1758 | |
|
|
1759 | |
1416 | |
1760 | /* This isn't used just for players, but in fact most objects. |
1417 | /* This isn't used just for players, but in fact most objects. |
1761 | * op is the object to be hit, dam is the amount of damage, hitter |
1418 | * op is the object to be hit, dam is the amount of damage, hitter |
1762 | * is what is hitting the object, type is the attacktype, and |
1419 | * is what is hitting the object, type is the attacktype, and |
1763 | * full_hit is set if monster area does not matter. |
1420 | * full_hit is set if monster area does not matter. |
1764 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1421 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1765 | * modify it. |
1422 | * modify it. |
1766 | */ |
1423 | */ |
1767 | |
|
|
1768 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1424 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1769 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1425 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1770 | |
|
|
1771 | int |
1426 | int |
1772 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1427 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1773 | { |
1428 | { |
1774 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1429 | int magic = type & AT_MAGIC; |
1775 | int maxattacktype, attacknum; |
|
|
1776 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1430 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1431 | int maxdam = 0, ndam = 0; |
|
|
1432 | int maxattacktype; |
1777 | int simple_attack; |
1433 | int simple_attack; |
1778 | tag_t op_tag, hitter_tag; |
|
|
1779 | int rtn_kill = 0; |
1434 | int rtn_kill = 0; |
1780 | int friendlyfire; |
1435 | int friendlyfire; |
1781 | |
1436 | |
1782 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1437 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1783 | return 0; |
1438 | return 0; |
1784 | |
1439 | |
1785 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1440 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1786 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1441 | if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE]) |
1787 | return 0; |
1442 | return 0; |
1788 | |
1443 | |
1789 | #ifdef PROHIBIT_PLAYERKILL |
1444 | // only allow pk for hostile players |
1790 | if (op->type == PLAYER) |
1445 | if (op->type == PLAYER) |
1791 | { |
1446 | { |
1792 | object *owner = get_owner (hitter); |
1447 | object *owner = hitter->owner; |
1793 | |
1448 | |
1794 | if (!owner) |
1449 | if (!owner) |
1795 | owner = hitter; |
1450 | owner = hitter; |
1796 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1451 | |
1797 | { |
1452 | if (owner->type == PLAYER |
|
|
1453 | && (!op_on_battleground (op, 0, 0) |
|
|
1454 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1455 | && op != owner) |
1798 | return 0; |
1456 | return 0; |
1799 | } |
|
|
1800 | } |
1457 | } |
1801 | #endif |
|
|
1802 | |
|
|
1803 | op_tag = op->count; |
|
|
1804 | hitter_tag = hitter->count; |
|
|
1805 | |
1458 | |
1806 | if (body_attack) |
1459 | if (body_attack) |
1807 | { |
1460 | { |
1808 | /* slow and paralyze must hit the head. But we don't want to just |
1461 | /* slow and paralyze must hit the head. But we don't want to just |
1809 | * return - we still need to process other attacks the spell still |
1462 | * return - we still need to process other attacks the spell still |
… | |
… | |
1815 | * attack so we don't cancel out things like magic bullet. |
1468 | * attack so we don't cancel out things like magic bullet. |
1816 | */ |
1469 | */ |
1817 | if (type & (AT_PARALYZE | AT_SLOW)) |
1470 | if (type & (AT_PARALYZE | AT_SLOW)) |
1818 | { |
1471 | { |
1819 | type &= ~(AT_PARALYZE | AT_SLOW); |
1472 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1473 | |
1820 | if (!type || type == AT_MAGIC) |
1474 | if (!type || type == AT_MAGIC) |
1821 | return 0; |
1475 | return 0; |
1822 | } |
1476 | } |
1823 | } |
1477 | } |
1824 | |
1478 | |
1825 | if (!simple_attack && op->type == DOOR) |
1479 | if (!simple_attack && op->type == DOOR) |
1826 | { |
1480 | { |
1827 | object *tmp; |
|
|
1828 | |
|
|
1829 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1481 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1830 | if (tmp->type == RUNE || tmp->type == TRAP) |
1482 | if (tmp->type == RUNE || tmp->type == TRAP) |
1831 | { |
1483 | { |
1832 | spring_trap (tmp, hitter); |
1484 | spring_trap (tmp, hitter); |
|
|
1485 | |
1833 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1486 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1834 | return 0; |
1487 | return 0; |
|
|
1488 | |
1835 | break; |
1489 | break; |
1836 | } |
1490 | } |
1837 | } |
1491 | } |
1838 | |
1492 | |
1839 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1493 | if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0) |
1840 | { |
1494 | { |
1841 | /* FIXME: If a player is killed by a rune in a door, the |
1495 | /* FIXME: If a player is killed by a rune in a door, the |
1842 | * was_destroyed() check above doesn't return, and might get here. |
1496 | * destroyed() check above doesn't return, and might get here. |
1843 | */ |
1497 | */ |
|
|
1498 | |
|
|
1499 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1500 | gets it's speed_left raised on each mover-tick. |
|
|
1501 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1502 | and waiting for that to run out. |
|
|
1503 | */ |
1844 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1504 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1845 | return 0; |
1505 | return 0; |
1846 | } |
1506 | } |
1847 | |
1507 | |
1848 | #ifdef ATTACK_DEBUG |
1508 | #ifdef ATTACK_DEBUG |
1849 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1509 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1855 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1515 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1856 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1516 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1857 | if (dam >= 100) |
1517 | if (dam >= 100) |
1858 | dam /= 100; |
1518 | dam /= 100; |
1859 | else |
1519 | else |
1860 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1520 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1861 | } |
1521 | } |
1862 | |
1522 | |
1863 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1523 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1864 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1524 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1865 | */ |
1525 | */ |
… | |
… | |
1876 | */ |
1536 | */ |
1877 | if (type & AT_HOLYWORD) |
1537 | if (type & AT_HOLYWORD) |
1878 | { |
1538 | { |
1879 | object *god; |
1539 | object *god; |
1880 | |
1540 | |
1881 | if ((!hitter->slaying || |
1541 | if ((!hitter->slaying |
1882 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1542 | || (!(op->race && hitter->slaying.contains (op->race)) |
1883 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1543 | && !(op->name && hitter->slaying.contains (op->name)))) |
1884 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1544 | && (!op->flag [FLAG_UNDEAD] |
1885 | (hitter->title != NULL |
1545 | || (hitter->title |
1886 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1546 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1547 | && god->race.contains (shstr_undead)))) |
1887 | return 0; |
1548 | return 0; |
1888 | } |
1549 | } |
1889 | |
1550 | |
1890 | maxattacktype = type; /* initialize this to something */ |
1551 | maxattacktype = type; /* initialise this to something */ |
1891 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1552 | for_all_bits_sparse_32 (type, attacknum) |
1892 | { |
1553 | { |
|
|
1554 | uint32_t attacktype = 1 << attacknum; |
|
|
1555 | |
1893 | /* Magic isn't really a true attack type - it gets combined with other |
1556 | /* Magic isn't really a true attack type - it gets combined with other |
1894 | * attack types. As such, skip it over. However, if magic is |
1557 | * attack types. As such, skip it over. However, if magic is |
1895 | * the only attacktype in the group, then still attack with it |
1558 | * the only attacktype in the group, then still attack with it |
1896 | */ |
1559 | */ |
1897 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1560 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
… | |
… | |
1900 | /* Go through and hit the player with each attacktype, one by one. |
1563 | /* Go through and hit the player with each attacktype, one by one. |
1901 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1564 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1902 | * it. It will do the appropriate action for attacktypes with |
1565 | * it. It will do the appropriate action for attacktypes with |
1903 | * effects (slow, paralization, etc. |
1566 | * effects (slow, paralization, etc. |
1904 | */ |
1567 | */ |
1905 | if (type & attacktype) |
|
|
1906 | { |
|
|
1907 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1568 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1569 | |
1908 | /* the >= causes us to prefer messages from special attacks, if |
1570 | /* the >= causes us to prefer messages from special attacks, if |
1909 | * the damage is equal. |
1571 | * the damage is equal. |
1910 | */ |
1572 | */ |
1911 | if (ndam >= maxdam) |
1573 | if (ndam >= maxdam) |
1912 | { |
1574 | { |
1913 | maxdam = ndam; |
1575 | maxdam = ndam; |
1914 | maxattacktype = 1 << attacknum; |
1576 | maxattacktype = 1 << attacknum; |
1915 | } |
|
|
1916 | } |
1577 | } |
1917 | } |
1578 | } |
1918 | |
1579 | |
1919 | /* if this is friendly fire then do a set % of damage only |
1580 | /* if this is friendly fire then do a set % of damage only |
1920 | * Note - put a check in to make sure this attack is actually |
1581 | * Note - put a check in to make sure this attack is actually |
… | |
… | |
1923 | */ |
1584 | */ |
1924 | friendlyfire = friendly_fire (op, hitter); |
1585 | friendlyfire = friendly_fire (op, hitter); |
1925 | if (friendlyfire && maxdam) |
1586 | if (friendlyfire && maxdam) |
1926 | { |
1587 | { |
1927 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1588 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1928 | #ifndef COZY_SERVER |
|
|
1929 | maxdam++; |
|
|
1930 | #endif |
|
|
1931 | |
1589 | |
1932 | #ifdef ATTACK_DEBUG |
1590 | #ifdef ATTACK_DEBUG |
1933 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1591 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1934 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1592 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1935 | #endif |
1593 | #endif |
1936 | } |
1594 | } |
1937 | |
1595 | |
1938 | if (!full_hit) |
1596 | if (!full_hit) |
1939 | { |
1597 | { |
1940 | archetype *at; |
|
|
1941 | int area; |
1598 | int area; |
1942 | int remainder; |
1599 | int remainder; |
1943 | |
1600 | |
1944 | area = 0; |
1601 | area = 0; |
1945 | for (at = op->arch; at != NULL; at = at->more) |
1602 | |
|
|
1603 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1946 | area++; |
1604 | area++; |
|
|
1605 | |
1947 | assert (area > 0); |
1606 | assert (area > 0); |
1948 | |
1607 | |
1949 | /* basically: maxdam /= area; we try to "simulate" a float |
1608 | /* basically: maxdam /= area; we try to "simulate" a float |
1950 | value-effect */ |
1609 | value-effect */ |
1951 | remainder = 100 * (maxdam % area) / area; |
1610 | remainder = 100 * (maxdam % area) / area; |
1952 | maxdam /= area; |
1611 | maxdam /= area; |
1953 | if (RANDOM () % 100 < remainder) |
1612 | if (rndm (100) < remainder) |
1954 | maxdam++; |
1613 | maxdam++; |
1955 | } |
1614 | } |
1956 | |
1615 | |
1957 | #ifdef ATTACK_DEBUG |
1616 | #ifdef ATTACK_DEBUG |
1958 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1617 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1959 | #endif |
1618 | #endif |
1960 | |
1619 | |
1961 | if (get_owner (hitter)) |
1620 | // for now, only do this for active objects, otherwise they |
|
|
1621 | // keep a refcount for a long time and I see no usefulness |
|
|
1622 | // for an non-active objetc to know its enemy. |
|
|
1623 | if (op->active) |
|
|
1624 | if (hitter->owner) |
1962 | op->enemy = hitter->owner; |
1625 | op->enemy = hitter->owner; |
1963 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1626 | else if (hitter->flag [FLAG_ALIVE]) |
1964 | op->enemy = hitter; |
1627 | op->enemy = hitter; |
1965 | |
1628 | |
1966 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1629 | if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER) |
1967 | { |
1630 | { |
1968 | /* The unaggressives look after themselves 8) */ |
1631 | /* The unaggressives look after themselves 8) */ |
1969 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1632 | op->clr_flag (FLAG_UNAGGRESSIVE); |
1970 | npc_call_help (op); |
1633 | npc_call_help (op); |
1971 | } |
1634 | } |
1972 | |
1635 | |
1973 | if (magic && did_make_save (op, op->level, 0)) |
1636 | if (magic && did_make_save (op, op->level, 0)) |
1974 | maxdam = maxdam / 2; |
1637 | maxdam = maxdam / 2; |
… | |
… | |
1976 | attack_message (maxdam, maxattacktype, op, hitter); |
1639 | attack_message (maxdam, maxattacktype, op, hitter); |
1977 | |
1640 | |
1978 | op->stats.hp -= maxdam; |
1641 | op->stats.hp -= maxdam; |
1979 | |
1642 | |
1980 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1643 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1981 | if ((op->stats.hp >= 0) && |
1644 | if (op->stats.hp >= 0 |
1982 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1645 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
1983 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1646 | && op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
1984 | { |
1647 | { |
1985 | |
1648 | |
1986 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1649 | if (op->flag [FLAG_MONSTER]) |
1987 | SET_FLAG (op, FLAG_RUN_AWAY); |
1650 | op->set_flag (FLAG_RUN_AWAY); |
1988 | else |
1651 | else |
1989 | scare_creature (op, hitter); |
1652 | scare_creature (op, hitter); |
1990 | } |
1653 | } |
1991 | |
1654 | |
1992 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1655 | if (op->flag [FLAG_TEAR_DOWN]) |
1993 | { |
1656 | { |
1994 | if (maxdam) |
1657 | if (maxdam) |
1995 | tear_down_wall (op); |
1658 | tear_down_wall (op); |
|
|
1659 | |
1996 | return maxdam; /* nothing more to do for wall */ |
1660 | return maxdam; /* nothing more to do for wall */ |
1997 | } |
1661 | } |
1998 | |
1662 | |
1999 | /* See if the creature has been killed */ |
1663 | /* See if the creature has been killed */ |
2000 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1664 | rtn_kill = kill_object (op, maxdam, hitter, type); |
2001 | if (rtn_kill != -1) |
1665 | if (rtn_kill != -1) |
2002 | return rtn_kill; |
1666 | return rtn_kill; |
2003 | |
1667 | |
2004 | |
|
|
2005 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1668 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
2006 | * that before if the player was immune to ghosthit, the monster |
1669 | * that before if the player was immune to ghosthit, the monster |
2007 | * remained - that is no longer the case. |
1670 | * remained - that is no longer the case. |
2008 | */ |
1671 | */ |
2009 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1672 | if (hitter->flag [FLAG_ONE_HIT]) |
2010 | { |
1673 | hitter->drop_and_destroy (); |
2011 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
2012 | remove_friendly_object (hitter); |
|
|
2013 | remove_ob (hitter); |
|
|
2014 | free_object (hitter); |
|
|
2015 | } |
|
|
2016 | /* Lets handle creatures that are splitting now */ |
1674 | /* Lets handle creatures that are splitting now */ |
2017 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1675 | else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING]) |
2018 | { |
1676 | { |
2019 | int i; |
|
|
2020 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1677 | int friendly = op->flag [FLAG_FRIENDLY]; |
2021 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1678 | int unaggressive = op->flag [FLAG_UNAGGRESSIVE]; |
2022 | object *owner = get_owner (op); |
1679 | object *owner = op->owner; |
2023 | |
1680 | |
2024 | if (!op->other_arch) |
1681 | if (!op->other_arch) |
2025 | { |
1682 | { |
2026 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1683 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
2027 | return maxdam; |
1684 | return maxdam; |
2028 | } |
1685 | } |
|
|
1686 | |
2029 | remove_ob (op); |
1687 | op->remove (); |
2030 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1688 | |
|
|
1689 | for (int i = 0; i < op->stats.food; i++) |
2031 | { /* This doesn't handle op->more yet */ |
1690 | { /* This doesn't handle op->more yet */ |
2032 | object *tmp = arch_to_object (op->other_arch); |
1691 | object *tmp = op->other_arch->instance (); |
2033 | int j; |
|
|
2034 | |
1692 | |
2035 | tmp->stats.hp = op->stats.hp; |
1693 | tmp->stats.hp = op->stats.hp; |
|
|
1694 | |
2036 | if (friendly) |
1695 | if (friendly) |
2037 | { |
1696 | { |
2038 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2039 | add_friendly_object (tmp); |
1697 | add_friendly_object (tmp); |
2040 | tmp->attack_movement = PETMOVE; |
1698 | tmp->attack_movement = PETMOVE; |
|
|
1699 | |
2041 | if (owner != NULL) |
1700 | if (owner) |
2042 | set_owner (tmp, owner); |
1701 | tmp->set_owner (owner); |
2043 | } |
1702 | } |
|
|
1703 | |
2044 | if (unaggressive) |
1704 | if (unaggressive) |
2045 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1705 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
|
|
1706 | |
2046 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1707 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1708 | |
2047 | if (j == -1) /* No spot to put this monster */ |
1709 | if (j == -1) /* No spot to put this monster */ |
2048 | free_object (tmp); |
1710 | tmp->destroy (); |
2049 | else |
1711 | else |
2050 | { |
1712 | { |
2051 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1713 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2052 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1714 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2053 | } |
1715 | } |
2054 | } |
1716 | } |
2055 | if (friendly) |
1717 | |
2056 | remove_friendly_object (op); |
1718 | op->destroy (); |
2057 | free_object (op); |
|
|
2058 | } |
1719 | } |
2059 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1720 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2060 | { |
1721 | hitter->drop_and_destroy (); |
2061 | remove_ob (hitter); |
1722 | |
2062 | free_object (hitter); |
|
|
2063 | } |
|
|
2064 | return maxdam; |
1723 | return maxdam; |
2065 | } |
1724 | } |
2066 | |
1725 | |
2067 | |
1726 | static void |
2068 | void |
|
|
2069 | poison_player (object *op, object *hitter, int dam) |
1727 | poison_player (object *op, object *hitter, int dam) |
2070 | { |
1728 | { |
2071 | archetype *at = archetype::find ("poisoning"); |
1729 | archetype *at = archetype::find (shstr_poisoning); |
2072 | object *tmp = present_arch_in_ob (at, op); |
1730 | object *tmp = present_arch_in_ob (at, op); |
2073 | |
1731 | |
2074 | if (tmp == NULL) |
1732 | if (!tmp) |
2075 | { |
1733 | { |
2076 | if ((tmp = arch_to_object (at)) == NULL) |
1734 | tmp = insert_ob_in_ob (at->instance (), op); |
2077 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1735 | /* peterm: give poisoning some teeth. It should |
|
|
1736 | * be able to kill things better than it does: |
|
|
1737 | * damage should be dependent something--I choose to |
|
|
1738 | * do this: if it's a monster, the damage from the |
|
|
1739 | * poisoning goes as the level of the monster/2. |
|
|
1740 | * If anything else, goes as damage. |
|
|
1741 | */ |
|
|
1742 | |
|
|
1743 | if (hitter->flag [FLAG_ALIVE]) |
|
|
1744 | tmp->stats.dam += hitter->level / 2; |
2078 | else |
1745 | else |
2079 | { |
|
|
2080 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2081 | /* peterm: give poisoning some teeth. It should |
|
|
2082 | * be able to kill things better than it does: |
|
|
2083 | * damage should be dependent something--I choose to |
|
|
2084 | * do this: if it's a monster, the damage from the |
|
|
2085 | * poisoning goes as the level of the monster/2. |
|
|
2086 | * If anything else, goes as damage. |
|
|
2087 | */ |
|
|
2088 | |
|
|
2089 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2090 | tmp->stats.dam += hitter->level / 2; |
|
|
2091 | else |
|
|
2092 | tmp->stats.dam = dam; |
1746 | tmp->stats.dam = dam; |
2093 | |
1747 | |
2094 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
1748 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2095 | if (hitter->skill && hitter->skill != tmp->skill) |
1749 | if (hitter->skill && hitter->skill != tmp->skill) |
2096 | { |
|
|
2097 | tmp->skill = hitter->skill; |
1750 | tmp->skill = hitter->skill; |
2098 | } |
|
|
2099 | |
1751 | |
2100 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1752 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
2101 | |
1753 | |
2102 | if (op->type == PLAYER) |
1754 | if (op->type == PLAYER) |
2103 | { |
1755 | { |
2104 | /* player looses stats, maximum is -10 of each */ |
1756 | /* player looses stats, maximum is -10 of each */ |
2105 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1757 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
2106 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1758 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
2107 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1759 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
2108 | tmp->stats.Int = MAX (-dam / 7, -10); |
1760 | tmp->stats.Int = max (-(dam / 7 ), -10); |
2109 | SET_FLAG (tmp, FLAG_APPLIED); |
1761 | tmp->set_flag (FLAG_APPLIED); |
2110 | fix_player (op); |
1762 | op->update_stats (); |
2111 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1763 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1764 | op->play_sound (tmp->sound); |
2112 | } |
1765 | } |
|
|
1766 | |
2113 | if (hitter->type == PLAYER) |
1767 | if (hitter->type == PLAYER) |
2114 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1768 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2115 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
1769 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2116 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1770 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2117 | } |
1771 | |
2118 | tmp->speed_left = 0; |
1772 | tmp->speed_left = 0; |
2119 | } |
1773 | } |
2120 | else |
1774 | else |
2121 | tmp->stats.food++; |
1775 | tmp->stats.food++; |
2122 | } |
1776 | } |
2123 | |
1777 | |
2124 | void |
1778 | static void |
2125 | slow_player (object *op, object *hitter, int dam) |
1779 | slow_player (object *op, object *hitter, int dam) |
2126 | { |
1780 | { |
2127 | archetype *at = archetype::find ("slowness"); |
1781 | archetype *at = archetype::find (shstr_slowness); |
2128 | object *tmp; |
1782 | object *tmp; |
2129 | |
1783 | |
2130 | if (at == NULL) |
1784 | if (!at) |
2131 | { |
|
|
2132 | LOG (llevError, "Can't find slowness archetype.\n"); |
1785 | LOG (llevError, "Can't find slowness archetype.\n"); |
2133 | } |
1786 | |
2134 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1787 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2135 | { |
1788 | { |
2136 | tmp = arch_to_object (at); |
1789 | tmp = at->instance (); |
2137 | tmp = insert_ob_in_ob (tmp, op); |
1790 | tmp = insert_ob_in_ob (tmp, op); |
2138 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1791 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2139 | } |
1792 | } |
2140 | else |
1793 | else |
2141 | tmp->stats.food++; |
1794 | tmp->stats.food++; |
2142 | SET_FLAG (tmp, FLAG_APPLIED); |
1795 | |
|
|
1796 | tmp->set_flag (FLAG_APPLIED); |
2143 | tmp->speed_left = 0; |
1797 | tmp->speed_left = 0; |
2144 | fix_player (op); |
1798 | op->update_stats (); |
2145 | } |
1799 | } |
2146 | |
1800 | |
2147 | void |
1801 | void |
2148 | confuse_player (object *op, object *hitter, int dam) |
1802 | confuse_player (object *op, object *hitter, int dam) |
2149 | { |
1803 | { |
2150 | object *tmp; |
1804 | object *tmp; |
2151 | int maxduration; |
1805 | int maxduration; |
2152 | |
1806 | |
2153 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1807 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
2154 | if (!tmp) |
1808 | if (!tmp) |
2155 | { |
1809 | { |
2156 | tmp = get_archetype (FORCE_NAME); |
1810 | tmp = archetype::get (FORCE_NAME); |
2157 | tmp = insert_ob_in_ob (tmp, op); |
1811 | tmp = insert_ob_in_ob (tmp, op); |
2158 | } |
1812 | } |
2159 | |
1813 | |
2160 | /* Duration added per hit and max. duration of confusion both depend |
1814 | /* Duration added per hit and max. duration of confusion both depend |
2161 | * on the player's resistance |
1815 | * on the player's resistance |
2162 | */ |
1816 | */ |
2163 | tmp->speed = 0.05; |
1817 | tmp->set_speed (0.05); |
2164 | tmp->subtype = FORCE_CONFUSION; |
1818 | tmp->subtype = FORCE_CONFUSION; |
2165 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1819 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2166 | tmp->name = "confusion"; |
1820 | tmp->name = shstr_confusion; |
2167 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1821 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1822 | |
2168 | if (tmp->duration > maxduration) |
1823 | if (tmp->duration > maxduration) |
2169 | tmp->duration = maxduration; |
1824 | tmp->duration = maxduration; |
2170 | |
1825 | |
2171 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1826 | if (op->type == PLAYER && !op->flag [FLAG_CONFUSED]) |
2172 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1827 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2173 | SET_FLAG (op, FLAG_CONFUSED); |
1828 | |
|
|
1829 | op->set_flag (FLAG_CONFUSED); |
2174 | } |
1830 | } |
2175 | |
1831 | |
2176 | void |
1832 | void |
2177 | blind_player (object *op, object *hitter, int dam) |
1833 | blind_player (object *op, object *hitter, int dam) |
2178 | { |
1834 | { |
2179 | object *tmp, *owner; |
|
|
2180 | |
|
|
2181 | /* Save some work if we know it isn't going to affect the player */ |
1835 | /* Save some work if we know it isn't going to affect the player */ |
2182 | if (op->resist[ATNR_BLIND] == 100) |
1836 | if (op->resist[ATNR_BLIND] == 100) |
2183 | return; |
1837 | return; |
2184 | |
1838 | |
2185 | tmp = present_in_ob (BLINDNESS, op); |
1839 | object *tmp = present_in_ob (BLINDNESS, op); |
2186 | if (!tmp) |
1840 | if (!tmp) |
2187 | { |
1841 | { |
2188 | tmp = get_archetype ("blindness"); |
1842 | tmp = archetype::get (shstr_blindness); |
2189 | SET_FLAG (tmp, FLAG_BLIND); |
1843 | tmp->set_flag (FLAG_BLIND); |
2190 | SET_FLAG (tmp, FLAG_APPLIED); |
1844 | tmp->set_flag (FLAG_APPLIED); |
2191 | /* use floats so we don't lose too much precision due to rounding errors. |
1845 | // use floats so we don't lose too much precision due to rounding errors. |
2192 | * speed is a float anyways. |
1846 | tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED)); |
2193 | */ |
|
|
2194 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2195 | |
1847 | |
2196 | tmp = insert_ob_in_ob (tmp, op); |
1848 | tmp = insert_ob_in_ob (tmp, op); |
2197 | change_abil (op, tmp); /* Mostly to display any messages */ |
1849 | change_abil (op, tmp); /* Mostly to display any messages */ |
2198 | fix_player (op); /* This takes care of some other stuff */ |
1850 | op->update_stats (); /* This takes care of some other stuff */ |
2199 | |
1851 | |
2200 | if (hitter->owner) |
|
|
2201 | owner = get_owner (hitter); |
|
|
2202 | else |
|
|
2203 | owner = hitter; |
|
|
2204 | |
|
|
2205 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
1852 | new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op)); |
2206 | } |
1853 | } |
|
|
1854 | |
2207 | tmp->stats.food += dam; |
1855 | tmp->stats.food += dam; |
2208 | if (tmp->stats.food > 10) |
1856 | min_it (tmp->stats.food, 10); |
2209 | tmp->stats.food = 10; |
|
|
2210 | } |
1857 | } |
2211 | |
1858 | |
2212 | void |
1859 | void |
2213 | paralyze_player (object *op, object *hitter, int dam) |
1860 | paralyze_player (object *op, object *hitter, int dam) |
2214 | { |
1861 | { |
2215 | float effect, max; |
|
|
2216 | |
|
|
2217 | /* object *tmp; */ |
|
|
2218 | |
|
|
2219 | /* This is strange stuff... someone knows for what this is |
1862 | /* This is strange stuff... someone knows for what this is |
2220 | * written? Well, i think this can and should be removed |
1863 | * written? Well, i think this can and should be removed |
2221 | */ |
1864 | */ |
2222 | |
1865 | |
2223 | /* |
1866 | /* |
… | |
… | |
2227 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1870 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2228 | } |
1871 | } |
2229 | */ |
1872 | */ |
2230 | |
1873 | |
2231 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1874 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2232 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
1875 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
2233 | |
1876 | |
2234 | if (effect == 0) |
|
|
2235 | return; |
|
|
2236 | |
|
|
2237 | op->speed_left -= FABS (op->speed) * effect; |
1877 | op->speed_left -= op->speed * effect; |
2238 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1878 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2239 | |
1879 | |
2240 | /* max number of ticks to be affected for. */ |
1880 | /* max number of ticks to be affected for. */ |
2241 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1881 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1882 | |
2242 | if (op->speed_left < -(FABS (op->speed) * max)) |
1883 | max_it (op->speed_left, -op->speed * max); |
2243 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2244 | |
1884 | |
2245 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1885 | /* tmp->stats.food = (signed short) (max / op->speed); */ |
2246 | } |
1886 | } |
2247 | |
|
|
2248 | |
1887 | |
2249 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1888 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2250 | * the computed damaged. |
1889 | * the computed damaged. |
2251 | */ |
1890 | */ |
2252 | void |
1891 | static void |
2253 | deathstrike_player (object *op, object *hitter, int *dam) |
1892 | deathstrike_player (object *op, object *hitter, int *dam) |
2254 | { |
1893 | { |
2255 | /* The intention of a death attack is to kill outright things |
1894 | /* The intention of a death attack is to kill outright things |
2256 | ** that are a lot weaker than the attacker, have a chance of killing |
1895 | ** that are a lot weaker than the attacker, have a chance of killing |
2257 | ** things somewhat weaker than the caster, and no chance of |
1896 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2261 | ** field of the deathstriking object */ |
1900 | ** field of the deathstriking object */ |
2262 | |
1901 | |
2263 | int atk_lev, def_lev, kill_lev; |
1902 | int atk_lev, def_lev, kill_lev; |
2264 | |
1903 | |
2265 | if (hitter->slaying) |
1904 | if (hitter->slaying) |
2266 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
1905 | if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead)) |
|
|
1906 | || (op->race && hitter->slaying.contains (op->race)))) |
2267 | return; |
1907 | return; |
2268 | |
1908 | |
2269 | def_lev = op->level; |
1909 | def_lev = op->level; |
2270 | if (def_lev < 1) |
1910 | if (def_lev < 1) |
2271 | { |
1911 | { |
2272 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
1912 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2273 | def_lev = 1; |
1913 | def_lev = 1; |
2274 | } |
1914 | } |
|
|
1915 | |
2275 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1916 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2276 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1917 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2277 | atk_lev, def_lev); */ |
1918 | atk_lev, def_lev); */ |
2278 | |
1919 | |
2279 | if (atk_lev >= def_lev) |
1920 | if (atk_lev >= def_lev) |
… | |
… | |
2294 | */ |
1935 | */ |
2295 | *dam *= kill_lev / def_lev; |
1936 | *dam *= kill_lev / def_lev; |
2296 | } |
1937 | } |
2297 | } |
1938 | } |
2298 | else |
1939 | else |
2299 | { |
|
|
2300 | *dam = 0; /* no harm done */ |
1940 | *dam = 0; /* no harm done */ |
|
|
1941 | } |
|
|
1942 | |
|
|
1943 | /* This returns the amount of damage hitter does to op with the |
|
|
1944 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1945 | * This doesn't damage the player, but returns how much it should |
|
|
1946 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1947 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1948 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1949 | int |
|
|
1950 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1951 | { |
|
|
1952 | int doesnt_slay = 1; |
|
|
1953 | |
|
|
1954 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1955 | if (attacknum >= NROFATTACKS) |
2301 | } |
1956 | { |
2302 | } |
1957 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2303 | |
1958 | return 0; |
2304 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2305 | * items (like attacking living creatures--a potion thrown at a |
|
|
2306 | * monster). |
|
|
2307 | */ |
|
|
2308 | static void |
|
|
2309 | thrown_item_effect (object *hitter, object *victim) |
|
|
2310 | { |
|
|
2311 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2312 | { |
1959 | } |
2313 | /* May not need a switch for just 2 types, but this makes it |
1960 | |
2314 | * easier for expansion. |
1961 | if (dam < 0) |
|
|
1962 | { |
|
|
1963 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1964 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
1965 | return 0; |
|
|
1966 | } |
|
|
1967 | |
|
|
1968 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1969 | * people can't mess with that or it otherwise get confused. */ |
|
|
1970 | if (attacknum == ATNR_INTERNAL) |
|
|
1971 | return dam; |
|
|
1972 | |
|
|
1973 | if (hitter->slaying) |
|
|
1974 | { |
|
|
1975 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
1976 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2315 | */ |
1977 | { |
2316 | switch (hitter->type) |
1978 | doesnt_slay = 0; |
|
|
1979 | dam *= 3; |
2317 | { |
1980 | } |
2318 | case POTION: |
1981 | } |
2319 | /* should player get a save throw instead of checking magic protection? */ |
1982 | |
2320 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
1983 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2321 | (void) apply_potion (victim, hitter); |
1984 | if (op->resist[attacknum]) |
|
|
1985 | { |
|
|
1986 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1987 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1988 | dam *= (100 - op->resist[attacknum]); |
|
|
1989 | if (dam >= 100) |
|
|
1990 | dam /= 100; |
|
|
1991 | else |
|
|
1992 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1993 | } |
|
|
1994 | |
|
|
1995 | /* Special hack. By default, if immune to something, you |
|
|
1996 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1997 | * it can still damage your items. Only include attacktypes if |
|
|
1998 | * special processing is needed */ |
|
|
1999 | |
|
|
2000 | if (op->resist[attacknum] >= 100 |
|
|
2001 | && doesnt_slay |
|
|
2002 | && attacknum != ATNR_ACID) |
|
|
2003 | return 0; |
|
|
2004 | |
|
|
2005 | /* Keep this in order - makes things easier to find */ |
|
|
2006 | |
|
|
2007 | switch (attacknum) |
|
|
2008 | { |
|
|
2009 | case ATNR_PHYSICAL: |
|
|
2010 | /* here also check for diseases */ |
|
|
2011 | check_physically_infect (op, hitter); |
2322 | break; |
2012 | break; |
2323 | |
2013 | |
2324 | case POISON: /* poison drinks */ |
2014 | /* Don't need to do anything for: |
2325 | /* As with potions, should monster get a save? */ |
2015 | magic, |
2326 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2016 | fire, |
2327 | apply_poison (victim, hitter); |
2017 | electricity, |
|
|
2018 | cold */ |
|
|
2019 | |
|
|
2020 | case ATNR_CONFUSION: |
|
|
2021 | case ATNR_POISON: |
|
|
2022 | case ATNR_SLOW: |
|
|
2023 | case ATNR_PARALYZE: |
|
|
2024 | case ATNR_FEAR: |
|
|
2025 | case ATNR_CANCELLATION: |
|
|
2026 | case ATNR_DEPLETE: |
|
|
2027 | case ATNR_BLIND: |
|
|
2028 | { |
|
|
2029 | /* chance for inflicting a special attack depends on the |
|
|
2030 | * difference between attacker's and defender's level |
|
|
2031 | */ |
|
|
2032 | int level_diff = min (110, max (0, op->level - hitter->level)); |
|
|
2033 | |
|
|
2034 | /* First, only creatures/players with speed can be affected. |
|
|
2035 | * Second, just getting hit doesn't mean it always affects |
|
|
2036 | * you. Third, you still get a saving through against the |
|
|
2037 | * effect. |
|
|
2038 | */ |
|
|
2039 | if (op->has_active_speed () |
|
|
2040 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
|
|
2041 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
|
|
2042 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2043 | { |
|
|
2044 | |
|
|
2045 | /* Player has been hit by something */ |
|
|
2046 | if (attacknum == ATNR_CONFUSION) |
|
|
2047 | confuse_player (op, hitter, dam); |
|
|
2048 | else if (attacknum == ATNR_POISON) |
|
|
2049 | poison_player (op, hitter, dam); |
|
|
2050 | else if (attacknum == ATNR_SLOW) |
|
|
2051 | slow_player (op, hitter, dam); |
|
|
2052 | else if (attacknum == ATNR_PARALYZE) |
|
|
2053 | paralyze_player (op, hitter, dam); |
|
|
2054 | else if (attacknum == ATNR_FEAR) |
|
|
2055 | scare_creature (op, hitter); |
|
|
2056 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2057 | cancellation (op); |
|
|
2058 | else if (attacknum == ATNR_DEPLETE) |
|
|
2059 | op->drain_stat (); |
|
|
2060 | else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR]) |
|
|
2061 | blind_player (op, hitter, dam); |
|
|
2062 | } |
|
|
2063 | |
|
|
2064 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
2065 | } |
2328 | break; |
2066 | break; |
2329 | |
2067 | |
2330 | /* Removed case statements that did nothing. |
2068 | case ATNR_ACID: |
2331 | * food may be poisonous, but monster must be willing to eat it, |
2069 | { |
2332 | * so we don't handle it here. |
2070 | int flag = 0; |
2333 | * Containers should perhaps break open, but that code was disabled. |
2071 | |
|
|
2072 | /* Items only get corroded if you're not on a battleground and |
|
|
2073 | * if your acid resistance is below 50%. */ |
|
|
2074 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
2075 | { |
|
|
2076 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2077 | { |
|
|
2078 | if (tmp->invisible) |
|
|
2079 | continue; |
|
|
2080 | if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
2081 | /* >= 10% acid res. on items will protect these */ |
|
|
2082 | continue; |
|
|
2083 | if (!(tmp->materials & M_IRON)) |
|
|
2084 | continue; |
|
|
2085 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2086 | continue; |
|
|
2087 | if (tmp->type == RING |
|
|
2088 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2089 | || tmp->type == GIRDLE |
|
|
2090 | || tmp->type == AMULET |
|
|
2091 | || tmp->type == WAND |
|
|
2092 | || tmp->type == ROD |
|
|
2093 | || tmp->type == HORN) |
|
|
2094 | continue; /* To avoid some strange effects */ |
|
|
2095 | |
|
|
2096 | /* High damage acid has better chance of corroding |
|
|
2097 | objects */ |
|
|
2098 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2099 | { |
|
|
2100 | flag = 1; |
|
|
2101 | tmp->magic--; |
|
|
2102 | |
|
|
2103 | if (object *pl = tmp->visible_to ()) |
|
|
2104 | { |
|
|
2105 | /* Make this more visible */ |
|
|
2106 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2107 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2108 | |
|
|
2109 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2110 | } |
|
|
2111 | } |
|
|
2112 | } |
|
|
2113 | |
|
|
2114 | if (flag) |
|
|
2115 | op->update_stats (); /* Something was corroded */ |
|
|
2116 | } |
|
|
2117 | } |
|
|
2118 | break; |
|
|
2119 | |
|
|
2120 | case ATNR_DRAIN: |
|
|
2121 | { |
|
|
2122 | /* rate is the proportion of exp drained. High rate means |
|
|
2123 | * not much is drained, low rate means a lot is drained. |
|
|
2124 | */ |
|
|
2125 | int rate; |
|
|
2126 | |
|
|
2127 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
2128 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
2129 | else |
|
|
2130 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
2131 | |
|
|
2132 | if (op->stats.exp <= rate) |
|
|
2133 | { |
|
|
2134 | if (op->type == GOLEM) |
|
|
2135 | dam = 9998; /* Its force is "sucked" away. 8) */ |
|
|
2136 | else |
|
|
2137 | /* If we can't drain, lets try to do physical damage */ |
|
|
2138 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2139 | } |
|
|
2140 | else |
|
|
2141 | { |
|
|
2142 | /* Randomly give the hitter some hp */ |
|
|
2143 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2144 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2145 | hitter->stats.hp++; |
|
|
2146 | |
|
|
2147 | /* Can't do drains on battleground spaces. |
|
|
2148 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2149 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2150 | * nothing happens. |
|
|
2151 | * Try to credit the owner. We try to display player -> player drain |
|
|
2152 | * attacks, hence all the != PLAYER checks. |
2334 | */ |
2153 | */ |
|
|
2154 | if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ]) |
|
|
2155 | { |
|
|
2156 | object *owner = hitter->owner; |
|
|
2157 | |
|
|
2158 | if (owner && owner != hitter) |
|
|
2159 | { |
|
|
2160 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2161 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2162 | hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL); |
|
|
2163 | } |
|
|
2164 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2165 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2166 | hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0); |
|
|
2167 | |
|
|
2168 | change_exp (op, -op->stats.exp / rate, shstr (), 0); |
|
|
2169 | } |
|
|
2170 | |
|
|
2171 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2172 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2173 | * as the messages will say you missed |
|
|
2174 | */ |
|
|
2175 | } |
|
|
2176 | } |
|
|
2177 | break; |
|
|
2178 | |
|
|
2179 | case ATNR_TURN_UNDEAD: |
2335 | } |
2180 | { |
2336 | } |
2181 | if (op->flag [FLAG_UNDEAD]) |
2337 | } |
2182 | { |
|
|
2183 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2184 | object *god = find_god (determine_god (owner)); |
|
|
2185 | int div = 1; |
2338 | |
2186 | |
2339 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2187 | /* if undead are not an enemy of your god, you turn them |
|
|
2188 | * at half strength */ |
|
|
2189 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2190 | div = 2; |
2340 | |
2191 | |
2341 | int |
2192 | /* Give a bonus if you resist turn undead */ |
2342 | adj_attackroll (object *hitter, object *target) |
2193 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2343 | { |
2194 | scare_creature (op, owner); |
2344 | object *attacker = hitter; |
2195 | } |
2345 | int adjust = 0; |
2196 | else |
|
|
2197 | dam = 0; /* don't damage non undead - should we damage |
|
|
2198 | undead? */ |
|
|
2199 | } |
|
|
2200 | break; |
2346 | |
2201 | |
2347 | /* safety */ |
2202 | case ATNR_DEATH: |
2348 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2203 | deathstrike_player (op, hitter, &dam); |
2349 | { |
2204 | break; |
2350 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2351 | return 0; |
|
|
2352 | } |
|
|
2353 | |
2205 | |
2354 | /* aimed missiles use the owning object's sight */ |
2206 | case ATNR_CHAOS: |
2355 | if (is_aimed_missile (hitter)) |
2207 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2356 | { |
2208 | dam = 0; |
2357 | if ((attacker = get_owner (hitter)) == NULL) |
2209 | break; |
2358 | attacker = hitter; |
2210 | |
2359 | /* A player who saves but hasn't quit still could have objects |
2211 | case ATNR_COUNTERSPELL: |
2360 | * owned by him - need to handle that case to avoid crashes. |
2212 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2213 | dam = 0; |
|
|
2214 | /* This should never happen. Counterspell is handled |
|
|
2215 | * seperately and filtered out. If this does happen, |
|
|
2216 | * Counterspell has no effect on anything but spells, so it |
|
|
2217 | * does no damage. */ |
|
|
2218 | break; |
|
|
2219 | |
|
|
2220 | case ATNR_HOLYWORD: |
|
|
2221 | { |
|
|
2222 | /* This has already been handled by hit_player, |
|
|
2223 | * no need to check twice -- DAMN */ |
|
|
2224 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2225 | |
|
|
2226 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2227 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2228 | scare_creature (op, owner); |
|
|
2229 | } |
|
|
2230 | break; |
|
|
2231 | |
|
|
2232 | case ATNR_LIFE_STEALING: |
|
|
2233 | { |
|
|
2234 | int new_hp; |
|
|
2235 | |
|
|
2236 | /* this is replacement to drain for players, instead of taking |
|
|
2237 | * exp it takes hp. It is geared for players, probably not |
|
|
2238 | * much use giving it to monsters |
|
|
2239 | * |
|
|
2240 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2241 | * damage it does do to the player. Given that, |
|
|
2242 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2243 | * 1000). |
2361 | */ |
2244 | */ |
2362 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2245 | /* You can't steal life from something undead */ |
2363 | attacker = hitter; |
2246 | if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD])) |
2364 | } |
|
|
2365 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2366 | return 0; |
|
|
2367 | |
|
|
2368 | /* determine the condtions under which we make an attack. |
|
|
2369 | * Add more cases, as the need occurs. */ |
|
|
2370 | |
|
|
2371 | if (!can_see_enemy (attacker, target)) |
|
|
2372 | { |
|
|
2373 | /* target is unseen */ |
|
|
2374 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2375 | adjust -= 10; |
|
|
2376 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2377 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2378 | adjust -= target->map->darkness; |
|
|
2379 | } |
|
|
2380 | |
|
|
2381 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2382 | adjust -= 3; |
|
|
2383 | |
|
|
2384 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2385 | adjust += 1; |
|
|
2386 | |
|
|
2387 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2388 | adjust += 1; |
|
|
2389 | |
|
|
2390 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2391 | adjust -= 3; |
|
|
2392 | |
|
|
2393 | /* if we attack at a different 'altitude' its harder */ |
|
|
2394 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2395 | adjust -= 2; |
|
|
2396 | |
|
|
2397 | #if 0 |
|
|
2398 | /* slower attacks are less likely to succeed. We should use a |
|
|
2399 | * comparison between attacker/target speeds BUT, players have |
|
|
2400 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2401 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2402 | * fly fast should have a better chance of hitting a slower target. |
|
|
2403 | */ |
|
|
2404 | if (hitter->speed < target->speed) |
|
|
2405 | adjust += ((float) hitter->speed - target->speed); |
|
|
2406 | #endif |
|
|
2407 | |
|
|
2408 | #if 0 |
|
|
2409 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2410 | #endif |
|
|
2411 | |
|
|
2412 | return adjust; |
|
|
2413 | } |
|
|
2414 | |
|
|
2415 | |
|
|
2416 | /* determine if the object is an 'aimed' missile */ |
|
|
2417 | int |
|
|
2418 | is_aimed_missile (object *op) |
|
|
2419 | { |
|
|
2420 | |
|
|
2421 | /* I broke what used to be one big if into a few nested |
|
|
2422 | * ones so that figuring out the logic is at least possible. |
|
|
2423 | */ |
|
|
2424 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2425 | { |
|
|
2426 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2427 | return 1; |
2247 | return 0; |
2428 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2248 | |
2429 | return 1; |
2249 | /* If drain protection is higher than life stealing, use that */ |
|
|
2250 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2251 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2252 | else |
|
|
2253 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2254 | |
|
|
2255 | /* You die at -1 hp, not zero. */ |
|
|
2256 | if (dam > (op->stats.hp + 1)) |
|
|
2257 | dam = op->stats.hp + 1; |
|
|
2258 | |
|
|
2259 | new_hp = hitter->stats.hp + dam; |
|
|
2260 | if (new_hp > hitter->stats.maxhp) |
|
|
2261 | new_hp = hitter->stats.maxhp; |
|
|
2262 | |
|
|
2263 | if (new_hp > hitter->stats.hp) |
|
|
2264 | hitter->stats.hp = new_hp; |
|
|
2265 | } |
2430 | } |
2266 | } |
|
|
2267 | |
2431 | return 0; |
2268 | return dam; |
2432 | } |
2269 | } |
|
|
2270 | |