1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <assert.h> |
25 | #include <assert.h> |
25 | #include <global.h> |
26 | #include <global.h> |
… | |
… | |
27 | #include <material.h> |
28 | #include <material.h> |
28 | #include <skills.h> |
29 | #include <skills.h> |
29 | #include <sounds.h> |
30 | #include <sounds.h> |
30 | #include <sproto.h> |
31 | #include <sproto.h> |
31 | |
32 | |
32 | typedef struct att_msg_str |
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33 | { |
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34 | char *msg1; |
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35 | char *msg2; |
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36 | } att_msg; |
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37 | |
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38 | /*#define ATTACK_DEBUG*/ |
33 | /*#define ATTACK_DEBUG*/ |
39 | |
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40 | /* cancels object *op. Cancellation basically means an object loses |
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41 | * its magical benefits. |
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42 | */ |
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43 | void |
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44 | cancellation (object *op) |
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45 | { |
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46 | if (op->invisible) |
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47 | return; |
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48 | |
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49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
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50 | { |
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51 | /* Recurse through the inventory */ |
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52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
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53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
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54 | cancellation (tmp); |
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55 | } |
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56 | else if (FABS (op->magic) <= rndm (0, 5)) |
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57 | { |
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58 | /* Nullify this object. This code could probably be more complete */ |
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59 | /* in what abilities it should cancel */ |
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60 | op->magic = 0; |
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61 | |
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62 | CLEAR_FLAG (op, FLAG_DAMNED); |
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63 | CLEAR_FLAG (op, FLAG_CURSED); |
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64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
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65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
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66 | |
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67 | if (object *pl = op->visible_to ()) |
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68 | esrv_update_item (UPD_FLAGS, pl, op); |
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69 | } |
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70 | } |
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71 | |
34 | |
72 | /* 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 |
73 | * 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 |
74 | * any further action (like destroying the item). |
37 | * any further action (like destroying the item). |
75 | */ |
38 | */ |
76 | int |
39 | static int |
77 | did_make_save_item (object *op, int type, object *originator) |
40 | did_make_save_item (object *op, uint32_t type, object *originator) |
78 | { |
41 | { |
79 | int i, roll, saves = 0, attacks = 0, number; |
42 | int saves = 0, attacks = 0; |
80 | materialtype_t *mt; |
43 | materialtype_t *mt = op->material; |
81 | |
44 | |
82 | if (!op->materialname) |
45 | // destroying objects without material has many bad effects |
83 | { |
46 | if (mt == MATERIAL_NULL) |
84 | for (mt = materialt; mt && mt->next; mt = mt->next) |
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85 | if (op->materials & mt->material) |
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86 | break; |
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87 | } |
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88 | else |
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89 | mt = name_to_material (op->materialname); |
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90 | |
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91 | if (!mt) |
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92 | return TRUE; |
47 | return 1; |
93 | |
48 | |
94 | roll = rndm (1, 20); |
49 | int roll = rndm (1, 20); |
95 | |
50 | |
96 | /* the attacktypes have no meaning for object saves |
51 | /* the attacktypes have no meaning for object saves |
97 | * 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 |
98 | * 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 |
99 | * is magic teamed with something else, then strip out the |
54 | * is magic teamed with something else, then strip out the |
100 | * magic type, and instead let the fire, cold, or whatever component |
55 | * magic type, and instead let the fire, cold, or whatever component |
101 | * destroy the item. Otherwise, you get the case of poisoncloud |
56 | * destroy the item. Otherwise, you get the case of poisoncloud |
102 | * destroying objects because it has magic attacktype. |
57 | * destroying objects because it has magic attacktype. |
103 | */ |
58 | */ |
104 | if (type != AT_MAGIC) |
59 | if (type != AT_MAGIC) |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
60 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
61 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
62 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
108 | |
63 | |
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64 | |
109 | if (type == 0) return TRUE; |
65 | if (type == 0) return TRUE; |
110 | |
66 | |
111 | if (roll == 20) return TRUE; |
67 | if (roll == 20) return TRUE; |
112 | if (roll == 1) return FALSE; |
68 | if (roll == 1) return FALSE; |
113 | |
69 | |
114 | for (number = 0; number < NROFATTACKS; number++) |
70 | for_all_bits_sparse_32 (type, number) |
115 | { |
71 | { |
116 | i = 1 << number; |
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117 | |
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118 | if (!(i & type)) |
|
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119 | continue; |
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120 | |
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121 | attacks++; |
72 | attacks++; |
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73 | |
122 | if (op->resist[number] == 100) |
74 | if (op->resist[number] == 100) |
123 | saves++; |
75 | saves++; |
124 | 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) |
125 | saves++; |
77 | saves++; |
126 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
78 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
… | |
… | |
134 | return FALSE; |
86 | return FALSE; |
135 | |
87 | |
136 | return TRUE; |
88 | return TRUE; |
137 | } |
89 | } |
138 | |
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 | } |
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121 | } |
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122 | |
139 | /* This function calls did_make_save_item. It then performs the |
123 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
124 | * appropriate actions to the item (such as burning the item up, |
141 | * calling cancellation, etc.) |
125 | * calling cancellation, etc.) |
142 | */ |
126 | */ |
143 | void |
127 | void |
144 | save_throw_object (object *op, int type, object *originator) |
128 | save_throw_object (object *op, int type, object *originator) |
145 | { |
129 | { |
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130 | op = op->head_ (); |
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131 | |
146 | if (!did_make_save_item (op, type, originator)) |
132 | if (!did_make_save_item (op, type, originator)) |
147 | { |
133 | { |
148 | object *env = op->env; |
134 | object *env = op->env; |
149 | int x = op->x, y = op->y; |
135 | int x = op->x, y = op->y; |
150 | maptile *m = op->map; |
136 | maptile *m = op->map; |
… | |
… | |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
145 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (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 |
161 | * function if the object doesnt contain a material that can burn. |
147 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
148 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
149 | */ |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
150 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
165 | { |
151 | { |
166 | const char *arch = op->other_arch->archname; |
152 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
167 | |
153 | if (op->type == LAMP || op->type == TORCH) |
168 | if (op->decrease ()) |
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169 | fix_stopped_item (op, m, originator); |
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170 | |
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171 | if ((op = archetype::get (arch))) |
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172 | { |
154 | { |
173 | if (env) |
155 | apply_lamp (op, true); // turn on a lamp |
174 | env->insert (op); |
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175 | else |
156 | return; |
176 | m->insert (op, x, y, originator); |
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177 | } |
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) |
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161 | { |
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162 | const char *arch = op->other_arch->archname; |
178 | |
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 | { |
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169 | if (env) |
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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 | } |
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174 | } |
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175 | |
179 | return; |
176 | return; |
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177 | } |
180 | } |
178 | } |
181 | |
179 | |
182 | if (type & AT_CANCELLATION) |
180 | if (type & AT_CANCELLATION) |
183 | { /* Cancellation. */ |
181 | { /* Cancellation. */ |
184 | cancellation (op); |
182 | cancellation (op); |
185 | fix_stopped_item (op, m, originator); |
183 | fix_stopped_item (op, m, originator); |
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184 | |
186 | return; |
185 | return; |
187 | } |
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188 | |
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189 | if (op->nrof > 1) |
|
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190 | { |
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191 | if (op->decrease (rndm (0, op->nrof - 1))) |
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192 | fix_stopped_item (op, m, originator); |
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193 | } |
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194 | else |
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195 | { |
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196 | // drop everything to the ground, if possible |
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197 | op->insert_at (originator); |
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198 | op->destroy (); |
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199 | } |
186 | } |
200 | |
187 | |
201 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
188 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
202 | if (env) |
189 | if (env) |
203 | { |
190 | { |
204 | op = archetype::get (shstr_burnout); |
191 | object *op = archetype::get (shstr_burnout); |
205 | op->x = env->x, op->y = env->y; |
192 | op->x = env->x, op->y = env->y; |
206 | env->insert (op); |
193 | env->insert (op); |
207 | } |
194 | } |
208 | else |
195 | else |
209 | replace_insert_ob_in_map (shstr_burnout, originator); |
196 | replace_insert_ob_in_map (shstr_burnout, originator); |
210 | |
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 | } |
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209 | |
211 | return; |
210 | return; |
212 | } |
211 | } |
213 | |
212 | |
214 | /* The value of 50 is arbitrary. */ |
213 | /* The value of 50 is arbitrary. */ |
215 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
214 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2)) |
216 | { |
215 | { |
217 | archetype *at = archetype::find (shstr_icecube); |
216 | archetype *at = archetype::find (shstr_icecube); |
218 | |
217 | |
219 | if (at == NULL) |
218 | if (at == NULL) |
220 | return; |
219 | return; |
… | |
… | |
224 | return; |
223 | return; |
225 | |
224 | |
226 | object *tmp = present_arch (at, op->map, op->x, op->y); |
225 | object *tmp = present_arch (at, op->map, op->x, op->y); |
227 | if (!tmp) |
226 | if (!tmp) |
228 | { |
227 | { |
229 | tmp = arch_to_object (at); |
228 | tmp = at->instance (); |
230 | tmp->x = op->x, tmp->y = op->y; |
229 | tmp->x = op->x, tmp->y = op->y; |
231 | /* This was in the old (pre new movement code) - |
230 | /* This was in the old (pre new movement code) - |
232 | * icecubes have slow_move set to 1 - don't want |
231 | * icecubes have slow_move set to 1 - don't want |
233 | * that for ones we create. |
232 | * that for ones we create. |
234 | */ |
233 | */ |
… | |
… | |
247 | * type is the attacktype of the object. |
246 | * type is the attacktype of the object. |
248 | * full_hit is set if monster area does not matter. |
247 | * full_hit is set if monster area does not matter. |
249 | * returns 1 if it hits something, 0 otherwise. |
248 | * returns 1 if it hits something, 0 otherwise. |
250 | */ |
249 | */ |
251 | int |
250 | int |
252 | hit_map (object *op, int dir, int type, int full_hit) |
251 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
253 | { |
252 | { |
254 | maptile *map; |
|
|
255 | sint16 x, y; |
253 | sint16 x, y; |
256 | 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 */ |
257 | |
255 | |
258 | if (QUERY_FLAG (op, FLAG_FREED)) |
256 | if (op->flag [FLAG_FREED]) |
259 | { |
257 | { |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
258 | LOG (llevError, "BUG: hit_map(): free object\n"); |
261 | return 0; |
259 | return 0; |
262 | } |
260 | } |
263 | |
261 | |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
262 | if (op->flag [FLAG_REMOVED] || op->env != NULL) |
265 | { |
263 | { |
266 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
264 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
267 | return 0; |
265 | return 0; |
268 | } |
266 | } |
269 | |
267 | |
… | |
… | |
333 | * 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. |
334 | */ |
332 | */ |
335 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
333 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
336 | continue; |
334 | continue; |
337 | |
335 | |
338 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
336 | if (tmp->flag [FLAG_ALIVE]) |
339 | { |
337 | { |
340 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
338 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
341 | retflag |= 1; |
339 | retflag |= 1; |
342 | |
340 | |
343 | if (op->destroyed ()) |
341 | if (op->destroyed ()) |
… | |
… | |
347 | * 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 |
348 | * that weak walls have is_alive set, which prevent objects from |
346 | * that weak walls have is_alive set, which prevent objects from |
349 | * 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 |
350 | * 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 |
351 | * 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. |
352 | */ |
352 | */ |
353 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
353 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
354 | { |
354 | { |
355 | save_throw_object (tmp, type, op); |
355 | save_throw_object (tmp, type, op); |
356 | |
356 | |
357 | if (op->destroyed ()) |
357 | if (op->destroyed ()) |
358 | break; |
358 | break; |
359 | } |
359 | } |
360 | } |
360 | } |
361 | |
361 | |
362 | return 0; |
362 | return retflag; |
363 | } |
363 | } |
364 | |
364 | |
365 | void |
365 | static void |
366 | attack_message (int dam, int type, object *op, object *hitter) |
366 | attack_message (int dam, int type, object *op, object *hitter) |
367 | { |
367 | { |
368 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
368 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
369 | int i, found = 0; |
369 | int i, found = 0; |
370 | maptile *map; |
370 | maptile *map; |
… | |
… | |
372 | |
372 | |
373 | /* 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 |
374 | * a player might have. For example, fire, electric, cold, etc |
374 | * a player might have. For example, fire, electric, cold, etc |
375 | * [garbled 20010919] |
375 | * [garbled 20010919] |
376 | */ |
376 | */ |
377 | |
|
|
378 | if (dam == 9998 && op->type == DOOR) |
377 | if (dam == 9998 && op->type == DOOR) |
379 | { |
378 | { |
380 | sprintf (buf1, "unlock %s", &op->name); |
379 | sprintf (buf1, "unlock %s", &op->name); |
381 | sprintf (buf2, " unlocks"); |
380 | sprintf (buf2, " unlocks"); |
382 | found++; |
381 | found++; |
383 | } |
382 | } |
384 | if (dam < 0) |
383 | else if (dam < 0) |
385 | { |
384 | { |
386 | sprintf (buf1, "hit %s", &op->name); |
385 | sprintf (buf1, "hit %s", &op->name); |
387 | sprintf (buf2, " hits"); |
386 | sprintf (buf2, " hits"); |
388 | found++; |
387 | found++; |
389 | } |
388 | } |
… | |
… | |
511 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
510 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
512 | found++; |
511 | found++; |
513 | break; |
512 | break; |
514 | } |
513 | } |
515 | } |
514 | } |
516 | else if (hitter->current_weapon != NULL) |
515 | else if (hitter->current_weapon) |
517 | { |
516 | { |
518 | int mtype; |
517 | int mtype; |
519 | |
518 | |
520 | switch (hitter->current_weapon->weapontype) |
519 | switch (hitter->current_weapon->weapontype) |
521 | { |
520 | { |
522 | case WEAP_HIT: |
521 | case WEAP_HIT: mtype = ATM_BASIC; break; |
523 | mtype = ATM_BASIC; |
522 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
524 | break; |
523 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
525 | case WEAP_SLASH: |
524 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
526 | mtype = ATM_SLASH; |
525 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
527 | break; |
526 | case WEAP_STAB: mtype = ATM_STAB; break; |
528 | case WEAP_PIERCE: |
527 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
529 | mtype = ATM_PIERCE; |
528 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
530 | break; |
529 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
531 | case WEAP_CLEAVE: |
530 | default: mtype = ATM_BASIC; break; |
532 | mtype = ATM_CLEAVE; |
|
|
533 | break; |
|
|
534 | case WEAP_SLICE: |
|
|
535 | mtype = ATM_SLICE; |
|
|
536 | break; |
|
|
537 | case WEAP_STAB: |
|
|
538 | mtype = ATM_STAB; |
|
|
539 | break; |
|
|
540 | case WEAP_WHIP: |
|
|
541 | mtype = ATM_WHIP; |
|
|
542 | break; |
|
|
543 | case WEAP_CRUSH: |
|
|
544 | mtype = ATM_CRUSH; |
|
|
545 | break; |
|
|
546 | case WEAP_BLUD: |
|
|
547 | mtype = ATM_BLUD; |
|
|
548 | break; |
|
|
549 | default: |
|
|
550 | mtype = ATM_BASIC; |
|
|
551 | break; |
|
|
552 | } |
531 | } |
553 | |
532 | |
554 | 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++) |
555 | 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) |
556 | { |
535 | { |
… | |
… | |
659 | op->play_sound (sound_find ("player_hits4")); |
638 | op->play_sound (sound_find ("player_hits4")); |
660 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
639 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
661 | } |
640 | } |
662 | } |
641 | } |
663 | |
642 | |
664 | |
|
|
665 | static int |
643 | static int |
666 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
644 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
667 | { |
645 | { |
668 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
646 | if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED]) |
669 | { |
647 | { |
670 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
648 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
671 | return 1; |
649 | return 1; |
672 | } |
650 | } |
673 | |
651 | |
674 | if ((*target)->head) |
|
|
675 | *target = (*target)->head; |
652 | *target = (*target)->head_ (); |
676 | |
|
|
677 | if ((*hitter)->head) |
|
|
678 | *hitter = (*hitter)->head; |
653 | *hitter = (*hitter)->head_ (); |
679 | |
654 | |
680 | if ((*target)->type == LOCKED_DOOR) |
655 | if ((*target)->type == LOCKED_DOOR) |
681 | return 1; // locked doors cannot be hit |
656 | return 1; // locked doors cannot be hit |
682 | |
657 | |
683 | if ((*hitter)->env || (*target)->env) |
658 | if ((*hitter)->env || (*target)->env) |
684 | { |
659 | { |
685 | *simple_attack = 1; |
660 | *simple_attack = 1; |
686 | return 0; |
661 | return 0; |
687 | } |
662 | } |
688 | |
663 | |
689 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
664 | if ((*target)->flag [FLAG_REMOVED] |
690 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
665 | || (*hitter)->flag [FLAG_REMOVED] |
691 | || !(*hitter)->map |
666 | || !(*hitter)->map |
692 | || !on_same_map (*hitter, *target)) |
667 | || !on_same_map (*hitter, *target)) |
693 | { |
668 | { |
694 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
669 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
695 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
670 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
… | |
… | |
701 | } |
676 | } |
702 | |
677 | |
703 | static int |
678 | static int |
704 | abort_attack (object *target, object *hitter, int simple_attack) |
679 | abort_attack (object *target, object *hitter, int simple_attack) |
705 | { |
680 | { |
706 | |
|
|
707 | /* 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 |
708 | * 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. |
709 | */ |
683 | */ |
710 | int new_mode; |
684 | int new_mode; |
711 | |
685 | |
712 | if (hitter->env == target || target->env == hitter) |
686 | if (hitter->env == target || target->env == hitter) |
713 | new_mode = 1; |
687 | new_mode = 1; |
714 | 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)) |
715 | return 1; |
690 | return 1; |
716 | else |
691 | else |
717 | new_mode = 0; |
692 | new_mode = 0; |
|
|
693 | |
718 | return new_mode != simple_attack; |
694 | return new_mode != simple_attack; |
719 | } |
695 | } |
720 | |
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 |
721 | 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 | } |
722 | |
821 | |
723 | static int |
822 | static int |
724 | 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) |
725 | { |
824 | { |
726 | int simple_attack, roll, dam = 0; |
825 | int simple_attack, roll, dam = 0; |
… | |
… | |
739 | |
838 | |
740 | /* |
839 | /* |
741 | * 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 |
742 | * to avoid ever being hit by monsters. |
841 | * to avoid ever being hit by monsters. |
743 | */ |
842 | */ |
744 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
843 | if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f) |
745 | { |
844 | { |
746 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
845 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
747 | * infinite loop occurs, with process_object calling move_monster, |
846 | * infinite loop occurs, with process_object calling move_monster, |
748 | * which then gets here again. By decreasing the speed before |
847 | * which then gets here again. By decreasing the speed before |
749 | * we call process_object, the 'if' statement above will fail. |
848 | * we call process_object, the 'if' statement above will fail. |
… | |
… | |
771 | if (!simple_attack) |
870 | if (!simple_attack) |
772 | { |
871 | { |
773 | /* If you hit something, the victim should *always* wake up. |
872 | /* If you hit something, the victim should *always* wake up. |
774 | * Before, invisible hitters could avoid doing this. |
873 | * Before, invisible hitters could avoid doing this. |
775 | * -b.t. */ |
874 | * -b.t. */ |
776 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
875 | if (op->flag [FLAG_SLEEP]) |
777 | CLEAR_FLAG (op, FLAG_SLEEP); |
876 | op->clr_flag (FLAG_SLEEP); |
778 | |
877 | |
779 | /* 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 |
780 | * for help. */ |
879 | * for help. */ |
781 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
880 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
782 | npc_call_help (op); |
881 | npc_call_help (op); |
783 | |
882 | |
784 | /* 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 */ |
785 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
884 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
786 | { |
885 | { |
787 | make_visible (op); |
886 | make_visible (op); |
788 | |
887 | |
789 | if (op->type == PLAYER) |
888 | if (op->type == PLAYER) |
790 | 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!"); |
791 | } |
890 | } |
792 | |
891 | |
793 | /* thrown items (hitter) will have various effects |
892 | /* thrown items (hitter) will have various effects |
794 | * when they hit the victim. For things like thrown daggers, |
893 | * when they hit the victim. For things like thrown daggers, |
795 | * this sets 'hitter' to the actual dagger, and not the |
894 | * this sets 'hitter' to the actual dagger, and not the |
… | |
… | |
802 | } |
901 | } |
803 | |
902 | |
804 | /* 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 |
805 | * to go further and it will cause FPE's below. |
904 | * to go further and it will cause FPE's below. |
806 | */ |
905 | */ |
807 | if (hitdam <= 0) |
906 | max_it (hitdam, 1); |
808 | hitdam = 1; |
|
|
809 | |
907 | |
810 | type = hitter->attacktype; |
908 | type = hitter->attacktype; |
811 | |
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 | */ |
812 | if (!type) |
920 | if (!type) |
813 | type = AT_PHYSICAL; |
921 | type = AT_PHYSICAL; |
814 | |
922 | |
815 | /* Handle monsters that hit back */ |
923 | /* Handle monsters that hit back */ |
816 | 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]) |
817 | { |
925 | { |
818 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
926 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
819 | 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"); |
820 | |
928 | |
821 | 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); |
… | |
… | |
847 | } |
955 | } |
848 | |
956 | |
849 | int |
957 | int |
850 | attack_ob (object *op, object *hitter) |
958 | attack_ob (object *op, object *hitter) |
851 | { |
959 | { |
852 | hitter = hitter->head_ (); |
|
|
853 | |
|
|
854 | 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); |
855 | } |
961 | } |
856 | |
962 | |
857 | /* op is the arrow, tmp is what is stopping the arrow. |
963 | /* op is the arrow, tmp is what is stopping the arrow. |
858 | * |
964 | * |
859 | * 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. |
… | |
… | |
891 | /* Disassemble missile */ |
997 | /* Disassemble missile */ |
892 | if (op->inv) |
998 | if (op->inv) |
893 | { |
999 | { |
894 | container = op; |
1000 | container = op; |
895 | hitter = op->inv; |
1001 | hitter = op->inv; |
896 | hitter->remove (); |
|
|
897 | 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); |
898 | /* 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 |
899 | * might be called until this THROWN_OBJ is either reassembled or |
1004 | * might be called until this THROWN_OBJ is either reassembled or |
900 | * 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 |
901 | * THROWN_OBJs. */ |
1006 | * THROWN_OBJs. */ |
902 | } |
1007 | } |
… | |
… | |
916 | * other places as well!) |
1021 | * other places as well!) |
917 | */ |
1022 | */ |
918 | if (hitter->destroyed () || hitter->env != NULL) |
1023 | if (hitter->destroyed () || hitter->env != NULL) |
919 | { |
1024 | { |
920 | if (container) |
1025 | if (container) |
921 | { |
|
|
922 | container->remove (); |
|
|
923 | container->destroy (); |
1026 | container->destroy (); |
924 | } |
|
|
925 | |
1027 | |
926 | return 0; |
1028 | return 0; |
927 | } |
1029 | } |
928 | |
1030 | |
929 | /* Missile hit victim */ |
1031 | /* Missile hit victim */ |
… | |
… | |
953 | * 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 |
954 | * way to handle those otherwise? |
1056 | * way to handle those otherwise? |
955 | */ |
1057 | */ |
956 | if (victim->x != hitter->x || victim->y != hitter->y) |
1058 | if (victim->x != hitter->x || victim->y != hitter->y) |
957 | { |
1059 | { |
|
|
1060 | if (victim->destroyed ()) |
|
|
1061 | hitter->destroy (); |
|
|
1062 | else |
|
|
1063 | { |
958 | hitter->remove (); |
1064 | hitter->remove (); |
959 | hitter->x = victim->x; |
1065 | hitter->x = victim->x; |
960 | hitter->y = victim->y; |
1066 | hitter->y = victim->y; |
961 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1067 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1068 | } |
962 | } |
1069 | } |
963 | else |
1070 | else |
964 | /* Else leave arrow where it is */ |
1071 | /* Else leave arrow where it is */ |
965 | merge_ob (hitter, NULL); |
1072 | merge_ob (hitter, NULL); |
966 | |
1073 | |
967 | return 0; |
1074 | return 0; |
968 | } |
1075 | } |
969 | |
1076 | |
970 | if (hit_something && op->speed >= 10.0) |
1077 | if (hit_something && op->speed >= 10.0) |
971 | op->speed -= 1.0; |
1078 | op->set_speed (op->speed - 1.f); |
972 | |
1079 | |
973 | /* Missile missed victim - reassemble missile */ |
1080 | /* Missile missed victim - reassemble missile */ |
974 | if (container) |
1081 | if (container) |
975 | { |
1082 | { |
976 | hitter->remove (); |
1083 | hitter->remove (); |
… | |
… | |
978 | } |
1085 | } |
979 | |
1086 | |
980 | return op; |
1087 | return op; |
981 | } |
1088 | } |
982 | |
1089 | |
983 | void |
1090 | static void |
984 | tear_down_wall (object *op) |
1091 | tear_down_wall (object *op) |
985 | { |
1092 | { |
986 | int perc = 0; |
|
|
987 | |
|
|
988 | if (!op->stats.maxhp) |
1093 | if (!op->stats.maxhp) |
989 | { |
|
|
990 | 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); |
991 | perc = 1; |
1095 | else if (!op->has_anim ()) |
992 | } |
|
|
993 | else if (!GET_ANIM_ID (op)) |
|
|
994 | { |
1096 | { |
995 | /* Object has been called - no animations, so remove it */ |
1097 | /* Object has been called - no animations, so remove it */ |
996 | if (op->stats.hp < 0) |
1098 | if (op->stats.hp < 0) |
997 | op->destroy (); |
1099 | op->destroy (); |
998 | |
1100 | |
999 | return; /* no animations, so nothing more to do */ |
1101 | return; /* no animations, so nothing more to do */ |
1000 | } |
1102 | } |
1001 | |
1103 | |
1002 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1104 | // we use frames 1..num-2 as intermediate frames, so |
|
|
1105 | // the last frame is used only when hp < 0. |
|
|
1106 | int perc = clamp ( |
|
|
1107 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
|
|
1108 | 0, op->anim_frames () - 1 |
|
|
1109 | ); |
1003 | |
1110 | |
1004 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1111 | op->set_anim_frame (perc); |
1005 | perc = NUM_ANIMATIONS (op) - 1; |
|
|
1006 | else if (perc < 1) |
|
|
1007 | perc = 1; |
|
|
1008 | |
|
|
1009 | SET_ANIMATION (op, perc); |
|
|
1010 | update_object (op, UP_OBJ_FACE); |
1112 | update_object (op, UP_OBJ_FACE); |
1011 | |
1113 | |
1012 | if (perc == NUM_ANIMATIONS (op) - 1) |
1114 | if (op->stats.hp < 0) |
1013 | { /* Reached the last animation */ |
1115 | { /* Reached the last animation */ |
1014 | if (op->face == blank_face) |
1116 | if (op->face == blank_face) |
1015 | /* If the last face is blank, remove the ob */ |
1117 | /* If the last face is blank, remove the ob */ |
1016 | op->destroy (); |
1118 | op->destroy (); |
1017 | else |
1119 | else |
1018 | { /* The last face was not blank, leave an image */ |
1120 | { /* The last face was not blank, leave an image */ |
1019 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1121 | op->flag [FLAG_BLOCKSVIEW] = false; |
1020 | update_all_los (op->map, op->x, op->y); |
1122 | update_all_los (op->map, op->x, op->y); |
1021 | op->move_block = 0; |
1123 | op->move_block = 0; |
1022 | CLEAR_FLAG (op, FLAG_ALIVE); |
1124 | op->flag [FLAG_ALIVE] = false; |
1023 | } |
1125 | } |
1024 | } |
1126 | } |
1025 | } |
1127 | } |
1026 | |
1128 | |
1027 | void |
1129 | static void |
1028 | scare_creature (object *target, object *hitter) |
1130 | scare_creature (object *target, object *hitter) |
1029 | { |
1131 | { |
1030 | object *owner = hitter->owner; |
1132 | target->flag [FLAG_SCARED] = true; |
1031 | |
1133 | |
1032 | if (!owner) |
|
|
1033 | owner = hitter; |
|
|
1034 | |
|
|
1035 | SET_FLAG (target, FLAG_SCARED); |
|
|
1036 | if (!target->enemy) |
1134 | if (!target->enemy) |
1037 | target->enemy = owner; |
1135 | target->enemy = hitter->outer_owner (); |
1038 | } |
|
|
1039 | |
|
|
1040 | /* This returns the amount of damage hitter does to op with the |
|
|
1041 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1042 | * This doesn't damage the player, but returns how much it should |
|
|
1043 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1044 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1045 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1046 | int |
|
|
1047 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1048 | { |
|
|
1049 | int doesnt_slay = 1; |
|
|
1050 | |
|
|
1051 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1052 | if (attacknum >= NROFATTACKS) |
|
|
1053 | { |
|
|
1054 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1055 | return 0; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | if (dam < 0) |
|
|
1059 | { |
|
|
1060 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1061 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
1062 | return 0; |
|
|
1063 | } |
|
|
1064 | |
|
|
1065 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1066 | * people can't mess with that or it otherwise get confused. */ |
|
|
1067 | if (attacknum == ATNR_INTERNAL) |
|
|
1068 | return dam; |
|
|
1069 | |
|
|
1070 | if (hitter->slaying) |
|
|
1071 | { |
|
|
1072 | if ((op->race && strstr (hitter->slaying, op->race)) |
|
|
1073 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
|
|
1074 | { |
|
|
1075 | doesnt_slay = 0; |
|
|
1076 | dam *= 3; |
|
|
1077 | } |
|
|
1078 | } |
|
|
1079 | |
|
|
1080 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1081 | if (op->resist[attacknum]) |
|
|
1082 | { |
|
|
1083 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1084 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1085 | dam *= (100 - op->resist[attacknum]); |
|
|
1086 | if (dam >= 100) |
|
|
1087 | dam /= 100; |
|
|
1088 | else |
|
|
1089 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1090 | } |
|
|
1091 | |
|
|
1092 | /* Special hack. By default, if immune to something, you |
|
|
1093 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1094 | * it can still damage your items. Only include attacktypes if |
|
|
1095 | * special processing is needed */ |
|
|
1096 | |
|
|
1097 | if (op->resist[attacknum] >= 100 |
|
|
1098 | && doesnt_slay |
|
|
1099 | && attacknum != ATNR_ACID) |
|
|
1100 | return 0; |
|
|
1101 | |
|
|
1102 | /* Keep this in order - makes things easier to find */ |
|
|
1103 | |
|
|
1104 | switch (attacknum) |
|
|
1105 | { |
|
|
1106 | case ATNR_PHYSICAL: |
|
|
1107 | /* here also check for diseases */ |
|
|
1108 | check_physically_infect (op, hitter); |
|
|
1109 | break; |
|
|
1110 | |
|
|
1111 | /* Don't need to do anything for: |
|
|
1112 | magic, |
|
|
1113 | fire, |
|
|
1114 | electricity, |
|
|
1115 | cold */ |
|
|
1116 | |
|
|
1117 | case ATNR_CONFUSION: |
|
|
1118 | case ATNR_POISON: |
|
|
1119 | case ATNR_SLOW: |
|
|
1120 | case ATNR_PARALYZE: |
|
|
1121 | case ATNR_FEAR: |
|
|
1122 | case ATNR_CANCELLATION: |
|
|
1123 | case ATNR_DEPLETE: |
|
|
1124 | case ATNR_BLIND: |
|
|
1125 | { |
|
|
1126 | /* chance for inflicting a special attack depends on the |
|
|
1127 | * difference between attacker's and defender's level |
|
|
1128 | */ |
|
|
1129 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1130 | |
|
|
1131 | /* First, only creatures/players with speed can be affected. |
|
|
1132 | * Second, just getting hit doesn't mean it always affects |
|
|
1133 | * you. Third, you still get a saving through against the |
|
|
1134 | * effect. |
|
|
1135 | */ |
|
|
1136 | if (op->speed && |
|
|
1137 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1138 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1139 | { |
|
|
1140 | |
|
|
1141 | /* Player has been hit by something */ |
|
|
1142 | if (attacknum == ATNR_CONFUSION) |
|
|
1143 | confuse_player (op, hitter, dam); |
|
|
1144 | else if (attacknum == ATNR_POISON) |
|
|
1145 | poison_player (op, hitter, dam); |
|
|
1146 | else if (attacknum == ATNR_SLOW) |
|
|
1147 | slow_player (op, hitter, dam); |
|
|
1148 | else if (attacknum == ATNR_PARALYZE) |
|
|
1149 | paralyze_player (op, hitter, dam); |
|
|
1150 | else if (attacknum == ATNR_FEAR) |
|
|
1151 | scare_creature (op, hitter); |
|
|
1152 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1153 | cancellation (op); |
|
|
1154 | else if (attacknum == ATNR_DEPLETE) |
|
|
1155 | op->drain_stat (); |
|
|
1156 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1157 | blind_player (op, hitter, dam); |
|
|
1158 | } |
|
|
1159 | |
|
|
1160 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1161 | } |
|
|
1162 | break; |
|
|
1163 | |
|
|
1164 | case ATNR_ACID: |
|
|
1165 | { |
|
|
1166 | int flag = 0; |
|
|
1167 | |
|
|
1168 | /* Items only get corroded if you're not on a battleground and |
|
|
1169 | * if your acid resistance is below 50%. */ |
|
|
1170 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1171 | { |
|
|
1172 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1173 | { |
|
|
1174 | if (tmp->invisible) |
|
|
1175 | continue; |
|
|
1176 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1177 | /* >= 10% acid res. on items will protect these */ |
|
|
1178 | continue; |
|
|
1179 | if (!(tmp->materials & M_IRON)) |
|
|
1180 | continue; |
|
|
1181 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1182 | continue; |
|
|
1183 | if (tmp->type == RING |
|
|
1184 | /* removed boots and gloves from exclusion list in PR */ |
|
|
1185 | || tmp->type == GIRDLE |
|
|
1186 | || tmp->type == AMULET |
|
|
1187 | || tmp->type == WAND |
|
|
1188 | || tmp->type == ROD |
|
|
1189 | || tmp->type == HORN) |
|
|
1190 | continue; /* To avoid some strange effects */ |
|
|
1191 | |
|
|
1192 | /* High damage acid has better chance of corroding |
|
|
1193 | objects */ |
|
|
1194 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1195 | { |
|
|
1196 | flag = 1; |
|
|
1197 | tmp->magic--; |
|
|
1198 | |
|
|
1199 | if (object *pl = tmp->visible_to ()) |
|
|
1200 | { |
|
|
1201 | /* Make this more visible */ |
|
|
1202 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
1203 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1204 | |
|
|
1205 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
1206 | } |
|
|
1207 | } |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | if (flag) |
|
|
1211 | op->update_stats (); /* Something was corroded */ |
|
|
1212 | } |
|
|
1213 | } |
|
|
1214 | break; |
|
|
1215 | |
|
|
1216 | case ATNR_DRAIN: |
|
|
1217 | { |
|
|
1218 | /* rate is the proportion of exp drained. High rate means |
|
|
1219 | * not much is drained, low rate means a lot is drained. |
|
|
1220 | */ |
|
|
1221 | int rate; |
|
|
1222 | |
|
|
1223 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1224 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1225 | else |
|
|
1226 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1227 | |
|
|
1228 | if (op->stats.exp <= rate) |
|
|
1229 | { |
|
|
1230 | if (op->type == GOLEM) |
|
|
1231 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1232 | else |
|
|
1233 | /* If we can't drain, lets try to do physical damage */ |
|
|
1234 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1235 | } |
|
|
1236 | else |
|
|
1237 | { |
|
|
1238 | /* Randomly give the hitter some hp */ |
|
|
1239 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1240 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1241 | hitter->stats.hp++; |
|
|
1242 | |
|
|
1243 | /* Can't do drains on battleground spaces. |
|
|
1244 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1245 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1246 | * nothing happens. |
|
|
1247 | * Try to credit the owner. We try to display player -> player drain |
|
|
1248 | * attacks, hence all the != PLAYER checks. |
|
|
1249 | */ |
|
|
1250 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
|
|
1251 | { |
|
|
1252 | object *owner = hitter->owner; |
|
|
1253 | |
|
|
1254 | if (owner && owner != hitter) |
|
|
1255 | { |
|
|
1256 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1257 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1258 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1259 | } |
|
|
1260 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1261 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1262 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1263 | |
|
|
1264 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1265 | } |
|
|
1266 | |
|
|
1267 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1268 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1269 | * as the messages will say you missed |
|
|
1270 | */ |
|
|
1271 | } |
|
|
1272 | } |
|
|
1273 | break; |
|
|
1274 | |
|
|
1275 | case ATNR_TURN_UNDEAD: |
|
|
1276 | { |
|
|
1277 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1278 | { |
|
|
1279 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1280 | object *god = find_god (determine_god (owner)); |
|
|
1281 | int div = 1; |
|
|
1282 | |
|
|
1283 | /* if undead are not an enemy of your god, you turn them |
|
|
1284 | * at half strength */ |
|
|
1285 | if (!god || !god->slaying || strstr (god->slaying, shstr_undead) == NULL) |
|
|
1286 | div = 2; |
|
|
1287 | |
|
|
1288 | /* Give a bonus if you resist turn undead */ |
|
|
1289 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
1290 | scare_creature (op, owner); |
|
|
1291 | } |
|
|
1292 | else |
|
|
1293 | dam = 0; /* don't damage non undead - should we damage |
|
|
1294 | undead? */ |
|
|
1295 | } |
|
|
1296 | break; |
|
|
1297 | |
|
|
1298 | case ATNR_DEATH: |
|
|
1299 | deathstrike_player (op, hitter, &dam); |
|
|
1300 | break; |
|
|
1301 | |
|
|
1302 | case ATNR_CHAOS: |
|
|
1303 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
1304 | dam = 0; |
|
|
1305 | break; |
|
|
1306 | |
|
|
1307 | case ATNR_COUNTERSPELL: |
|
|
1308 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
1309 | dam = 0; |
|
|
1310 | /* This should never happen. Counterspell is handled |
|
|
1311 | * seperately and filtered out. If this does happen, |
|
|
1312 | * Counterspell has no effect on anything but spells, so it |
|
|
1313 | * does no damage. */ |
|
|
1314 | break; |
|
|
1315 | |
|
|
1316 | case ATNR_HOLYWORD: |
|
|
1317 | { |
|
|
1318 | /* This has already been handled by hit_player, |
|
|
1319 | * no need to check twice -- DAMN */ |
|
|
1320 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1321 | |
|
|
1322 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1323 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1324 | scare_creature (op, owner); |
|
|
1325 | } |
|
|
1326 | break; |
|
|
1327 | |
|
|
1328 | case ATNR_LIFE_STEALING: |
|
|
1329 | { |
|
|
1330 | int new_hp; |
|
|
1331 | |
|
|
1332 | /* this is replacement to drain for players, instead of taking |
|
|
1333 | * exp it takes hp. It is geared for players, probably not |
|
|
1334 | * much use giving it to monsters |
|
|
1335 | * |
|
|
1336 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1337 | * damage it does do to the player. Given that, |
|
|
1338 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1339 | * 1000). |
|
|
1340 | */ |
|
|
1341 | /* You can't steal life from something undead */ |
|
|
1342 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1343 | return 0; |
|
|
1344 | |
|
|
1345 | /* If drain protection is higher than life stealing, use that */ |
|
|
1346 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1347 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1348 | else |
|
|
1349 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1350 | |
|
|
1351 | /* You die at -1 hp, not zero. */ |
|
|
1352 | if (dam > (op->stats.hp + 1)) |
|
|
1353 | dam = op->stats.hp + 1; |
|
|
1354 | |
|
|
1355 | new_hp = hitter->stats.hp + dam; |
|
|
1356 | if (new_hp > hitter->stats.maxhp) |
|
|
1357 | new_hp = hitter->stats.maxhp; |
|
|
1358 | |
|
|
1359 | if (new_hp > hitter->stats.hp) |
|
|
1360 | hitter->stats.hp = new_hp; |
|
|
1361 | } |
|
|
1362 | } |
|
|
1363 | |
|
|
1364 | return dam; |
|
|
1365 | } |
1136 | } |
1366 | |
1137 | |
1367 | /* 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 |
1368 | * allow script procedures to "kill" objects in a combat-like fashion. |
1139 | * allow script procedures to "kill" objects in a combat-like fashion. |
1369 | * 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 |
… | |
… | |
1380 | * MSW 2002-07-17 |
1151 | * MSW 2002-07-17 |
1381 | */ |
1152 | */ |
1382 | int |
1153 | int |
1383 | kill_object (object *op, int dam, object *hitter, int type) |
1154 | kill_object (object *op, int dam, object *hitter, int type) |
1384 | { |
1155 | { |
1385 | char buf[MAX_BUF]; |
1156 | shstr skill; |
1386 | const char *skill; |
|
|
1387 | int maxdam = 0; |
1157 | int maxdam = 0; |
1388 | int battleg = 0; /* true if op standing on battleground */ |
1158 | int battleg = 0; /* true if op standing on battleground */ |
1389 | 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 */ |
1390 | object *owner = 0; |
1160 | object *owner = 0; |
1391 | object *skop = 0; |
1161 | object *skop = 0; |
… | |
… | |
1400 | * this creature. The function(s) that call us have already |
1170 | * this creature. The function(s) that call us have already |
1401 | * adjusted the creatures HP total, so that is negative. |
1171 | * adjusted the creatures HP total, so that is negative. |
1402 | */ |
1172 | */ |
1403 | maxdam = dam + op->stats.hp + 1; |
1173 | maxdam = dam + op->stats.hp + 1; |
1404 | |
1174 | |
1405 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1175 | if (op->flag [FLAG_BLOCKSVIEW]) |
1406 | 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 */ |
1407 | |
1177 | |
1408 | if (op->type == DOOR) |
1178 | if (op->type == DOOR) |
1409 | { |
1179 | { |
1410 | op->set_speed (0.1f); |
1180 | op->set_speed (0.1f); |
1411 | op->speed_left = -0.05f; |
1181 | op->speed_left = -0.05f; |
1412 | return maxdam; |
1182 | return maxdam; |
1413 | } |
1183 | } |
1414 | |
1184 | |
1415 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1185 | if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER) |
1416 | { |
1186 | { |
1417 | op->destroy (); |
1187 | op->drop_and_destroy (); |
1418 | return maxdam; |
1188 | return maxdam; |
1419 | } |
1189 | } |
1420 | |
1190 | |
1421 | /* Now lets start dealing with experience we get for killing something */ |
1191 | /* Now lets start dealing with experience we get for killing something */ |
1422 | |
1192 | |
… | |
… | |
1480 | |
1250 | |
1481 | /* This code below deals with finding the appropriate skill |
1251 | /* This code below deals with finding the appropriate skill |
1482 | * to credit exp to. This is a bit problematic - we should |
1252 | * to credit exp to. This is a bit problematic - we should |
1483 | * probably never really have to look at current_weapon->skill |
1253 | * probably never really have to look at current_weapon->skill |
1484 | */ |
1254 | */ |
1485 | skill = 0; |
|
|
1486 | |
|
|
1487 | if (hitter->skill && hitter->type != PLAYER) |
1255 | if (hitter->skill && hitter->type != PLAYER) |
1488 | skill = hitter->skill; |
1256 | skill = hitter->skill; |
1489 | else if (owner->chosen_skill) |
1257 | else if (owner->chosen_skill) |
1490 | { |
1258 | { |
1491 | skop = owner->chosen_skill; |
1259 | skop = owner->chosen_skill; |
1492 | skill = skop->skill; |
1260 | skill = skop->skill; |
1493 | } |
1261 | } |
1494 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1262 | else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon) |
1495 | skill = owner->current_weapon->skill; |
1263 | skill = owner->current_weapon->skill; |
1496 | else |
1264 | else |
|
|
1265 | { |
|
|
1266 | LOG (llevError | logBacktrace, |
1497 | 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 | } |
1498 | |
1272 | |
1499 | /* 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 |
1500 | * 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! |
1501 | */ |
1275 | */ |
1502 | if ((!skop || skop->type != SKILL) && skill) |
1276 | skop = owner->contr->find_skill (skill); |
1503 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
1504 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1505 | { |
|
|
1506 | skop = owner->contr->last_skill_ob[i]; |
|
|
1507 | break; |
|
|
1508 | } |
|
|
1509 | } /* Was it a player that hit somethign */ |
1277 | } /* Was it a player that hit somethign */ |
1510 | else |
1278 | else |
1511 | skill = 0; |
1279 | skill = 0; |
1512 | |
1280 | |
1513 | /* These may have been set in the player code section above */ |
1281 | /* These may have been set in the player code section above */ |
… | |
… | |
1516 | |
1284 | |
1517 | if (!skill && skop) |
1285 | if (!skill && skop) |
1518 | skill = skop->skill; |
1286 | skill = skop->skill; |
1519 | |
1287 | |
1520 | /* If you didn't kill yourself, and your not the wizard */ |
1288 | /* If you didn't kill yourself, and your not the wizard */ |
1521 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1289 | if (owner != op && !op->flag [FLAG_WIZ]) |
1522 | { |
1290 | { |
1523 | int exp; |
1291 | int exp; |
1524 | |
1292 | |
1525 | /* Really don't give much experience for killing other players */ |
1293 | /* Really don't give much experience for killing other players */ |
1526 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1294 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1527 | if (op->type == PLAYER) |
|
|
1528 | { |
|
|
1529 | if (battleg) |
1295 | if (battleg) |
|
|
1296 | { |
|
|
1297 | if (op->is_player ()) |
1530 | { |
1298 | { |
1531 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1299 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1532 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1300 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1533 | } |
1301 | } |
1534 | else |
1302 | |
|
|
1303 | exp = 0; |
|
|
1304 | } |
|
|
1305 | else if (op->is_player ()) |
1535 | exp = op->stats.exp / 1000; |
1306 | exp = op->stats.exp / 1000; |
1536 | } |
|
|
1537 | else |
1307 | else |
1538 | exp = calc_skill_exp (owner, op, skop); |
1308 | exp = calc_skill_exp (owner, op, skop); |
1539 | |
|
|
1540 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1541 | * exp by killing him |
|
|
1542 | */ |
|
|
1543 | if (battleg) |
|
|
1544 | exp = 0; |
|
|
1545 | |
1309 | |
1546 | /* 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 |
1547 | * sense to just divide everything by two for no reason. |
1311 | * sense to just divide everything by two for no reason. |
1548 | */ |
1312 | */ |
1549 | |
1313 | |
… | |
… | |
1587 | } /* else part of a party */ |
1351 | } /* else part of a party */ |
1588 | } /* end if person didn't kill himself */ |
1352 | } /* end if person didn't kill himself */ |
1589 | |
1353 | |
1590 | if (op->type != PLAYER) |
1354 | if (op->type != PLAYER) |
1591 | { |
1355 | { |
1592 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1356 | if (op->flag [FLAG_FRIENDLY]) |
1593 | { |
1357 | { |
1594 | object *owner1 = op->owner; |
1358 | object *owner1 = op->owner; |
1595 | |
1359 | |
1596 | if (owner1 && owner1->type == PLAYER) |
1360 | if (owner1 && owner1->type == PLAYER) |
1597 | { |
1361 | { |
… | |
… | |
1601 | } |
1365 | } |
1602 | |
1366 | |
1603 | remove_friendly_object (op); |
1367 | remove_friendly_object (op); |
1604 | } |
1368 | } |
1605 | |
1369 | |
1606 | op->destroy (); |
1370 | op->drop_and_destroy (); |
1607 | } |
1371 | } |
1608 | else |
1372 | else |
1609 | /* Player has been killed! */ |
1373 | /* Player has been killed! */ |
1610 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1374 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1611 | |
1375 | |
… | |
… | |
1658 | * modify it. |
1422 | * modify it. |
1659 | */ |
1423 | */ |
1660 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1424 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1661 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1425 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1662 | int |
1426 | int |
1663 | 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) |
1664 | { |
1428 | { |
1665 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1429 | int magic = type & AT_MAGIC; |
1666 | int maxattacktype, attacknum; |
|
|
1667 | 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; |
1668 | int simple_attack; |
1433 | int simple_attack; |
1669 | int rtn_kill = 0; |
1434 | int rtn_kill = 0; |
1670 | int friendlyfire; |
1435 | int friendlyfire; |
1671 | |
1436 | |
1672 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1437 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1673 | return 0; |
1438 | return 0; |
1674 | |
1439 | |
1675 | /* 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 */ |
1676 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1441 | if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE]) |
1677 | return 0; |
1442 | return 0; |
1678 | |
1443 | |
1679 | // only allow pk for hostile players |
1444 | // only allow pk for hostile players |
1680 | if (op->type == PLAYER) |
1445 | if (op->type == PLAYER) |
1681 | { |
1446 | { |
… | |
… | |
1723 | |
1488 | |
1724 | break; |
1489 | break; |
1725 | } |
1490 | } |
1726 | } |
1491 | } |
1727 | |
1492 | |
1728 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1493 | if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0) |
1729 | { |
1494 | { |
1730 | /* 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 |
1731 | * destroyed() check above doesn't return, and might get here. |
1496 | * destroyed() check above doesn't return, and might get here. |
1732 | */ |
1497 | */ |
1733 | |
1498 | |
… | |
… | |
1771 | */ |
1536 | */ |
1772 | if (type & AT_HOLYWORD) |
1537 | if (type & AT_HOLYWORD) |
1773 | { |
1538 | { |
1774 | object *god; |
1539 | object *god; |
1775 | |
1540 | |
1776 | if ((!hitter->slaying || |
1541 | if ((!hitter->slaying |
1777 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1542 | || (!(op->race && hitter->slaying.contains (op->race)) |
1778 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1543 | && !(op->name && hitter->slaying.contains (op->name)))) |
1779 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1544 | && (!op->flag [FLAG_UNDEAD] |
1780 | (hitter->title != NULL |
1545 | || (hitter->title |
1781 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, shstr_undead) != NULL))) |
1546 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1547 | && god->race.contains (shstr_undead)))) |
1782 | return 0; |
1548 | return 0; |
1783 | } |
1549 | } |
1784 | |
1550 | |
1785 | maxattacktype = type; /* initialise this to something */ |
1551 | maxattacktype = type; /* initialise this to something */ |
1786 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1552 | for_all_bits_sparse_32 (type, attacknum) |
1787 | { |
1553 | { |
|
|
1554 | uint32_t attacktype = 1 << attacknum; |
|
|
1555 | |
1788 | /* 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 |
1789 | * attack types. As such, skip it over. However, if magic is |
1557 | * attack types. As such, skip it over. However, if magic is |
1790 | * the only attacktype in the group, then still attack with it |
1558 | * the only attacktype in the group, then still attack with it |
1791 | */ |
1559 | */ |
1792 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1560 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
… | |
… | |
1795 | /* 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. |
1796 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1564 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1797 | * it. It will do the appropriate action for attacktypes with |
1565 | * it. It will do the appropriate action for attacktypes with |
1798 | * effects (slow, paralization, etc. |
1566 | * effects (slow, paralization, etc. |
1799 | */ |
1567 | */ |
1800 | if (type & attacktype) |
|
|
1801 | { |
|
|
1802 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1568 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1569 | |
1803 | /* the >= causes us to prefer messages from special attacks, if |
1570 | /* the >= causes us to prefer messages from special attacks, if |
1804 | * the damage is equal. |
1571 | * the damage is equal. |
1805 | */ |
1572 | */ |
1806 | if (ndam >= maxdam) |
1573 | if (ndam >= maxdam) |
1807 | { |
1574 | { |
1808 | maxdam = ndam; |
1575 | maxdam = ndam; |
1809 | maxattacktype = 1 << attacknum; |
1576 | maxattacktype = 1 << attacknum; |
1810 | } |
|
|
1811 | } |
1577 | } |
1812 | } |
1578 | } |
1813 | |
1579 | |
1814 | /* 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 |
1815 | * 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 |
… | |
… | |
1855 | // keep a refcount for a long time and I see no usefulness |
1621 | // keep a refcount for a long time and I see no usefulness |
1856 | // for an non-active objetc to know its enemy. |
1622 | // for an non-active objetc to know its enemy. |
1857 | if (op->active) |
1623 | if (op->active) |
1858 | if (hitter->owner) |
1624 | if (hitter->owner) |
1859 | op->enemy = hitter->owner; |
1625 | op->enemy = hitter->owner; |
1860 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1626 | else if (hitter->flag [FLAG_ALIVE]) |
1861 | op->enemy = hitter; |
1627 | op->enemy = hitter; |
1862 | |
1628 | |
1863 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1629 | if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER) |
1864 | { |
1630 | { |
1865 | /* The unaggressives look after themselves 8) */ |
1631 | /* The unaggressives look after themselves 8) */ |
1866 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1632 | op->clr_flag (FLAG_UNAGGRESSIVE); |
1867 | npc_call_help (op); |
1633 | npc_call_help (op); |
1868 | } |
1634 | } |
1869 | |
1635 | |
1870 | if (magic && did_make_save (op, op->level, 0)) |
1636 | if (magic && did_make_save (op, op->level, 0)) |
1871 | maxdam = maxdam / 2; |
1637 | maxdam = maxdam / 2; |
… | |
… | |
1873 | attack_message (maxdam, maxattacktype, op, hitter); |
1639 | attack_message (maxdam, maxattacktype, op, hitter); |
1874 | |
1640 | |
1875 | op->stats.hp -= maxdam; |
1641 | op->stats.hp -= maxdam; |
1876 | |
1642 | |
1877 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1643 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1878 | if ((op->stats.hp >= 0) && |
1644 | if (op->stats.hp >= 0 |
1879 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1645 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
1880 | 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) |
1881 | { |
1647 | { |
1882 | |
1648 | |
1883 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1649 | if (op->flag [FLAG_MONSTER]) |
1884 | SET_FLAG (op, FLAG_RUN_AWAY); |
1650 | op->set_flag (FLAG_RUN_AWAY); |
1885 | else |
1651 | else |
1886 | scare_creature (op, hitter); |
1652 | scare_creature (op, hitter); |
1887 | } |
1653 | } |
1888 | |
1654 | |
1889 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1655 | if (op->flag [FLAG_TEAR_DOWN]) |
1890 | { |
1656 | { |
1891 | if (maxdam) |
1657 | if (maxdam) |
1892 | tear_down_wall (op); |
1658 | tear_down_wall (op); |
1893 | |
1659 | |
1894 | return maxdam; /* nothing more to do for wall */ |
1660 | return maxdam; /* nothing more to do for wall */ |
… | |
… | |
1897 | /* See if the creature has been killed */ |
1663 | /* See if the creature has been killed */ |
1898 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1664 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1899 | if (rtn_kill != -1) |
1665 | if (rtn_kill != -1) |
1900 | return rtn_kill; |
1666 | return rtn_kill; |
1901 | |
1667 | |
1902 | |
|
|
1903 | /* 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 |
1904 | * that before if the player was immune to ghosthit, the monster |
1669 | * that before if the player was immune to ghosthit, the monster |
1905 | * remained - that is no longer the case. |
1670 | * remained - that is no longer the case. |
1906 | */ |
1671 | */ |
1907 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1672 | if (hitter->flag [FLAG_ONE_HIT]) |
1908 | hitter->destroy (); |
1673 | hitter->drop_and_destroy (); |
1909 | |
|
|
1910 | /* Lets handle creatures that are splitting now */ |
1674 | /* Lets handle creatures that are splitting now */ |
1911 | 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]) |
1912 | { |
1676 | { |
1913 | int i; |
|
|
1914 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1677 | int friendly = op->flag [FLAG_FRIENDLY]; |
1915 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1678 | int unaggressive = op->flag [FLAG_UNAGGRESSIVE]; |
1916 | object *owner = op->owner; |
1679 | object *owner = op->owner; |
1917 | |
1680 | |
1918 | if (!op->other_arch) |
1681 | if (!op->other_arch) |
1919 | { |
1682 | { |
1920 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1683 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1921 | return maxdam; |
1684 | return maxdam; |
1922 | } |
1685 | } |
1923 | |
1686 | |
1924 | op->remove (); |
1687 | op->remove (); |
1925 | |
1688 | |
1926 | for (i = 0; i < op->stats.food; i++) |
1689 | for (int i = 0; i < op->stats.food; i++) |
1927 | { /* This doesn't handle op->more yet */ |
1690 | { /* This doesn't handle op->more yet */ |
1928 | object *tmp = arch_to_object (op->other_arch); |
1691 | object *tmp = op->other_arch->instance (); |
1929 | int j; |
|
|
1930 | |
1692 | |
1931 | tmp->stats.hp = op->stats.hp; |
1693 | tmp->stats.hp = op->stats.hp; |
1932 | |
1694 | |
1933 | if (friendly) |
1695 | if (friendly) |
1934 | { |
1696 | { |
… | |
… | |
1938 | if (owner) |
1700 | if (owner) |
1939 | tmp->set_owner (owner); |
1701 | tmp->set_owner (owner); |
1940 | } |
1702 | } |
1941 | |
1703 | |
1942 | if (unaggressive) |
1704 | if (unaggressive) |
1943 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1705 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
1944 | |
1706 | |
1945 | 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); |
1946 | |
1708 | |
1947 | if (j == -1) /* No spot to put this monster */ |
1709 | if (j == -1) /* No spot to put this monster */ |
1948 | tmp->destroy (); |
1710 | tmp->destroy (); |
1949 | else |
1711 | else |
1950 | { |
1712 | { |
… | |
… | |
1954 | } |
1716 | } |
1955 | |
1717 | |
1956 | op->destroy (); |
1718 | op->destroy (); |
1957 | } |
1719 | } |
1958 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1720 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1959 | hitter->destroy (); |
1721 | hitter->drop_and_destroy (); |
1960 | |
1722 | |
1961 | return maxdam; |
1723 | return maxdam; |
1962 | } |
1724 | } |
1963 | |
1725 | |
1964 | void |
1726 | static void |
1965 | poison_player (object *op, object *hitter, int dam) |
1727 | poison_player (object *op, object *hitter, int dam) |
1966 | { |
1728 | { |
1967 | archetype *at = archetype::find ("poisoning"); |
1729 | archetype *at = archetype::find (shstr_poisoning); |
1968 | object *tmp = present_arch_in_ob (at, op); |
1730 | object *tmp = present_arch_in_ob (at, op); |
1969 | |
1731 | |
1970 | if (tmp == NULL) |
1732 | if (!tmp) |
1971 | { |
1733 | { |
1972 | if ((tmp = arch_to_object (at)) == NULL) |
1734 | tmp = insert_ob_in_ob (at->instance (), op); |
1973 | 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; |
1974 | else |
1745 | else |
1975 | { |
|
|
1976 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1977 | /* peterm: give poisoning some teeth. It should |
|
|
1978 | * be able to kill things better than it does: |
|
|
1979 | * damage should be dependent something--I choose to |
|
|
1980 | * do this: if it's a monster, the damage from the |
|
|
1981 | * poisoning goes as the level of the monster/2. |
|
|
1982 | * If anything else, goes as damage. |
|
|
1983 | */ |
|
|
1984 | |
|
|
1985 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
1986 | tmp->stats.dam += hitter->level / 2; |
|
|
1987 | else |
|
|
1988 | tmp->stats.dam = dam; |
1746 | tmp->stats.dam = dam; |
1989 | |
1747 | |
1990 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1748 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
1991 | if (hitter->skill && hitter->skill != tmp->skill) |
1749 | if (hitter->skill && hitter->skill != tmp->skill) |
1992 | { |
|
|
1993 | tmp->skill = hitter->skill; |
1750 | tmp->skill = hitter->skill; |
1994 | } |
|
|
1995 | |
1751 | |
1996 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1752 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1997 | |
1753 | |
1998 | if (op->type == PLAYER) |
1754 | if (op->type == PLAYER) |
1999 | { |
1755 | { |
2000 | /* player looses stats, maximum is -10 of each */ |
1756 | /* player looses stats, maximum is -10 of each */ |
2001 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1757 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
2002 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1758 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
2003 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1759 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
2004 | tmp->stats.Int = MAX (-dam / 7, -10); |
1760 | tmp->stats.Int = max (-(dam / 7 ), -10); |
2005 | SET_FLAG (tmp, FLAG_APPLIED); |
1761 | tmp->set_flag (FLAG_APPLIED); |
2006 | op->update_stats (); |
1762 | op->update_stats (); |
2007 | 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."); |
2008 | op->play_sound (tmp->sound); |
1764 | op->play_sound (tmp->sound); |
2009 | } |
1765 | } |
2010 | |
1766 | |
2011 | if (hitter->type == PLAYER) |
1767 | if (hitter->type == PLAYER) |
2012 | 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); |
2013 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
1769 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2014 | 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); |
2015 | } |
|
|
2016 | |
1771 | |
2017 | tmp->speed_left = 0; |
1772 | tmp->speed_left = 0; |
2018 | } |
1773 | } |
2019 | else |
1774 | else |
2020 | tmp->stats.food++; |
1775 | tmp->stats.food++; |
2021 | } |
1776 | } |
2022 | |
1777 | |
2023 | void |
1778 | static void |
2024 | slow_player (object *op, object *hitter, int dam) |
1779 | slow_player (object *op, object *hitter, int dam) |
2025 | { |
1780 | { |
2026 | archetype *at = archetype::find ("slowness"); |
1781 | archetype *at = archetype::find (shstr_slowness); |
2027 | object *tmp; |
1782 | object *tmp; |
2028 | |
1783 | |
2029 | if (at == NULL) |
1784 | if (!at) |
2030 | LOG (llevError, "Can't find slowness archetype.\n"); |
1785 | LOG (llevError, "Can't find slowness archetype.\n"); |
2031 | |
1786 | |
2032 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1787 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2033 | { |
1788 | { |
2034 | tmp = arch_to_object (at); |
1789 | tmp = at->instance (); |
2035 | tmp = insert_ob_in_ob (tmp, op); |
1790 | tmp = insert_ob_in_ob (tmp, op); |
2036 | 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!"); |
2037 | } |
1792 | } |
2038 | else |
1793 | else |
2039 | tmp->stats.food++; |
1794 | tmp->stats.food++; |
2040 | |
1795 | |
2041 | SET_FLAG (tmp, FLAG_APPLIED); |
1796 | tmp->set_flag (FLAG_APPLIED); |
2042 | tmp->speed_left = 0; |
1797 | tmp->speed_left = 0; |
2043 | op->update_stats (); |
1798 | op->update_stats (); |
2044 | } |
1799 | } |
2045 | |
1800 | |
2046 | void |
1801 | void |
2047 | confuse_player (object *op, object *hitter, int dam) |
1802 | confuse_player (object *op, object *hitter, int dam) |
2048 | { |
1803 | { |
2049 | object *tmp; |
1804 | object *tmp; |
2050 | int maxduration; |
1805 | int maxduration; |
2051 | |
1806 | |
2052 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1807 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
2053 | if (!tmp) |
1808 | if (!tmp) |
2054 | { |
1809 | { |
2055 | tmp = get_archetype (FORCE_NAME); |
1810 | tmp = archetype::get (FORCE_NAME); |
2056 | tmp = insert_ob_in_ob (tmp, op); |
1811 | tmp = insert_ob_in_ob (tmp, op); |
2057 | } |
1812 | } |
2058 | |
1813 | |
2059 | /* Duration added per hit and max. duration of confusion both depend |
1814 | /* Duration added per hit and max. duration of confusion both depend |
2060 | * on the player's resistance |
1815 | * on the player's resistance |
2061 | */ |
1816 | */ |
2062 | tmp->speed = 0.05; |
1817 | tmp->set_speed (0.05); |
2063 | tmp->subtype = FORCE_CONFUSION; |
1818 | tmp->subtype = FORCE_CONFUSION; |
2064 | 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); |
2065 | tmp->name = "confusion"; |
1820 | tmp->name = shstr_confusion; |
2066 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1821 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2067 | |
1822 | |
2068 | if (tmp->duration > maxduration) |
1823 | if (tmp->duration > maxduration) |
2069 | tmp->duration = maxduration; |
1824 | tmp->duration = maxduration; |
2070 | |
1825 | |
2071 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1826 | if (op->type == PLAYER && !op->flag [FLAG_CONFUSED]) |
2072 | 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!"); |
2073 | |
1828 | |
2074 | SET_FLAG (op, FLAG_CONFUSED); |
1829 | op->set_flag (FLAG_CONFUSED); |
2075 | } |
1830 | } |
2076 | |
1831 | |
2077 | void |
1832 | void |
2078 | blind_player (object *op, object *hitter, int dam) |
1833 | blind_player (object *op, object *hitter, int dam) |
2079 | { |
1834 | { |
2080 | object *tmp, *owner; |
|
|
2081 | |
|
|
2082 | /* 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 */ |
2083 | if (op->resist[ATNR_BLIND] == 100) |
1836 | if (op->resist[ATNR_BLIND] == 100) |
2084 | return; |
1837 | return; |
2085 | |
1838 | |
2086 | tmp = present_in_ob (BLINDNESS, op); |
1839 | object *tmp = present_in_ob (BLINDNESS, op); |
2087 | if (!tmp) |
1840 | if (!tmp) |
2088 | { |
1841 | { |
2089 | tmp = get_archetype ("blindness"); |
1842 | tmp = archetype::get (shstr_blindness); |
2090 | SET_FLAG (tmp, FLAG_BLIND); |
1843 | tmp->set_flag (FLAG_BLIND); |
2091 | SET_FLAG (tmp, FLAG_APPLIED); |
1844 | tmp->set_flag (FLAG_APPLIED); |
2092 | /* 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. |
2093 | * speed is a float anyways. |
1846 | tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED)); |
2094 | */ |
|
|
2095 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2096 | |
1847 | |
2097 | tmp = insert_ob_in_ob (tmp, op); |
1848 | tmp = insert_ob_in_ob (tmp, op); |
2098 | change_abil (op, tmp); /* Mostly to display any messages */ |
1849 | change_abil (op, tmp); /* Mostly to display any messages */ |
2099 | op->update_stats (); /* This takes care of some other stuff */ |
1850 | op->update_stats (); /* This takes care of some other stuff */ |
2100 | |
1851 | |
2101 | if (hitter->owner) |
|
|
2102 | owner = hitter->owner; |
|
|
2103 | else |
|
|
2104 | owner = hitter; |
|
|
2105 | |
|
|
2106 | 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)); |
2107 | } |
1853 | } |
|
|
1854 | |
2108 | tmp->stats.food += dam; |
1855 | tmp->stats.food += dam; |
2109 | if (tmp->stats.food > 10) |
1856 | min_it (tmp->stats.food, 10); |
2110 | tmp->stats.food = 10; |
|
|
2111 | } |
1857 | } |
2112 | |
1858 | |
2113 | void |
1859 | void |
2114 | paralyze_player (object *op, object *hitter, int dam) |
1860 | paralyze_player (object *op, object *hitter, int dam) |
2115 | { |
1861 | { |
2116 | float effect, max; |
|
|
2117 | |
|
|
2118 | /* object *tmp; */ |
|
|
2119 | |
|
|
2120 | /* This is strange stuff... someone knows for what this is |
1862 | /* This is strange stuff... someone knows for what this is |
2121 | * written? Well, i think this can and should be removed |
1863 | * written? Well, i think this can and should be removed |
2122 | */ |
1864 | */ |
2123 | |
1865 | |
2124 | /* |
1866 | /* |
… | |
… | |
2128 | 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); |
2129 | } |
1871 | } |
2130 | */ |
1872 | */ |
2131 | |
1873 | |
2132 | /* 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 */ |
2133 | 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; |
2134 | |
1876 | |
2135 | if (effect == 0) |
|
|
2136 | return; |
|
|
2137 | |
|
|
2138 | op->speed_left -= FABS (op->speed) * effect; |
1877 | op->speed_left -= op->speed * effect; |
2139 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1878 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2140 | |
1879 | |
2141 | /* max number of ticks to be affected for. */ |
1880 | /* max number of ticks to be affected for. */ |
2142 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1881 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1882 | |
2143 | if (op->speed_left < -(FABS (op->speed) * max)) |
1883 | max_it (op->speed_left, -op->speed * max); |
2144 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2145 | |
1884 | |
2146 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1885 | /* tmp->stats.food = (signed short) (max / op->speed); */ |
2147 | } |
1886 | } |
2148 | |
1887 | |
2149 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1888 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2150 | * the computed damaged. |
1889 | * the computed damaged. |
2151 | */ |
1890 | */ |
2152 | void |
1891 | static void |
2153 | deathstrike_player (object *op, object *hitter, int *dam) |
1892 | deathstrike_player (object *op, object *hitter, int *dam) |
2154 | { |
1893 | { |
2155 | /* The intention of a death attack is to kill outright things |
1894 | /* The intention of a death attack is to kill outright things |
2156 | ** 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 |
2157 | ** things somewhat weaker than the caster, and no chance of |
1896 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2161 | ** field of the deathstriking object */ |
1900 | ** field of the deathstriking object */ |
2162 | |
1901 | |
2163 | int atk_lev, def_lev, kill_lev; |
1902 | int atk_lev, def_lev, kill_lev; |
2164 | |
1903 | |
2165 | if (hitter->slaying) |
1904 | if (hitter->slaying) |
2166 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, shstr_undead)) || (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)))) |
2167 | return; |
1907 | return; |
2168 | |
1908 | |
2169 | def_lev = op->level; |
1909 | def_lev = op->level; |
2170 | if (def_lev < 1) |
1910 | if (def_lev < 1) |
2171 | { |
1911 | { |
… | |
… | |
2198 | } |
1938 | } |
2199 | else |
1939 | else |
2200 | *dam = 0; /* no harm done */ |
1940 | *dam = 0; /* no harm done */ |
2201 | } |
1941 | } |
2202 | |
1942 | |
2203 | /* thrown_item_effect() - handles any special effects of thrown |
1943 | /* This returns the amount of damage hitter does to op with the |
2204 | * items (like attacking living creatures--a potion thrown at a |
1944 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
2205 | * monster). |
1945 | * This doesn't damage the player, but returns how much it should |
2206 | */ |
1946 | * take. However, it will do other effects (paralyzation, slow, etc.) |
2207 | static void |
1947 | * Note - changed for PR code - we now pass the attack number and not |
2208 | thrown_item_effect (object *hitter, object *victim) |
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) |
2209 | { |
1951 | { |
2210 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
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) |
|
|
1956 | { |
|
|
1957 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1958 | return 0; |
2211 | { |
1959 | } |
2212 | /* May not need a switch for just 2 types, but this makes it |
1960 | |
2213 | * 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))) |
2214 | */ |
1977 | { |
2215 | switch (hitter->type) |
1978 | doesnt_slay = 0; |
|
|
1979 | dam *= 3; |
2216 | { |
1980 | } |
2217 | case POTION: |
1981 | } |
2218 | /* should player get a save throw instead of checking magic protection? */ |
1982 | |
2219 | 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. */ |
2220 | (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); |
2221 | break; |
2012 | break; |
2222 | |
2013 | |
2223 | case POISON: /* poison drinks */ |
2014 | /* Don't need to do anything for: |
2224 | /* As with potions, should monster get a save? */ |
2015 | magic, |
2225 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2016 | fire, |
2226 | 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 | } |
2227 | break; |
2066 | break; |
2228 | |
2067 | |
2229 | /* Removed case statements that did nothing. |
2068 | case ATNR_ACID: |
2230 | * food may be poisonous, but monster must be willing to eat it, |
2069 | { |
2231 | * so we don't handle it here. |
2070 | int flag = 0; |
2232 | * 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. |
2233 | */ |
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: |
2234 | } |
2180 | { |
2235 | } |
2181 | if (op->flag [FLAG_UNDEAD]) |
2236 | } |
2182 | { |
|
|
2183 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2184 | object *god = find_god (determine_god (owner)); |
|
|
2185 | int div = 1; |
2237 | |
2186 | |
2238 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2187 | /* if undead are not an enemy of your god, you turn them |
2239 | int |
2188 | * at half strength */ |
2240 | adj_attackroll (object *hitter, object *target) |
2189 | if (!god || !god->slaying.contains (shstr_undead)) |
2241 | { |
2190 | div = 2; |
2242 | object *attacker = hitter; |
|
|
2243 | int adjust = 0; |
|
|
2244 | |
2191 | |
2245 | /* safety */ |
2192 | /* Give a bonus if you resist turn undead */ |
2246 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2193 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2247 | { |
2194 | scare_creature (op, owner); |
2248 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
2195 | } |
|
|
2196 | else |
|
|
2197 | dam = 0; /* don't damage non undead - should we damage |
|
|
2198 | undead? */ |
|
|
2199 | } |
|
|
2200 | break; |
|
|
2201 | |
|
|
2202 | case ATNR_DEATH: |
|
|
2203 | deathstrike_player (op, hitter, &dam); |
|
|
2204 | break; |
|
|
2205 | |
|
|
2206 | case ATNR_CHAOS: |
|
|
2207 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2208 | dam = 0; |
|
|
2209 | break; |
|
|
2210 | |
|
|
2211 | case ATNR_COUNTERSPELL: |
|
|
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). |
|
|
2244 | */ |
|
|
2245 | /* You can't steal life from something undead */ |
|
|
2246 | if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD])) |
2249 | return 0; |
2247 | return 0; |
2250 | } |
|
|
2251 | |
2248 | |
2252 | /* aimed missiles use the owning object's sight */ |
2249 | /* If drain protection is higher than life stealing, use that */ |
2253 | if (is_aimed_missile (hitter)) |
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 | } |
2254 | { |
2266 | } |
2255 | if ((attacker = hitter->owner) == NULL) |
|
|
2256 | attacker = hitter; |
|
|
2257 | /* A player who saves but hasn't quit still could have objects |
|
|
2258 | * owned by him - need to handle that case to avoid crashes. |
|
|
2259 | */ |
|
|
2260 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
|
|
2261 | attacker = hitter; |
|
|
2262 | } |
|
|
2263 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2264 | return 0; |
|
|
2265 | |
2267 | |
2266 | /* determine the condtions under which we make an attack. |
|
|
2267 | * Add more cases, as the need occurs. */ |
|
|
2268 | |
|
|
2269 | if (!can_see_enemy (attacker, target)) |
|
|
2270 | { |
|
|
2271 | /* target is unseen */ |
|
|
2272 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2273 | adjust -= 10; |
|
|
2274 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2275 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2276 | adjust -= target->map->darkness; |
|
|
2277 | } |
|
|
2278 | |
|
|
2279 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2280 | adjust -= 3; |
|
|
2281 | |
|
|
2282 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2283 | adjust += 1; |
|
|
2284 | |
|
|
2285 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2286 | adjust += 1; |
|
|
2287 | |
|
|
2288 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2289 | adjust -= 3; |
|
|
2290 | |
|
|
2291 | /* if we attack at a different 'altitude' its harder */ |
|
|
2292 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2293 | adjust -= 2; |
|
|
2294 | |
|
|
2295 | #if 0 |
|
|
2296 | /* slower attacks are less likely to succeed. We should use a |
|
|
2297 | * comparison between attacker/target speeds BUT, players have |
|
|
2298 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2299 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2300 | * fly fast should have a better chance of hitting a slower target. |
|
|
2301 | */ |
|
|
2302 | if (hitter->speed < target->speed) |
|
|
2303 | adjust += ((float) hitter->speed - target->speed); |
|
|
2304 | #endif |
|
|
2305 | |
|
|
2306 | #if 0 |
|
|
2307 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2308 | #endif |
|
|
2309 | |
|
|
2310 | return adjust; |
|
|
2311 | } |
|
|
2312 | |
|
|
2313 | /* determine if the object is an 'aimed' missile */ |
|
|
2314 | int |
|
|
2315 | is_aimed_missile (object *op) |
|
|
2316 | { |
|
|
2317 | |
|
|
2318 | /* I broke what used to be one big if into a few nested |
|
|
2319 | * ones so that figuring out the logic is at least possible. |
|
|
2320 | */ |
|
|
2321 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2322 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2323 | return 1; |
|
|
2324 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
2325 | return 1; |
|
|
2326 | |
|
|
2327 | return 0; |
2268 | return dam; |
2328 | } |
2269 | } |
|
|
2270 | |