1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_attack_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
22 | */ |
6 | |
23 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | #include <assert.h> |
24 | #include <assert.h> |
30 | #include <global.h> |
25 | #include <global.h> |
31 | #include <living.h> |
26 | #include <living.h> |
32 | #include <material.h> |
27 | #include <material.h> |
33 | #include <skills.h> |
28 | #include <skills.h> |
34 | |
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35 | #ifndef __CEXTRACT__ |
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36 | # include <sproto.h> |
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37 | #endif |
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38 | |
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39 | #include <sounds.h> |
29 | #include <sounds.h> |
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30 | #include <sproto.h> |
40 | |
31 | |
41 | typedef struct att_msg_str |
32 | typedef struct att_msg_str |
42 | { |
33 | { |
43 | char *msg1; |
34 | char *msg1; |
44 | char *msg2; |
35 | char *msg2; |
… | |
… | |
50 | * its magical benefits. |
41 | * its magical benefits. |
51 | */ |
42 | */ |
52 | void |
43 | void |
53 | cancellation (object *op) |
44 | cancellation (object *op) |
54 | { |
45 | { |
55 | object *tmp; |
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56 | |
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57 | if (op->invisible) |
46 | if (op->invisible) |
58 | return; |
47 | return; |
59 | |
48 | |
60 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
49 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
61 | { |
50 | { |
62 | /* Recur through the inventory */ |
51 | /* Recurse through the inventory */ |
63 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
52 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
64 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
53 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
65 | cancellation (tmp); |
54 | cancellation (tmp); |
66 | } |
55 | } |
67 | else if (FABS (op->magic) <= (rndm (0, 5))) |
56 | else if (FABS (op->magic) <= rndm (0, 5)) |
68 | { |
57 | { |
69 | /* Nullify this object. This code could probably be more complete */ |
58 | /* Nullify this object. This code could probably be more complete */ |
70 | /* in what abilities it should cancel */ |
59 | /* in what abilities it should cancel */ |
71 | op->magic = 0; |
60 | op->magic = 0; |
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61 | |
72 | CLEAR_FLAG (op, FLAG_DAMNED); |
62 | CLEAR_FLAG (op, FLAG_DAMNED); |
73 | CLEAR_FLAG (op, FLAG_CURSED); |
63 | CLEAR_FLAG (op, FLAG_CURSED); |
74 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
64 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
75 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
76 | if (op->env && op->env->type == PLAYER) |
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77 | { |
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78 | esrv_send_item (op->env, op); |
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79 | } |
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80 | } |
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81 | } |
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82 | |
66 | |
83 | |
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 | } |
84 | |
71 | |
85 | /* did_make_save_item just checks to make sure the item actually |
72 | /* did_make_save_item just checks to make sure the item actually |
86 | * made its saving throw based on the tables. It does not take |
73 | * made its saving throw based on the tables. It does not take |
87 | * any further action (like destroying the item). |
74 | * any further action (like destroying the item). |
88 | */ |
75 | */ |
89 | |
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90 | int |
76 | int |
91 | did_make_save_item (object *op, int type, object *originator) |
77 | did_make_save_item (object *op, int type, object *originator) |
92 | { |
78 | { |
93 | int i, roll, saves = 0, attacks = 0, number; |
79 | int i, roll, saves = 0, attacks = 0, number; |
94 | materialtype_t *mt; |
80 | materialtype_t *mt; |
95 | |
81 | |
96 | if (op->materialname == NULL) |
82 | if (!op->materialname) |
97 | { |
83 | { |
98 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt; mt = mt->next) |
99 | { |
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100 | if (op->material & mt->material) |
85 | if (op->materials & mt->material) |
101 | break; |
86 | break; |
102 | } |
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103 | } |
87 | } |
104 | else |
88 | else |
105 | mt = name_to_material (op->materialname); |
89 | mt = name_to_material (op->materialname); |
106 | if (mt == NULL) |
90 | |
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91 | if (!mt) |
107 | return TRUE; |
92 | return TRUE; |
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93 | |
108 | roll = rndm (1, 20); |
94 | roll = rndm (1, 20); |
109 | |
95 | |
110 | /* the attacktypes have no meaning for object saves |
96 | /* the attacktypes have no meaning for object saves |
111 | * If the type is only magic, don't adjust type - basically, if |
97 | * If the type is only magic, don't adjust type - basically, if |
112 | * pure magic is hitting an object, it should save. However, if it |
98 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
118 | if (type != AT_MAGIC) |
104 | if (type != AT_MAGIC) |
119 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
105 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
120 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
106 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
121 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
107 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
122 | |
108 | |
123 | if (type == 0) |
109 | if (type == 0) return TRUE; |
124 | return TRUE; |
110 | |
125 | if (roll == 20) |
111 | if (roll == 20) return TRUE; |
126 | return TRUE; |
112 | if (roll == 1) return FALSE; |
127 | if (roll == 1) |
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128 | return FALSE; |
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129 | |
113 | |
130 | for (number = 0; number < NROFATTACKS; number++) |
114 | for (number = 0; number < NROFATTACKS; number++) |
131 | { |
115 | { |
132 | i = 1 << number; |
116 | i = 1 << number; |
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117 | |
133 | if (!(i & type)) |
118 | if (!(i & type)) |
134 | continue; |
119 | continue; |
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120 | |
135 | attacks++; |
121 | attacks++; |
136 | if (op->resist[number] == 100) |
122 | if (op->resist[number] == 100) |
137 | saves++; |
123 | saves++; |
138 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
124 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
139 | saves++; |
125 | saves++; |
… | |
… | |
141 | saves++; |
127 | saves++; |
142 | } |
128 | } |
143 | |
129 | |
144 | if (saves == attacks || attacks == 0) |
130 | if (saves == attacks || attacks == 0) |
145 | return TRUE; |
131 | return TRUE; |
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132 | |
146 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
133 | if (saves == 0 || (rndm (1, attacks) > saves)) |
147 | return FALSE; |
134 | return FALSE; |
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135 | |
148 | return TRUE; |
136 | return TRUE; |
149 | } |
137 | } |
150 | |
138 | |
151 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
152 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
153 | * calling cancellation, etc.) |
141 | * calling cancellation, etc.) |
154 | */ |
142 | */ |
155 | |
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156 | void |
143 | void |
157 | save_throw_object (object *op, int type, object *originator) |
144 | save_throw_object (object *op, int type, object *originator) |
158 | { |
145 | { |
159 | if (!did_make_save_item (op, type, originator)) |
146 | if (!did_make_save_item (op, type, originator)) |
160 | { |
147 | { |
161 | object *env = op->env; |
148 | object *env = op->env; |
162 | int x = op->x, y = op->y; |
149 | int x = op->x, y = op->y; |
163 | mapstruct *m = op->map; |
150 | maptile *m = op->map; |
164 | |
151 | |
165 | op = stop_item (op); |
152 | op = stop_item (op); |
166 | if (op == NULL) |
153 | if (!op) |
167 | return; |
154 | return; |
168 | |
155 | |
169 | /* Hacked the following so that type LIGHTER will work. |
156 | /* Hacked the following so that type LIGHTER will work. |
170 | * Also, objects which are potenital "lights" that are hit by |
157 | * Also, objects which are potential "lights" that are hit by |
171 | * flame/elect attacks will be set to glow. "lights" are any |
158 | * flame/elect attacks will be set to glow. "lights" are any |
172 | * object with +/- glow_radius and an "other_arch" to change to. |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
173 | * (and please note that we cant fail our save and reach this |
160 | * (and please note that we cant fail our save and reach this |
174 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
175 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
176 | */ |
163 | */ |
177 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
164 | if (type & (AT_FIRE | AT_ELECTRICITY) |
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165 | && (QUERY_FLAG (op, FLAG_IS_LIGHTABLE) |
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166 | || op->type == LAMP |
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167 | || op->type == TORCH |
178 | { |
168 | )) |
179 | const char *arch = op->other_arch->name; |
169 | { |
180 | |
170 | switch (op->type) |
181 | op = decrease_ob_nr (op, 1); |
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182 | |
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183 | if (op) |
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184 | fix_stopped_item (op, m, originator); |
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185 | |
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186 | if ((op = get_archetype (arch)) != NULL) |
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187 | { |
171 | { |
188 | if (env) |
172 | case LAMP: |
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173 | case TORCH: |
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174 | // turn on a lamp |
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175 | apply_lamp (op, true); |
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176 | break; |
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177 | |
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178 | default: |
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179 | // for instance icecubes: |
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180 | if (op->other_arch) |
189 | { |
181 | { |
190 | op->x = env->x, op->y = env->y; |
182 | const char *arch = op->other_arch->archname; |
191 | insert_ob_in_ob (op, env); |
183 | |
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184 | if (op->decrease ()) |
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185 | fix_stopped_item (op, m, originator); |
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186 | |
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187 | if ((op = archetype::get (arch))) |
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188 | { |
192 | if (env->contr) |
189 | if (env) |
193 | esrv_send_item (env, op); |
190 | env->insert (op); |
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191 | else |
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192 | m->insert (op, x, y, originator); |
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193 | } |
194 | } |
194 | } |
195 | else |
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196 | { |
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197 | op->x = x, op->y = y; |
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198 | insert_ob_in_map (op, m, originator, 0); |
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199 | } |
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200 | } |
195 | } |
201 | |
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202 | return; |
196 | return; |
203 | } |
197 | } |
204 | |
198 | |
205 | if (type & AT_CANCELLATION) |
199 | if (type & AT_CANCELLATION) |
206 | { /* Cancellation. */ |
200 | { /* Cancellation. */ |
… | |
… | |
209 | return; |
203 | return; |
210 | } |
204 | } |
211 | |
205 | |
212 | if (op->nrof > 1) |
206 | if (op->nrof > 1) |
213 | { |
207 | { |
214 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
208 | if (op->decrease (rndm (0, op->nrof - 1))) |
215 | |
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216 | if (op) |
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217 | fix_stopped_item (op, m, originator); |
209 | fix_stopped_item (op, m, originator); |
218 | } |
210 | } |
219 | else |
211 | else |
220 | { |
212 | { |
221 | if (op->env) |
213 | // drop everything to the ground, if possible |
222 | { |
214 | op->insert_at (originator); |
223 | object *tmp = is_player_inv (op->env); |
215 | op->drop_and_destroy (); |
224 | |
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225 | if (tmp) |
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226 | esrv_del_item (tmp->contr, op->count); |
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227 | } |
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228 | |
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229 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
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230 | remove_ob (op); |
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231 | |
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232 | free_object (op); |
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233 | } |
216 | } |
234 | |
217 | |
235 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
218 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
236 | if (env) |
219 | if (env) |
237 | { |
220 | { |
238 | op = get_archetype ("burnout"); |
221 | op = archetype::get (shstr_burnout); |
239 | op->x = env->x, op->y = env->y; |
222 | op->x = env->x, op->y = env->y; |
240 | insert_ob_in_ob (op, env); |
223 | env->insert (op); |
241 | } |
224 | } |
242 | else |
225 | else |
243 | replace_insert_ob_in_map ("burnout", originator); |
226 | replace_insert_ob_in_map (shstr_burnout, originator); |
244 | |
227 | |
245 | return; |
228 | return; |
246 | } |
229 | } |
247 | |
230 | |
248 | /* The value of 50 is arbitrary. */ |
231 | /* The value of 50 is arbitrary. */ |
249 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
232 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && rndm (2)) |
250 | { |
233 | { |
251 | object *tmp; |
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252 | archetype *at = find_archetype ("icecube"); |
234 | archetype *at = archetype::find (shstr_icecube); |
253 | |
235 | |
254 | if (at == NULL) |
236 | if (at == NULL) |
255 | return; |
237 | return; |
256 | |
238 | |
257 | op = stop_item (op); |
239 | op = stop_item (op); |
258 | if (op == NULL) |
240 | if (op == NULL) |
259 | return; |
241 | return; |
260 | |
242 | |
261 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
243 | object *tmp = present_arch (at, op->map, op->x, op->y); |
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244 | if (!tmp) |
262 | { |
245 | { |
263 | tmp = arch_to_object (at); |
246 | tmp = arch_to_object (at); |
264 | tmp->x = op->x, tmp->y = op->y; |
247 | tmp->x = op->x, tmp->y = op->y; |
265 | /* This was in the old (pre new movement code) - |
248 | /* This was in the old (pre new movement code) - |
266 | * icecubes have slow_move set to 1 - don't want |
249 | * icecubes have slow_move set to 1 - don't want |
… | |
… | |
269 | tmp->move_slow_penalty = 0; |
252 | tmp->move_slow_penalty = 0; |
270 | tmp->move_slow = 0; |
253 | tmp->move_slow = 0; |
271 | insert_ob_in_map (tmp, op->map, originator, 0); |
254 | insert_ob_in_map (tmp, op->map, originator, 0); |
272 | } |
255 | } |
273 | |
256 | |
274 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
257 | tmp->insert (op); |
275 | remove_ob (op); |
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276 | |
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277 | insert_ob_in_ob (op, tmp); |
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278 | return; |
258 | return; |
279 | } |
259 | } |
280 | } |
260 | } |
281 | |
261 | |
282 | /* Object op is hitting the map. |
262 | /* Object op is hitting the map. |
283 | * op is going in direction 'dir' |
263 | * op is going in direction 'dir' |
284 | * type is the attacktype of the object. |
264 | * type is the attacktype of the object. |
285 | * full_hit is set if monster area does not matter. |
265 | * full_hit is set if monster area does not matter. |
286 | * returns 1 if it hits something, 0 otherwise. |
266 | * returns 1 if it hits something, 0 otherwise. |
287 | */ |
267 | */ |
288 | |
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289 | int |
268 | int |
290 | hit_map (object *op, int dir, int type, int full_hit) |
269 | hit_map (object *op, int dir, int type, int full_hit) |
291 | { |
270 | { |
292 | object *tmp, *next; |
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293 | mapstruct *map; |
271 | maptile *map; |
294 | sint16 x, y; |
272 | sint16 x, y; |
295 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
273 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
296 | |
274 | |
297 | tag_t op_tag, next_tag = 0; |
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298 | |
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299 | if (QUERY_FLAG (op, FLAG_FREED)) |
275 | if (QUERY_FLAG (op, FLAG_FREED)) |
300 | { |
276 | { |
301 | LOG (llevError, "BUG: hit_map(): free object\n"); |
277 | LOG (llevError, "BUG: hit_map(): free object\n"); |
302 | return 0; |
278 | return 0; |
303 | } |
279 | } |
304 | |
280 | |
305 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
281 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
306 | { |
282 | { |
307 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
283 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
308 | return 0; |
284 | return 0; |
309 | } |
285 | } |
310 | |
286 | |
311 | if (!op->map) |
287 | if (!op->map) |
312 | { |
288 | { |
… | |
… | |
315 | } |
291 | } |
316 | |
292 | |
317 | if (op->head) |
293 | if (op->head) |
318 | op = op->head; |
294 | op = op->head; |
319 | |
295 | |
320 | op_tag = op->count; |
296 | mapxy pos (op); |
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297 | pos.move (dir); |
321 | |
298 | |
322 | map = op->map; |
299 | if (!pos.normalise ()) |
323 | x = op->x + freearr_x[dir]; |
300 | return 0; |
324 | y = op->y + freearr_y[dir]; |
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325 | |
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326 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
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327 | |
301 | |
328 | // elmex: a safe map tile can't be hit! |
302 | // elmex: a safe map tile can't be hit! |
329 | // this should prevent most harmful effects on items and players there. |
303 | // this should prevent most harmful effects on items and players there. |
330 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
304 | mapspace &ms = pos.ms (); |
|
|
305 | |
|
|
306 | if (ms.flags () & P_SAFE) |
331 | return 0; |
307 | return 0; |
332 | |
308 | |
333 | /* peterm: a few special cases for special attacktypes --counterspell |
309 | /* peterm: a few special cases for special attacktypes --counterspell |
334 | * must be out here because it strikes things which are not alive |
310 | * must be out here because it strikes things which are not alive |
335 | */ |
311 | */ |
336 | |
312 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
313 | { |
337 | if (type & AT_COUNTERSPELL) |
314 | if (type & AT_COUNTERSPELL) |
338 | { |
315 | { |
339 | counterspell (op, dir); /* see spell_effect.c */ |
316 | counterspell (op, dir); /* see spell_effect.c */ |
340 | |
317 | |
341 | /* If the only attacktype is counterspell or magic, don't need |
318 | /* If the only attacktype is counterspell or magic, don't need |
342 | * to do any further processing. |
319 | * to do any further processing. |
343 | */ |
|
|
344 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
345 | return 0; |
|
|
346 | |
|
|
347 | type &= ~AT_COUNTERSPELL; |
|
|
348 | } |
|
|
349 | |
|
|
350 | if (type & AT_CHAOS) |
|
|
351 | { |
|
|
352 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
353 | update_object (op, UP_OBJ_FACE); |
|
|
354 | type &= ~AT_CHAOS; |
|
|
355 | } |
|
|
356 | |
|
|
357 | next = get_map_ob (map, x, y); |
|
|
358 | if (next) |
|
|
359 | next_tag = next->count; |
|
|
360 | |
|
|
361 | while (next) |
|
|
362 | { |
|
|
363 | if (was_destroyed (next, next_tag)) |
|
|
364 | { |
|
|
365 | /* There may still be objects that were above 'next', but there is no |
|
|
366 | * simple way to find out short of copying all object references and |
|
|
367 | * tags into a temporary array before we start processing the first |
|
|
368 | * object. That's why we just abort. |
|
|
369 | * |
|
|
370 | * This happens whenever attack spells (like fire) hit a pile |
|
|
371 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
372 | * below was spamming the logs for absolutely no reason. |
|
|
373 | */ |
320 | */ |
374 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
321 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
375 | break; |
322 | return 0; |
|
|
323 | |
|
|
324 | type &= ~AT_COUNTERSPELL; |
|
|
325 | } |
|
|
326 | |
|
|
327 | if (type & AT_CHAOS) |
376 | } |
328 | { |
|
|
329 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
330 | update_object (op, UP_OBJ_FACE); |
|
|
331 | type &= ~AT_CHAOS; |
|
|
332 | } |
|
|
333 | } |
377 | |
334 | |
|
|
335 | /* There may still be objects that were above 'next', but there is no |
|
|
336 | * simple way to find out short of copying all object references and |
|
|
337 | * tags into a temporary array before we start processing the first |
|
|
338 | * object. That's why we just abort on destroy. |
|
|
339 | * |
|
|
340 | * This happens whenever attack spells (like fire) hit a pile |
|
|
341 | * of objects. This is not a bug - nor an error. |
|
|
342 | */ |
|
|
343 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
344 | { |
378 | tmp = next; |
345 | object *tmp = next; |
379 | next = tmp->above; |
346 | next = tmp->above; |
380 | |
|
|
381 | if (next) |
|
|
382 | next_tag = next->count; |
|
|
383 | |
|
|
384 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
385 | { |
|
|
386 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
387 | break; |
|
|
388 | } |
|
|
389 | |
347 | |
390 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
348 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
391 | * For example, 'tmp' was put in an icecube. |
349 | * For example, 'tmp' was put in an icecube. |
392 | * This is one of the few cases where on_same_map should not be used. |
350 | * This is one of the few cases where on_same_map should not be used. |
393 | */ |
351 | */ |
394 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
352 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
395 | continue; |
353 | continue; |
396 | |
354 | |
397 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
355 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
398 | { |
356 | { |
399 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
357 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
400 | retflag |= 1; |
358 | retflag |= 1; |
|
|
359 | |
401 | if (was_destroyed (op, op_tag)) |
360 | if (op->destroyed ()) |
402 | break; |
361 | break; |
403 | } |
362 | } |
404 | |
|
|
405 | /* Here we are potentially destroying an object. If the object has |
363 | /* Here we are potentially destroying an object. If the object has |
406 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
364 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
407 | * that weak walls have is_alive set, which prevent objects from |
365 | * that weak walls have is_alive set, which prevent objects from |
408 | * passing over/through them. We don't care what type of movement |
366 | * passing over/through them. We don't care what type of movement |
409 | * the wall blocks - if it blocks any type of movement, can't be |
367 | * the wall blocks - if it blocks any type of movement, can't be |
410 | * destroyed right now. |
368 | * destroyed right now. |
411 | */ |
369 | */ |
412 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
370 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
413 | { |
371 | { |
414 | save_throw_object (tmp, type, op); |
372 | save_throw_object (tmp, type, op); |
|
|
373 | |
415 | if (was_destroyed (op, op_tag)) |
374 | if (op->destroyed ()) |
416 | break; |
375 | break; |
417 | } |
376 | } |
418 | } |
377 | } |
419 | |
378 | |
420 | return 0; |
379 | return 0; |
… | |
… | |
423 | void |
382 | void |
424 | attack_message (int dam, int type, object *op, object *hitter) |
383 | attack_message (int dam, int type, object *op, object *hitter) |
425 | { |
384 | { |
426 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
385 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
427 | int i, found = 0; |
386 | int i, found = 0; |
428 | mapstruct *map; |
387 | maptile *map; |
429 | object *next, *tmp; |
388 | object *next, *tmp; |
430 | |
389 | |
431 | /* put in a few special messages for some of the common attacktypes |
390 | /* put in a few special messages for some of the common attacktypes |
432 | * a player might have. For example, fire, electric, cold, etc |
391 | * a player might have. For example, fire, electric, cold, etc |
433 | * [garbled 20010919] |
392 | * [garbled 20010919] |
… | |
… | |
450 | sprintf (buf1, "missed %s", &op->name); |
409 | sprintf (buf1, "missed %s", &op->name); |
451 | sprintf (buf2, " misses"); |
410 | sprintf (buf2, " misses"); |
452 | found++; |
411 | found++; |
453 | } |
412 | } |
454 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
413 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
455 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
414 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
456 | { |
415 | { |
457 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
416 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
458 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
417 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
459 | { |
418 | { |
460 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
419 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
472 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
431 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
473 | found++; |
432 | found++; |
474 | break; |
433 | break; |
475 | } |
434 | } |
476 | } |
435 | } |
477 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
436 | else if (hitter->type == PLAYER && op->is_alive ()) |
478 | { |
437 | { |
479 | if (USING_SKILL (hitter, SK_KARATE)) |
438 | if (USING_SKILL (hitter, SK_KARATE)) |
480 | { |
439 | { |
481 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
440 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
482 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
441 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
508 | found++; |
467 | found++; |
509 | break; |
468 | break; |
510 | } |
469 | } |
511 | } |
470 | } |
512 | } |
471 | } |
|
|
472 | |
513 | if (found) |
473 | if (found) |
514 | { |
474 | { |
515 | /* done */ |
475 | /* done */ |
516 | } |
476 | } |
517 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
477 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
518 | { |
478 | { |
519 | sprintf (buf1, "hit"); /* just in case */ |
479 | sprintf (buf1, "hit"); /* just in case */ |
520 | for (i = 0; i < MAXATTACKMESS; i++) |
480 | for (i = 0; i < MAXATTACKMESS; i++) |
521 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
481 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
522 | { |
482 | { |
523 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
483 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
524 | found++; |
484 | found++; |
525 | break; |
485 | break; |
526 | } |
486 | } |
527 | } |
487 | } |
528 | else if (type & AT_DRAIN && IS_LIVE (op)) |
488 | else if (type & AT_DRAIN && op->is_alive ()) |
529 | { |
489 | { |
530 | /* drain is first, because some items have multiple attypes */ |
490 | /* drain is first, because some items have multiple attypes */ |
531 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
491 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
532 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
492 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
533 | { |
493 | { |
… | |
… | |
535 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
495 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
536 | found++; |
496 | found++; |
537 | break; |
497 | break; |
538 | } |
498 | } |
539 | } |
499 | } |
540 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
500 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
541 | { |
501 | { |
542 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
502 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
543 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
503 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
544 | { |
504 | { |
545 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
505 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
546 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
506 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
547 | found++; |
507 | found++; |
548 | break; |
508 | break; |
549 | } |
509 | } |
550 | } |
510 | } |
551 | else if (type & AT_COLD && IS_LIVE (op)) |
511 | else if (type & AT_COLD && op->is_alive ()) |
552 | { |
512 | { |
553 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
513 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
554 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
514 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
555 | { |
515 | { |
556 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
516 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
574 | { |
534 | { |
575 | int mtype; |
535 | int mtype; |
576 | |
536 | |
577 | switch (hitter->current_weapon->weapontype) |
537 | switch (hitter->current_weapon->weapontype) |
578 | { |
538 | { |
579 | case WEAP_HIT: |
539 | case WEAP_HIT: |
580 | mtype = ATM_BASIC; |
540 | mtype = ATM_BASIC; |
581 | break; |
541 | break; |
582 | case WEAP_SLASH: |
542 | case WEAP_SLASH: |
583 | mtype = ATM_SLASH; |
543 | mtype = ATM_SLASH; |
584 | break; |
544 | break; |
585 | case WEAP_PIERCE: |
545 | case WEAP_PIERCE: |
586 | mtype = ATM_PIERCE; |
546 | mtype = ATM_PIERCE; |
587 | break; |
547 | break; |
588 | case WEAP_CLEAVE: |
548 | case WEAP_CLEAVE: |
589 | mtype = ATM_CLEAVE; |
549 | mtype = ATM_CLEAVE; |
590 | break; |
550 | break; |
591 | case WEAP_SLICE: |
551 | case WEAP_SLICE: |
592 | mtype = ATM_SLICE; |
552 | mtype = ATM_SLICE; |
593 | break; |
553 | break; |
594 | case WEAP_STAB: |
554 | case WEAP_STAB: |
595 | mtype = ATM_STAB; |
555 | mtype = ATM_STAB; |
596 | break; |
556 | break; |
597 | case WEAP_WHIP: |
557 | case WEAP_WHIP: |
598 | mtype = ATM_WHIP; |
558 | mtype = ATM_WHIP; |
599 | break; |
559 | break; |
600 | case WEAP_CRUSH: |
560 | case WEAP_CRUSH: |
601 | mtype = ATM_CRUSH; |
561 | mtype = ATM_CRUSH; |
602 | break; |
562 | break; |
603 | case WEAP_BLUD: |
563 | case WEAP_BLUD: |
604 | mtype = ATM_BLUD; |
564 | mtype = ATM_BLUD; |
605 | break; |
565 | break; |
606 | default: |
566 | default: |
607 | mtype = ATM_BASIC; |
567 | mtype = ATM_BASIC; |
608 | break; |
568 | break; |
609 | } |
569 | } |
|
|
570 | |
610 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
571 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
611 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
572 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
612 | { |
573 | { |
613 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
574 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
614 | strcpy (buf2, attack_mess[mtype][i].buf3); |
575 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
633 | strcpy (buf1, "hit"); |
594 | strcpy (buf1, "hit"); |
634 | strcpy (buf2, " hits"); |
595 | strcpy (buf2, " hits"); |
635 | } |
596 | } |
636 | |
597 | |
637 | /* bail out if a monster is casting spells */ |
598 | /* bail out if a monster is casting spells */ |
638 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
599 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
639 | return; |
600 | return; |
640 | |
601 | |
641 | /* scale down magic considerably. */ |
602 | /* scale down magic considerably. */ |
642 | if (type & AT_MAGIC && rndm (0, 5)) |
603 | if (type & AT_MAGIC && rndm (0, 5)) |
643 | return; |
604 | return; |
644 | |
605 | |
645 | /* Did a player hurt another player? Inform both! */ |
606 | /* Did a player hurt another player? Inform both! */ |
646 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
607 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
647 | { |
608 | { |
648 | if (get_owner (hitter) != NULL) |
609 | if (hitter->owner != NULL) |
649 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
610 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
650 | else |
611 | else |
651 | { |
612 | { |
652 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
613 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
614 | |
653 | if (dam != 0) |
615 | if (dam != 0) |
654 | { |
616 | { |
655 | if (dam < 10) |
617 | if (dam < 10) |
656 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
618 | op->contr->play_sound (sound_find ("player_is_hit1")); |
657 | else if (dam < 20) |
619 | else if (dam < 20) |
658 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
620 | op->contr->play_sound (sound_find ("player_is_hit2")); |
659 | else |
621 | else |
660 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
622 | op->contr->play_sound (sound_find ("player_is_hit3")); |
661 | } |
623 | } |
662 | } |
624 | } |
|
|
625 | |
663 | new_draw_info (NDI_BLACK, 0, op, buf); |
626 | new_draw_info (NDI_BLACK, 0, op, buf); |
664 | } /* end of player hitting player */ |
627 | } /* end of player hitting player */ |
665 | |
628 | |
666 | if (hitter->type == PLAYER) |
629 | if (hitter->type == PLAYER) |
667 | { |
630 | { |
668 | sprintf (buf, "You %s.", buf1); |
631 | sprintf (buf, "You %s.", buf1); |
|
|
632 | |
669 | if (dam != 0) |
633 | if (dam != 0) |
670 | { |
634 | { |
671 | if (dam < 10) |
635 | if (dam < 10) |
672 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
636 | op->play_sound (sound_find ("player_hits1")); |
673 | else if (dam < 20) |
637 | else if (dam < 20) |
674 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
638 | op->play_sound (sound_find ("player_hits2")); |
675 | else |
639 | else |
676 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
640 | op->play_sound (sound_find ("player_hits3")); |
677 | } |
641 | } |
|
|
642 | |
678 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
643 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
679 | } |
644 | } |
680 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
645 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
681 | { |
646 | { |
682 | /* look for stacked spells and start reducing the message chances */ |
647 | /* look for stacked spells and start reducing the message chances */ |
683 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
648 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
684 | { |
649 | { |
685 | i = 4; |
650 | i = 4; |
686 | map = hitter->map; |
651 | map = hitter->map; |
687 | if (out_of_map (map, hitter->x, hitter->y)) |
652 | if (out_of_map (map, hitter->x, hitter->y)) |
688 | return; |
653 | return; |
|
|
654 | |
689 | next = get_map_ob (map, hitter->x, hitter->y); |
655 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
690 | if (next) |
656 | if (next) |
691 | while (next) |
657 | while (next) |
692 | { |
658 | { |
693 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
659 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
694 | i *= 3; |
660 | i *= 3; |
|
|
661 | |
695 | tmp = next; |
662 | tmp = next; |
696 | next = tmp->above; |
663 | next = tmp->above; |
697 | } |
664 | } |
|
|
665 | |
698 | if (i < 0) |
666 | if (i < 0) |
699 | return; |
667 | return; |
|
|
668 | |
700 | if (rndm (0, i) != 0) |
669 | if (rndm (0, i) != 0) |
701 | return; |
670 | return; |
702 | } |
671 | } |
703 | else if (rndm (0, 5) != 0) |
672 | else if (rndm (0, 5) != 0) |
704 | return; |
673 | return; |
|
|
674 | |
705 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
706 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | op->play_sound (sound_find ("player_hits4")); |
707 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
708 | } |
678 | } |
709 | } |
679 | } |
710 | |
680 | |
711 | |
681 | |
… | |
… | |
715 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
685 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
716 | { |
686 | { |
717 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
687 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
718 | return 1; |
688 | return 1; |
719 | } |
689 | } |
|
|
690 | |
720 | if ((*target)->head) |
691 | if ((*target)->head) |
721 | *target = (*target)->head; |
692 | *target = (*target)->head; |
|
|
693 | |
722 | if ((*hitter)->head) |
694 | if ((*hitter)->head) |
723 | *hitter = (*hitter)->head; |
695 | *hitter = (*hitter)->head; |
|
|
696 | |
|
|
697 | if ((*target)->type == LOCKED_DOOR) |
|
|
698 | return 1; // locked doors cannot be hit |
|
|
699 | |
724 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
700 | if ((*hitter)->env || (*target)->env) |
725 | { |
701 | { |
726 | *simple_attack = 1; |
702 | *simple_attack = 1; |
727 | return 0; |
703 | return 0; |
728 | } |
704 | } |
|
|
705 | |
729 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
706 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
730 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
707 | || QUERY_FLAG (*hitter, FLAG_REMOVED) |
|
|
708 | || !(*hitter)->map |
|
|
709 | || !on_same_map (*hitter, *target)) |
731 | { |
710 | { |
732 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
711 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
712 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
733 | return 1; |
713 | return 1; |
734 | } |
714 | } |
|
|
715 | |
735 | *simple_attack = 0; |
716 | *simple_attack = 0; |
736 | return 0; |
717 | return 0; |
737 | } |
718 | } |
738 | |
719 | |
739 | static int |
720 | static int |
… | |
… | |
760 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
741 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
761 | { |
742 | { |
762 | int simple_attack, roll, dam = 0; |
743 | int simple_attack, roll, dam = 0; |
763 | uint32 type; |
744 | uint32 type; |
764 | shstr op_name; |
745 | shstr op_name; |
765 | tag_t op_tag, hitter_tag; |
|
|
766 | |
746 | |
767 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
747 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
768 | goto error; |
748 | goto error; |
769 | |
749 | |
770 | if (hitter->current_weapon) |
750 | if (hitter->current_weapon) |
771 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
751 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
772 | return RESULT_INT (0); |
752 | return RESULT_INT (0); |
773 | |
753 | |
774 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
754 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
775 | return RESULT_INT (0); |
755 | return RESULT_INT (0); |
776 | |
|
|
777 | op_tag = op->count; |
|
|
778 | hitter_tag = hitter->count; |
|
|
779 | |
756 | |
780 | /* |
757 | /* |
781 | * A little check to make it more difficult to dance forward and back |
758 | * A little check to make it more difficult to dance forward and back |
782 | * to avoid ever being hit by monsters. |
759 | * to avoid ever being hit by monsters. |
783 | */ |
760 | */ |
784 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
761 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
785 | { |
762 | { |
786 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
763 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
787 | * infinite loop occurs, with process_object calling move_monster, |
764 | * infinite loop occurs, with process_object calling move_monster, |
788 | * which then gets here again. By decreasing the speed before |
765 | * which then gets here again. By decreasing the speed before |
789 | * we call process_object, the 'if' statement above will fail. |
766 | * we call process_object, the 'if' statement above will fail. |
790 | */ |
767 | */ |
791 | op->speed_left--; |
768 | --op->speed_left; |
792 | process_object (op); |
769 | process_object (op); |
|
|
770 | |
793 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
771 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
794 | goto error; |
772 | goto error; |
795 | } |
773 | } |
796 | |
774 | |
797 | op_name = op->name; |
775 | op_name = op->name; |
798 | |
776 | |
… | |
… | |
805 | /* See if we hit the creature */ |
783 | /* See if we hit the creature */ |
806 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
784 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
807 | { |
785 | { |
808 | int hitdam = base_dam; |
786 | int hitdam = base_dam; |
809 | |
787 | |
810 | if (settings.casting_time == TRUE) |
|
|
811 | { |
|
|
812 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
813 | { |
|
|
814 | hitter->casting_time = -1; |
|
|
815 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
816 | } |
|
|
817 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
818 | { |
|
|
819 | op->casting_time = -1; |
|
|
820 | if (op->type == PLAYER) |
|
|
821 | { |
|
|
822 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
823 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
824 | } |
|
|
825 | } |
|
|
826 | } |
|
|
827 | if (!simple_attack) |
788 | if (!simple_attack) |
828 | { |
789 | { |
829 | /* If you hit something, the victim should *always* wake up. |
790 | /* If you hit something, the victim should *always* wake up. |
830 | * Before, invisible hitters could avoid doing this. |
791 | * Before, invisible hitters could avoid doing this. |
831 | * -b.t. */ |
792 | * -b.t. */ |
832 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
793 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
833 | CLEAR_FLAG (op, FLAG_SLEEP); |
794 | CLEAR_FLAG (op, FLAG_SLEEP); |
834 | |
795 | |
835 | /* If the victim can't see the attacker, it may alert others |
796 | /* If the victim can't see the attacker, it may alert others |
836 | * for help. */ |
797 | * for help. */ |
837 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
798 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
838 | npc_call_help (op); |
799 | npc_call_help (op); |
839 | |
800 | |
840 | /* if you were hidden and hit by a creature, you are discovered */ |
801 | /* if you were hidden and hit by a creature, you are discovered */ |
841 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
802 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
842 | { |
803 | { |
843 | make_visible (op); |
804 | make_visible (op); |
|
|
805 | |
844 | if (op->type == PLAYER) |
806 | if (op->type == PLAYER) |
845 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
807 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
846 | } |
808 | } |
847 | |
809 | |
848 | /* thrown items (hitter) will have various effects |
810 | /* thrown items (hitter) will have various effects |
849 | * when they hit the victim. For things like thrown daggers, |
811 | * when they hit the victim. For things like thrown daggers, |
850 | * this sets 'hitter' to the actual dagger, and not the |
812 | * this sets 'hitter' to the actual dagger, and not the |
851 | * wrapper object. |
813 | * wrapper object. |
852 | */ |
814 | */ |
853 | thrown_item_effect (hitter, op); |
815 | thrown_item_effect (hitter, op); |
|
|
816 | |
854 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
817 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
855 | goto leave; |
818 | goto leave; |
856 | } |
819 | } |
857 | |
820 | |
858 | /* Need to do at least 1 damage, otherwise there is no point |
821 | /* Need to do at least 1 damage, otherwise there is no point |
859 | * to go further and it will cause FPE's below. |
822 | * to go further and it will cause FPE's below. |
860 | */ |
823 | */ |
861 | if (hitdam <= 0) |
824 | if (hitdam <= 0) |
862 | hitdam = 1; |
825 | hitdam = 1; |
863 | |
826 | |
864 | type = hitter->attacktype; |
827 | type = hitter->attacktype; |
|
|
828 | |
|
|
829 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
830 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
831 | * This check is important for the most simple monsters out there in the |
|
|
832 | * game content (maps, archs). For example orcs: They would have |
|
|
833 | * no attacktype at all. |
|
|
834 | * |
|
|
835 | * Some time in the future someone should just go into the game data |
|
|
836 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
837 | * more trees in the african rain forests with this check. |
|
|
838 | */ |
865 | if (!type) |
839 | if (!type) |
866 | type = AT_PHYSICAL; |
840 | type = AT_PHYSICAL; |
|
|
841 | |
867 | /* Handle monsters that hit back */ |
842 | /* Handle monsters that hit back */ |
868 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
843 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
869 | { |
844 | { |
870 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
845 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
871 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
846 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
847 | |
872 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
848 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
849 | |
873 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
850 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
874 | goto leave; |
851 | goto leave; |
875 | } |
852 | } |
876 | |
853 | |
877 | /* In the new attack code, it should handle multiple attack |
854 | /* In the new attack code, it should handle multiple attack |
878 | * types in its area, so remove it from here. |
855 | * types in its area, so remove it from here. |
879 | */ |
856 | */ |
880 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
857 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
858 | |
881 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
859 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
882 | goto leave; |
860 | goto leave; |
883 | } /* end of if hitter hit op */ |
861 | } /* end of if hitter hit op */ |
884 | /* if we missed, dam=0 */ |
862 | /* if we missed, dam=0 */ |
885 | |
863 | |
886 | /*attack_message(dam, type, op, hitter); */ |
864 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
896 | } |
874 | } |
897 | |
875 | |
898 | int |
876 | int |
899 | attack_ob (object *op, object *hitter) |
877 | attack_ob (object *op, object *hitter) |
900 | { |
878 | { |
901 | |
|
|
902 | if (hitter->head) |
|
|
903 | hitter = hitter->head; |
879 | hitter = hitter->head_ (); |
|
|
880 | |
904 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
881 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
905 | } |
882 | } |
906 | |
883 | |
907 | /* op is the arrow, tmp is what is stopping the arrow. |
884 | /* op is the arrow, tmp is what is stopping the arrow. |
908 | * |
885 | * |
… | |
… | |
917 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
894 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
918 | * stick around. |
895 | * stick around. |
919 | */ |
896 | */ |
920 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
897 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
921 | { |
898 | { |
922 | if (tmp->head != NULL) |
899 | tmp->head_ ()->insert (op); |
923 | tmp = tmp->head; |
|
|
924 | |
|
|
925 | remove_ob (op); |
|
|
926 | op = insert_ob_in_ob (op, tmp); |
|
|
927 | |
|
|
928 | if (tmp->type == PLAYER) |
|
|
929 | esrv_send_item (tmp, op); |
|
|
930 | |
|
|
931 | return 1; |
900 | return 1; |
932 | } |
901 | } |
933 | else |
902 | else |
934 | return 0; |
903 | return 0; |
935 | } |
904 | } |
… | |
… | |
943 | object * |
912 | object * |
944 | hit_with_arrow (object *op, object *victim) |
913 | hit_with_arrow (object *op, object *victim) |
945 | { |
914 | { |
946 | object *container, *hitter; |
915 | object *container, *hitter; |
947 | int hit_something = 0; |
916 | int hit_something = 0; |
948 | tag_t victim_tag, hitter_tag; |
|
|
949 | sint16 victim_x, victim_y; |
|
|
950 | |
917 | |
951 | /* Disassemble missile */ |
918 | /* Disassemble missile */ |
952 | if (op->inv) |
919 | if (op->inv) |
953 | { |
920 | { |
954 | container = op; |
921 | container = op; |
955 | hitter = op->inv; |
922 | hitter = op->inv; |
956 | remove_ob (hitter); |
|
|
957 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
923 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
958 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
924 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
959 | * might be called until this THROWN_OBJ is either reassembled or |
925 | * might be called until this THROWN_OBJ is either reassembled or |
960 | * removed at the end of this function must be able to deal with empty |
926 | * removed at the end of this function must be able to deal with empty |
961 | * THROWN_OBJs. */ |
927 | * THROWN_OBJs. */ |
962 | } |
928 | } |
963 | else |
929 | else |
964 | { |
930 | { |
965 | container = NULL; |
931 | container = 0; |
966 | hitter = op; |
932 | hitter = op; |
967 | } |
933 | } |
968 | |
934 | |
969 | /* Try to hit victim */ |
935 | /* Try to hit victim */ |
970 | victim_x = victim->x; |
|
|
971 | victim_y = victim->y; |
|
|
972 | victim_tag = victim->count; |
|
|
973 | hitter_tag = hitter->count; |
|
|
974 | |
|
|
975 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
936 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
976 | |
937 | |
977 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
938 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
978 | * arrow, move_apply() calls this function, arrow sticks in demon, |
939 | * arrow, move_apply() calls this function, arrow sticks in demon, |
979 | * attack_ob_simple() returns, and we've got an arrow that still exists |
940 | * attack_ob_simple() returns, and we've got an arrow that still exists |
980 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
941 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
981 | * other places as well!) |
942 | * other places as well!) |
982 | */ |
943 | */ |
983 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
944 | if (hitter->destroyed () || hitter->env != NULL) |
984 | { |
945 | { |
985 | if (container) |
946 | if (container) |
986 | { |
947 | container->destroy (); |
987 | remove_ob (container); |
948 | |
988 | free_object (container); |
|
|
989 | } |
|
|
990 | return NULL; |
949 | return 0; |
991 | } |
950 | } |
992 | |
951 | |
993 | /* Missile hit victim */ |
952 | /* Missile hit victim */ |
994 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
953 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
995 | * through the target |
954 | * through the target |
996 | */ |
955 | */ |
997 | if (hit_something && op->speed <= 10.0) |
956 | if (hit_something && op->speed <= 10.0) |
998 | { |
957 | { |
999 | /* Stop arrow */ |
958 | /* Stop arrow */ |
1000 | if (container == NULL) |
959 | if (!container) |
1001 | { |
960 | { |
1002 | hitter = fix_stopped_arrow (hitter); |
961 | hitter = fix_stopped_arrow (hitter); |
1003 | if (hitter == NULL) |
962 | if (!hitter) |
1004 | return NULL; |
963 | return 0; |
1005 | } |
964 | } |
1006 | else |
965 | else |
1007 | { |
966 | container->destroy (); |
1008 | remove_ob (container); |
|
|
1009 | free_object (container); |
|
|
1010 | } |
|
|
1011 | |
967 | |
1012 | /* Try to stick arrow into victim */ |
968 | /* Try to stick arrow into victim */ |
1013 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
969 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1014 | return NULL; |
970 | return 0; |
1015 | |
971 | |
1016 | /* Else try to put arrow on victim's map square |
972 | /* Else try to put arrow on victim's map square |
1017 | * remove check for P_WALL here. If the arrow got to this |
973 | * remove check for P_WALL here. If the arrow got to this |
1018 | * space, that is good enough - with the new movement code, |
974 | * space, that is good enough - with the new movement code, |
1019 | * there is now the potential for lots of spaces where something |
975 | * there is now the potential for lots of spaces where something |
1020 | * can fly over but not otherwise move over. What is the correct |
976 | * can fly over but not otherwise move over. What is the correct |
1021 | * way to handle those otherwise? |
977 | * way to handle those otherwise? |
1022 | */ |
978 | */ |
1023 | if (victim_x != hitter->x || victim_y != hitter->y) |
979 | if (victim->x != hitter->x || victim->y != hitter->y) |
|
|
980 | { |
|
|
981 | if (victim->destroyed ()) |
|
|
982 | hitter->destroy (); |
|
|
983 | else |
1024 | { |
984 | { |
1025 | remove_ob (hitter); |
985 | hitter->remove (); |
1026 | hitter->x = victim_x; |
986 | hitter->x = victim->x; |
1027 | hitter->y = victim_y; |
987 | hitter->y = victim->y; |
1028 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
988 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
989 | } |
1029 | } |
990 | } |
1030 | else |
991 | else |
1031 | { |
|
|
1032 | /* Else leave arrow where it is */ |
992 | /* Else leave arrow where it is */ |
1033 | merge_ob (hitter, NULL); |
993 | merge_ob (hitter, NULL); |
1034 | } |
994 | |
1035 | return NULL; |
995 | return 0; |
1036 | } |
996 | } |
1037 | |
997 | |
1038 | if (hit_something && op->speed >= 10.0) |
998 | if (hit_something && op->speed >= 10.0) |
1039 | op->speed -= 1.0; |
999 | op->speed -= 1.0; |
1040 | |
1000 | |
1041 | /* Missile missed victim - reassemble missile */ |
1001 | /* Missile missed victim - reassemble missile */ |
1042 | if (container) |
1002 | if (container) |
1043 | { |
1003 | { |
1044 | remove_ob (hitter); |
1004 | hitter->remove (); |
1045 | insert_ob_in_ob (hitter, container); |
1005 | insert_ob_in_ob (hitter, container); |
1046 | } |
1006 | } |
|
|
1007 | |
1047 | return op; |
1008 | return op; |
1048 | } |
1009 | } |
1049 | |
|
|
1050 | |
1010 | |
1051 | void |
1011 | void |
1052 | tear_down_wall (object *op) |
1012 | tear_down_wall (object *op) |
1053 | { |
1013 | { |
1054 | int perc = 0; |
|
|
1055 | |
|
|
1056 | if (!op->stats.maxhp) |
1014 | if (!op->stats.maxhp) |
1057 | { |
|
|
1058 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1015 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1059 | perc = 1; |
1016 | else if (!op->has_anim ()) |
1060 | } |
|
|
1061 | else if (!GET_ANIM_ID (op)) |
|
|
1062 | { |
1017 | { |
1063 | /* Object has been called - no animations, so remove it */ |
1018 | /* Object has been called - no animations, so remove it */ |
1064 | if (op->stats.hp < 0) |
1019 | if (op->stats.hp < 0) |
|
|
1020 | op->destroy (); |
1065 | { |
1021 | |
1066 | remove_ob (op); /* Should update LOS */ |
|
|
1067 | free_object (op); |
|
|
1068 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
1069 | /*update_position(m, x, y); */ |
|
|
1070 | } |
|
|
1071 | return; /* no animations, so nothing more to do */ |
1022 | return; /* no animations, so nothing more to do */ |
1072 | } |
1023 | } |
1073 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1024 | |
1074 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1025 | // we use frames 1..num-2 as intermediate frames, so |
1075 | perc = NUM_ANIMATIONS (op) - 1; |
1026 | // the last frame is used only when hp < 0. |
1076 | else if (perc < 1) |
1027 | int perc = clamp ( |
1077 | perc = 1; |
1028 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1078 | SET_ANIMATION (op, perc); |
1029 | 0, op->anim_frames () - 1 |
|
|
1030 | ); |
|
|
1031 | |
|
|
1032 | op->set_anim_frame (perc); |
1079 | update_object (op, UP_OBJ_FACE); |
1033 | update_object (op, UP_OBJ_FACE); |
1080 | if (perc == NUM_ANIMATIONS (op) - 1) |
1034 | |
|
|
1035 | if (op->stats.hp < 0) |
1081 | { /* Reached the last animation */ |
1036 | { /* Reached the last animation */ |
1082 | if (op->face == blank_face) |
1037 | if (op->face == blank_face) |
1083 | { |
|
|
1084 | /* If the last face is blank, remove the ob */ |
1038 | /* If the last face is blank, remove the ob */ |
1085 | remove_ob (op); /* Should update LOS */ |
1039 | op->destroy (); |
1086 | free_object (op); |
|
|
1087 | |
|
|
1088 | /* remove_ob should call update_position for us */ |
|
|
1089 | /*update_position(m, x, y); */ |
|
|
1090 | |
|
|
1091 | } |
|
|
1092 | else |
1040 | else |
1093 | { /* The last face was not blank, leave an image */ |
1041 | { /* The last face was not blank, leave an image */ |
1094 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1042 | op->flag [FLAG_BLOCKSVIEW] = false; |
1095 | update_all_los (op->map, op->x, op->y); |
1043 | update_all_los (op->map, op->x, op->y); |
1096 | op->move_block = 0; |
1044 | op->move_block = 0; |
1097 | CLEAR_FLAG (op, FLAG_ALIVE); |
1045 | op->flag [FLAG_ALIVE] = false; |
1098 | } |
1046 | } |
1099 | } |
1047 | } |
1100 | } |
1048 | } |
1101 | |
1049 | |
1102 | void |
1050 | void |
1103 | scare_creature (object *target, object *hitter) |
1051 | scare_creature (object *target, object *hitter) |
1104 | { |
1052 | { |
1105 | object *owner = get_owner (hitter); |
1053 | target->flag [FLAG_SCARED] = true; |
1106 | |
1054 | |
1107 | if (!owner) |
|
|
1108 | owner = hitter; |
|
|
1109 | |
|
|
1110 | SET_FLAG (target, FLAG_SCARED); |
|
|
1111 | if (!target->enemy) |
1055 | if (!target->enemy) |
1112 | target->enemy = owner; |
1056 | target->enemy = hitter->outer_owner (); |
1113 | } |
1057 | } |
1114 | |
|
|
1115 | |
1058 | |
1116 | /* This returns the amount of damage hitter does to op with the |
1059 | /* This returns the amount of damage hitter does to op with the |
1117 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1060 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1118 | * This doesn't damage the player, but returns how much it should |
1061 | * This doesn't damage the player, but returns how much it should |
1119 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1062 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1120 | * Note - changed for PR code - we now pass the attack number and not |
1063 | * Note - changed for PR code - we now pass the attack number and not |
1121 | * the attacktype. Makes it easier for the PR code. */ |
1064 | * the attacktype. Makes it easier for the PR code. */ |
1122 | |
|
|
1123 | int |
1065 | int |
1124 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1066 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1125 | { |
1067 | { |
1126 | |
|
|
1127 | int doesnt_slay = 1; |
1068 | int doesnt_slay = 1; |
1128 | |
1069 | |
1129 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1070 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1130 | if (attacknum >= NROFATTACKS) |
1071 | if (attacknum >= NROFATTACKS) |
1131 | { |
1072 | { |
… | |
… | |
1133 | return 0; |
1074 | return 0; |
1134 | } |
1075 | } |
1135 | |
1076 | |
1136 | if (dam < 0) |
1077 | if (dam < 0) |
1137 | { |
1078 | { |
1138 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1079 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1080 | dam, hitter->debug_desc (), op->debug_desc ()); |
1139 | return 0; |
1081 | return 0; |
1140 | } |
1082 | } |
1141 | |
1083 | |
1142 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1084 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1143 | * people can't mess with that or it otherwise get confused. */ |
1085 | * people can't mess with that or it otherwise get confused. */ |
1144 | if (attacknum == ATNR_INTERNAL) |
1086 | if (attacknum == ATNR_INTERNAL) |
1145 | return dam; |
1087 | return dam; |
1146 | |
1088 | |
1147 | if (hitter->slaying) |
1089 | if (hitter->slaying) |
1148 | { |
1090 | { |
1149 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1091 | if ((op->race && hitter->slaying.contains (op->race)) |
1150 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1092 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
1151 | { |
1093 | { |
1152 | doesnt_slay = 0; |
1094 | doesnt_slay = 0; |
1153 | dam *= 3; |
1095 | dam *= 3; |
1154 | } |
1096 | } |
1155 | } |
1097 | } |
… | |
… | |
1169 | /* Special hack. By default, if immune to something, you |
1111 | /* Special hack. By default, if immune to something, you |
1170 | * shouldn't need to worry. However, acid is an exception, since |
1112 | * shouldn't need to worry. However, acid is an exception, since |
1171 | * it can still damage your items. Only include attacktypes if |
1113 | * it can still damage your items. Only include attacktypes if |
1172 | * special processing is needed */ |
1114 | * special processing is needed */ |
1173 | |
1115 | |
1174 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1116 | if (op->resist[attacknum] >= 100 |
|
|
1117 | && doesnt_slay |
|
|
1118 | && attacknum != ATNR_ACID) |
1175 | return 0; |
1119 | return 0; |
1176 | |
1120 | |
1177 | /* Keep this in order - makes things easier to find */ |
1121 | /* Keep this in order - makes things easier to find */ |
1178 | |
1122 | |
1179 | switch (attacknum) |
1123 | switch (attacknum) |
1180 | { |
1124 | { |
1181 | case ATNR_PHYSICAL: |
1125 | case ATNR_PHYSICAL: |
1182 | /* here also check for diseases */ |
1126 | /* here also check for diseases */ |
1183 | check_physically_infect (op, hitter); |
1127 | check_physically_infect (op, hitter); |
1184 | break; |
1128 | break; |
1185 | |
1129 | |
1186 | /* Don't need to do anything for: |
1130 | /* Don't need to do anything for: |
1187 | magic, |
1131 | magic, |
1188 | fire, |
1132 | fire, |
1189 | electricity, |
1133 | electricity, |
1190 | cold */ |
1134 | cold */ |
1191 | |
1135 | |
1192 | case ATNR_CONFUSION: |
1136 | case ATNR_CONFUSION: |
1193 | case ATNR_POISON: |
1137 | case ATNR_POISON: |
1194 | case ATNR_SLOW: |
1138 | case ATNR_SLOW: |
1195 | case ATNR_PARALYZE: |
1139 | case ATNR_PARALYZE: |
1196 | case ATNR_FEAR: |
1140 | case ATNR_FEAR: |
1197 | case ATNR_CANCELLATION: |
1141 | case ATNR_CANCELLATION: |
1198 | case ATNR_DEPLETE: |
1142 | case ATNR_DEPLETE: |
1199 | case ATNR_BLIND: |
1143 | case ATNR_BLIND: |
1200 | { |
1144 | { |
1201 | /* chance for inflicting a special attack depends on the |
1145 | /* chance for inflicting a special attack depends on the |
1202 | * difference between attacker's and defender's level |
1146 | * difference between attacker's and defender's level |
1203 | */ |
1147 | */ |
1204 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1148 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1205 | |
1149 | |
1206 | /* First, only creatures/players with speed can be affected. |
1150 | /* First, only creatures/players with speed can be affected. |
1207 | * Second, just getting hit doesn't mean it always affects |
1151 | * Second, just getting hit doesn't mean it always affects |
1208 | * you. Third, you still get a saving through against the |
1152 | * you. Third, you still get a saving through against the |
1209 | * effect. |
1153 | * effect. |
1210 | */ |
1154 | */ |
1211 | if (op->speed && |
1155 | if (op->speed && |
1212 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1156 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1213 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1157 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1214 | { |
1158 | { |
1215 | |
1159 | |
1216 | /* Player has been hit by something */ |
1160 | /* Player has been hit by something */ |
1217 | if (attacknum == ATNR_CONFUSION) |
1161 | if (attacknum == ATNR_CONFUSION) |
1218 | confuse_player (op, hitter, dam); |
1162 | confuse_player (op, hitter, dam); |
1219 | else if (attacknum == ATNR_POISON) |
1163 | else if (attacknum == ATNR_POISON) |
1220 | poison_player (op, hitter, dam); |
1164 | poison_player (op, hitter, dam); |
1221 | else if (attacknum == ATNR_SLOW) |
1165 | else if (attacknum == ATNR_SLOW) |
1222 | slow_player (op, hitter, dam); |
1166 | slow_player (op, hitter, dam); |
1223 | else if (attacknum == ATNR_PARALYZE) |
1167 | else if (attacknum == ATNR_PARALYZE) |
1224 | paralyze_player (op, hitter, dam); |
1168 | paralyze_player (op, hitter, dam); |
1225 | else if (attacknum == ATNR_FEAR) |
1169 | else if (attacknum == ATNR_FEAR) |
1226 | scare_creature (op, hitter); |
1170 | scare_creature (op, hitter); |
1227 | else if (attacknum == ATNR_CANCELLATION) |
1171 | else if (attacknum == ATNR_CANCELLATION) |
1228 | cancellation (op); |
1172 | cancellation (op); |
1229 | else if (attacknum == ATNR_DEPLETE) |
1173 | else if (attacknum == ATNR_DEPLETE) |
1230 | drain_stat (op); |
1174 | op->drain_stat (); |
1231 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1175 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1232 | blind_player (op, hitter, dam); |
1176 | blind_player (op, hitter, dam); |
1233 | } |
1177 | } |
|
|
1178 | |
1234 | dam = 0; /* These are all effects and don't do real damage */ |
1179 | dam = 0; /* These are all effects and don't do real damage */ |
1235 | } |
1180 | } |
1236 | break; |
1181 | break; |
|
|
1182 | |
1237 | case ATNR_ACID: |
1183 | case ATNR_ACID: |
1238 | { |
1184 | { |
1239 | int flag = 0; |
1185 | int flag = 0; |
1240 | |
1186 | |
1241 | /* Items only get corroded if you're not on a battleground and |
1187 | /* Items only get corroded if you're not on a battleground and |
1242 | * if your acid resistance is below 50%. */ |
1188 | * if your acid resistance is below 50%. */ |
1243 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1189 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1244 | { |
1190 | { |
1245 | object *tmp; |
|
|
1246 | |
|
|
1247 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1191 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1248 | { |
1192 | { |
1249 | if (tmp->invisible) |
1193 | if (tmp->invisible) |
1250 | continue; |
1194 | continue; |
1251 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1195 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1252 | /* >= 10% acid res. on itmes will protect these */ |
1196 | /* >= 10% acid res. on items will protect these */ |
1253 | continue; |
1197 | continue; |
1254 | if (!(tmp->material & M_IRON)) |
1198 | if (!(tmp->materials & M_IRON)) |
1255 | continue; |
1199 | continue; |
1256 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1200 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1257 | continue; |
1201 | continue; |
1258 | if (tmp->type == RING || |
1202 | if (tmp->type == RING |
1259 | /* removed boots and gloves from exclusion list in |
1203 | /* removed boots and gloves from exclusion list in PR */ |
1260 | PR */ |
1204 | || tmp->type == GIRDLE |
1261 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1205 | || tmp->type == AMULET |
|
|
1206 | || tmp->type == WAND |
|
|
1207 | || tmp->type == ROD |
|
|
1208 | || tmp->type == HORN) |
1262 | continue; /* To avoid some strange effects */ |
1209 | continue; /* To avoid some strange effects */ |
1263 | |
1210 | |
1264 | /* High damage acid has better chance of corroding |
1211 | /* High damage acid has better chance of corroding |
1265 | objects */ |
1212 | objects */ |
1266 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1213 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1214 | { |
|
|
1215 | flag = 1; |
|
|
1216 | tmp->magic--; |
|
|
1217 | |
|
|
1218 | if (object *pl = tmp->visible_to ()) |
1267 | { |
1219 | { |
1268 | if (op->type == PLAYER) |
|
|
1269 | /* Make this more visible */ |
1220 | /* Make this more visible */ |
1270 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1221 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
1271 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1222 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1272 | flag = 1; |
1223 | |
1273 | tmp->magic--; |
1224 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
1274 | if (op->type == PLAYER) |
|
|
1275 | esrv_send_item (op, tmp); |
|
|
1276 | } |
1225 | } |
1277 | } |
1226 | } |
1278 | if (flag) |
1227 | } |
1279 | fix_player (op); /* Something was corroded */ |
|
|
1280 | } |
1228 | |
|
|
1229 | if (flag) |
|
|
1230 | op->update_stats (); /* Something was corroded */ |
1281 | } |
1231 | } |
|
|
1232 | } |
1282 | break; |
1233 | break; |
|
|
1234 | |
1283 | case ATNR_DRAIN: |
1235 | case ATNR_DRAIN: |
1284 | { |
1236 | { |
1285 | /* rate is the proportion of exp drained. High rate means |
1237 | /* rate is the proportion of exp drained. High rate means |
1286 | * not much is drained, low rate means a lot is drained. |
1238 | * not much is drained, low rate means a lot is drained. |
1287 | */ |
1239 | */ |
1288 | int rate; |
1240 | int rate; |
1289 | |
1241 | |
1290 | if (op->resist[ATNR_DRAIN] >= 0) |
1242 | if (op->resist[ATNR_DRAIN] >= 0) |
1291 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1243 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1292 | else |
1244 | else |
1293 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1245 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1294 | |
1246 | |
1295 | if (op->stats.exp <= rate) |
1247 | if (op->stats.exp <= rate) |
1296 | { |
1248 | { |
1297 | if (op->type == GOLEM) |
1249 | if (op->type == GOLEM) |
1298 | dam = 999; /* Its force is "sucked" away. 8) */ |
1250 | dam = 999; /* Its force is "sucked" away. 8) */ |
1299 | else |
1251 | else |
1300 | /* If we can't drain, lets try to do physical damage */ |
1252 | /* If we can't drain, lets try to do physical damage */ |
1301 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1253 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1302 | } |
1254 | } |
1303 | else |
1255 | else |
1304 | { |
1256 | { |
1305 | /* Randomly give the hitter some hp */ |
1257 | /* Randomly give the hitter some hp */ |
1306 | if (hitter->stats.hp < hitter->stats.maxhp && |
1258 | if (hitter->stats.hp < hitter->stats.maxhp && |
1307 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1259 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1308 | hitter->stats.hp++; |
1260 | hitter->stats.hp++; |
1309 | |
1261 | |
1310 | /* Can't do drains on battleground spaces. |
1262 | /* Can't do drains on battleground spaces. |
1311 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1263 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1312 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1264 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1313 | * nothing happens. |
1265 | * nothing happens. |
1314 | * Try to credit the owner. We try to display player -> player drain |
1266 | * Try to credit the owner. We try to display player -> player drain |
1315 | * attacks, hence all the != PLAYER checks. |
1267 | * attacks, hence all the != PLAYER checks. |
1316 | */ |
1268 | */ |
1317 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1269 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1318 | { |
1270 | { |
1319 | object *owner = get_owner (hitter); |
1271 | object *owner = hitter->owner; |
1320 | |
1272 | |
1321 | if (owner && owner != hitter) |
1273 | if (owner && owner != hitter) |
1322 | { |
1274 | { |
1323 | if (op->type != PLAYER || owner->type != PLAYER) |
1275 | if (op->type != PLAYER || owner->type != PLAYER) |
1324 | change_exp (owner, op->stats.exp / (rate * 2), |
1276 | change_exp (owner, op->stats.exp / (rate * 2), |
1325 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1277 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1326 | } |
1278 | } |
1327 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1279 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1328 | { |
|
|
1329 | change_exp (hitter, op->stats.exp / (rate * 2), |
1280 | change_exp (hitter, op->stats.exp / (rate * 2), |
1330 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1281 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1331 | } |
1282 | |
1332 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1283 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1333 | } |
1284 | } |
|
|
1285 | |
1334 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1286 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1335 | * drain attack, you won't know that you are actually sucking out EXP, |
1287 | * drain attack, you won't know that you are actually sucking out EXP, |
1336 | * as the messages will say you missed |
1288 | * as the messages will say you missed |
1337 | */ |
1289 | */ |
1338 | } |
1290 | } |
1339 | } |
1291 | } |
1340 | break; |
1292 | break; |
|
|
1293 | |
1341 | case ATNR_TURN_UNDEAD: |
1294 | case ATNR_TURN_UNDEAD: |
1342 | { |
1295 | { |
1343 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1296 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1344 | { |
1297 | { |
1345 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1298 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | object *god = find_god (determine_god (owner)); |
1299 | object *god = find_god (determine_god (owner)); |
1347 | int div = 1; |
1300 | int div = 1; |
1348 | |
1301 | |
1349 | /* if undead are not an enemy of your god, you turn them |
1302 | /* if undead are not an enemy of your god, you turn them |
1350 | * at half strength */ |
1303 | * at half strength */ |
1351 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1304 | if (!god || !god->slaying.contains (shstr_undead)) |
1352 | div = 2; |
1305 | div = 2; |
|
|
1306 | |
1353 | /* Give a bonus if you resist turn undead */ |
1307 | /* Give a bonus if you resist turn undead */ |
1354 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1308 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1355 | scare_creature (op, owner); |
1309 | scare_creature (op, owner); |
1356 | } |
1310 | } |
1357 | else |
1311 | else |
1358 | dam = 0; /* don't damage non undead - should we damage |
1312 | dam = 0; /* don't damage non undead - should we damage |
1359 | undead? */ |
1313 | undead? */ |
1360 | } |
1314 | } |
1361 | break; |
1315 | break; |
|
|
1316 | |
1362 | case ATNR_DEATH: |
1317 | case ATNR_DEATH: |
1363 | deathstrike_player (op, hitter, &dam); |
1318 | deathstrike_player (op, hitter, &dam); |
1364 | break; |
1319 | break; |
|
|
1320 | |
1365 | case ATNR_CHAOS: |
1321 | case ATNR_CHAOS: |
1366 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1322 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1367 | dam = 0; |
1323 | dam = 0; |
1368 | break; |
1324 | break; |
|
|
1325 | |
1369 | case ATNR_COUNTERSPELL: |
1326 | case ATNR_COUNTERSPELL: |
1370 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1327 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1371 | dam = 0; |
1328 | dam = 0; |
1372 | /* This should never happen. Counterspell is handled |
1329 | /* This should never happen. Counterspell is handled |
1373 | * seperately and filtered out. If this does happen, |
1330 | * seperately and filtered out. If this does happen, |
1374 | * Counterspell has no effect on anything but spells, so it |
1331 | * Counterspell has no effect on anything but spells, so it |
1375 | * does no damage. */ |
1332 | * does no damage. */ |
1376 | break; |
1333 | break; |
|
|
1334 | |
1377 | case ATNR_HOLYWORD: |
1335 | case ATNR_HOLYWORD: |
1378 | { |
1336 | { |
1379 | /* This has already been handled by hit_player, |
1337 | /* This has already been handled by hit_player, |
1380 | * no need to check twice -- DAMN */ |
1338 | * no need to check twice -- DAMN */ |
1381 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1339 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1382 | |
1340 | |
1383 | /* As with turn undead above, give a bonus on the saving throw */ |
1341 | /* As with turn undead above, give a bonus on the saving throw */ |
1384 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1342 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1385 | scare_creature (op, owner); |
1343 | scare_creature (op, owner); |
1386 | } |
1344 | } |
1387 | break; |
1345 | break; |
|
|
1346 | |
1388 | case ATNR_LIFE_STEALING: |
1347 | case ATNR_LIFE_STEALING: |
1389 | { |
1348 | { |
1390 | int new_hp; |
1349 | int new_hp; |
1391 | |
1350 | |
1392 | /* this is replacement to drain for players, instead of taking |
1351 | /* this is replacement to drain for players, instead of taking |
1393 | * exp it takes hp. It is geared for players, probably not |
1352 | * exp it takes hp. It is geared for players, probably not |
1394 | * much use giving it to monsters |
1353 | * much use giving it to monsters |
1395 | * |
1354 | * |
1396 | * life stealing doesn't do a lot of damage, but it gives the |
1355 | * life stealing doesn't do a lot of damage, but it gives the |
1397 | * damage it does do to the player. Given that, |
1356 | * damage it does do to the player. Given that, |
1398 | * it only does 1/10'th normal damage (hence the divide by |
1357 | * it only does 1/10'th normal damage (hence the divide by |
1399 | * 1000). |
1358 | * 1000). |
1400 | */ |
1359 | */ |
1401 | /* You can't steal life from something undead */ |
1360 | /* You can't steal life from something undead */ |
1402 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1361 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1403 | return 0; |
1362 | return 0; |
|
|
1363 | |
1404 | /* If drain protection is higher than life stealing, use that */ |
1364 | /* If drain protection is higher than life stealing, use that */ |
1405 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1365 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1406 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1366 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1407 | else |
1367 | else |
1408 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1368 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1369 | |
1409 | /* You die at -1 hp, not zero. */ |
1370 | /* You die at -1 hp, not zero. */ |
1410 | if (dam > (op->stats.hp + 1)) |
1371 | if (dam > (op->stats.hp + 1)) |
1411 | dam = op->stats.hp + 1; |
1372 | dam = op->stats.hp + 1; |
|
|
1373 | |
1412 | new_hp = hitter->stats.hp + dam; |
1374 | new_hp = hitter->stats.hp + dam; |
1413 | if (new_hp > hitter->stats.maxhp) |
1375 | if (new_hp > hitter->stats.maxhp) |
1414 | new_hp = hitter->stats.maxhp; |
1376 | new_hp = hitter->stats.maxhp; |
|
|
1377 | |
1415 | if (new_hp > hitter->stats.hp) |
1378 | if (new_hp > hitter->stats.hp) |
1416 | hitter->stats.hp = new_hp; |
1379 | hitter->stats.hp = new_hp; |
1417 | } |
1380 | } |
1418 | } |
1381 | } |
|
|
1382 | |
1419 | return dam; |
1383 | return dam; |
1420 | } |
1384 | } |
1421 | |
|
|
1422 | |
1385 | |
1423 | /* GROS: This code comes from hit_player. It has been made external to |
1386 | /* GROS: This code comes from hit_player. It has been made external to |
1424 | * allow script procedures to "kill" objects in a combat-like fashion. |
1387 | * allow script procedures to "kill" objects in a combat-like fashion. |
1425 | * It was initially used by (kill-object) developed for the Collector's |
1388 | * It was initially used by (kill-object) developed for the Collector's |
1426 | * Sword. Note that nothing has been changed from the original version |
1389 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1437 | */ |
1400 | */ |
1438 | int |
1401 | int |
1439 | kill_object (object *op, int dam, object *hitter, int type) |
1402 | kill_object (object *op, int dam, object *hitter, int type) |
1440 | { |
1403 | { |
1441 | char buf[MAX_BUF]; |
1404 | char buf[MAX_BUF]; |
1442 | const char *skill; |
1405 | shstr skill; |
1443 | int maxdam = 0; |
1406 | int maxdam = 0; |
1444 | int battleg = 0; /* true if op standing on battleground */ |
1407 | int battleg = 0; /* true if op standing on battleground */ |
1445 | int pk = 0; /* true if op and what controls hitter are both players */ |
1408 | int pk = 0; /* true if op and what controls hitter are both players */ |
1446 | object *owner = NULL; |
1409 | object *owner = 0; |
1447 | object *skop = NULL; |
1410 | object *skop = 0; |
1448 | |
1411 | |
1449 | if (op->stats.hp >= 0) |
1412 | if (op->stats.hp >= 0) |
1450 | return -1; |
1413 | return -1; |
1451 | |
1414 | |
1452 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1415 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1461 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1424 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1462 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1425 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1463 | |
1426 | |
1464 | if (op->type == DOOR) |
1427 | if (op->type == DOOR) |
1465 | { |
1428 | { |
1466 | op->speed = 0.1; |
1429 | op->set_speed (0.1f); |
1467 | update_ob_speed (op); |
|
|
1468 | op->speed_left = -0.05; |
1430 | op->speed_left = -0.05f; |
1469 | return maxdam; |
1431 | return maxdam; |
1470 | } |
1432 | } |
|
|
1433 | |
1471 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1434 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1472 | { |
1435 | { |
1473 | remove_friendly_object (op); |
1436 | op->drop_and_destroy (); |
1474 | if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1475 | { |
|
|
1476 | op->owner->contr->ranges[range_golem] = NULL; |
|
|
1477 | op->owner->contr->golem_count = 0; |
|
|
1478 | } |
|
|
1479 | |
|
|
1480 | remove_ob (op); |
|
|
1481 | free_object (op); |
|
|
1482 | return maxdam; |
1437 | return maxdam; |
1483 | } |
1438 | } |
1484 | |
1439 | |
1485 | /* Now lets start dealing with experience we get for killing something */ |
1440 | /* Now lets start dealing with experience we get for killing something */ |
1486 | |
1441 | |
1487 | owner = get_owner (hitter); |
1442 | owner = hitter->outer_owner (); |
1488 | if (owner == NULL) |
1443 | if (!owner) |
1489 | owner = hitter; |
1444 | owner = hitter; |
1490 | |
1445 | |
1491 | /* is the victim (op) standing on battleground? */ |
1446 | /* is the victim (op) standing on battleground? */ |
1492 | if (op_on_battleground (op, NULL, NULL)) |
1447 | if (op_on_battleground (op, NULL, NULL)) |
1493 | battleg = 1; |
1448 | battleg = 1; |
… | |
… | |
1497 | pk = 1; |
1452 | pk = 1; |
1498 | |
1453 | |
1499 | /* Player killed something */ |
1454 | /* Player killed something */ |
1500 | if (owner->type == PLAYER) |
1455 | if (owner->type == PLAYER) |
1501 | { |
1456 | { |
1502 | Log_Kill (owner->name, |
|
|
1503 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1504 | |
|
|
1505 | /* Log players killing other players - makes it easier to detect |
1457 | /* Log players killing other players - makes it easier to detect |
1506 | * and filter out malicious player killers - that is why the |
1458 | * and filter out malicious player killers - that is why the |
1507 | * ip address is included. |
1459 | * ip address is included. |
1508 | */ |
1460 | */ |
1509 | if (op->type == PLAYER && !battleg) |
1461 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1513 | char buf[256]; |
1465 | char buf[256]; |
1514 | |
1466 | |
1515 | tmv = localtime (&t); |
1467 | tmv = localtime (&t); |
1516 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1468 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1517 | |
1469 | |
1518 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1470 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1519 | } |
1471 | } |
1520 | |
1472 | |
1521 | /* try to filter some things out - basically, if you are |
1473 | /* try to filter some things out - basically, if you are |
1522 | * killing a level 1 creature and your level 20, you |
1474 | * killing a level 1 creature and your level 20, you |
1523 | * probably don't want to see that. |
1475 | * probably don't want to see that. |
1524 | */ |
1476 | */ |
1525 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1477 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1526 | { |
1478 | { |
1527 | if (owner != hitter) |
1479 | if (owner != hitter) |
1528 | { |
|
|
1529 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1480 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1530 | } |
|
|
1531 | else |
1481 | else |
1532 | { |
|
|
1533 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1482 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1534 | } |
1483 | |
1535 | /* Only play sounds for melee kills */ |
1484 | /* Only play sounds for melee kills */ |
1536 | if (hitter->type == PLAYER) |
1485 | if (hitter->type == PLAYER) |
1537 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1486 | owner->play_sound (sound_find ("player_kills")); |
1538 | } |
1487 | } |
1539 | |
1488 | |
1540 | /* If a player kills another player, not on |
1489 | /* If a player kills another player, not on |
1541 | * battleground, the "killer" looses 1 luck. Since this is |
1490 | * battleground, the "killer" looses 1 luck. Since this is |
1542 | * not reversible, it's actually quite a pain IMHO. -AV |
1491 | * not reversible, it's actually quite a pain IMHO. -AV |
… | |
… | |
1544 | * player that the object belonged to - so if you killed another player |
1493 | * player that the object belonged to - so if you killed another player |
1545 | * with spells, pets, whatever, there was no penalty. |
1494 | * with spells, pets, whatever, there was no penalty. |
1546 | * Changed to make luck penalty configurable in settings. |
1495 | * Changed to make luck penalty configurable in settings. |
1547 | */ |
1496 | */ |
1548 | if (op->type == PLAYER && owner != op && !battleg) |
1497 | if (op->type == PLAYER && owner != op && !battleg) |
1549 | change_luck (owner, -settings.pk_luck_penalty); |
1498 | owner->change_luck (-settings.pk_luck_penalty); |
1550 | |
1499 | |
1551 | /* This code below deals with finding the appropriate skill |
1500 | /* This code below deals with finding the appropriate skill |
1552 | * to credit exp to. This is a bit problematic - we should |
1501 | * to credit exp to. This is a bit problematic - we should |
1553 | * probably never really have to look at current_weapon->skill |
1502 | * probably never really have to look at current_weapon->skill |
1554 | */ |
1503 | */ |
1555 | skill = NULL; |
|
|
1556 | if (hitter->skill && hitter->type != PLAYER) |
1504 | if (hitter->skill && hitter->type != PLAYER) |
1557 | skill = hitter->skill; |
1505 | skill = hitter->skill; |
1558 | else if (owner->chosen_skill) |
1506 | else if (owner->chosen_skill) |
1559 | { |
1507 | { |
1560 | skill = owner->chosen_skill->skill; |
|
|
1561 | skop = owner->chosen_skill; |
1508 | skop = owner->chosen_skill; |
|
|
1509 | skill = skop->skill; |
1562 | } |
1510 | } |
1563 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1511 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON) && owner->current_weapon) |
1564 | skill = owner->current_weapon->skill; |
1512 | skill = owner->current_weapon->skill; |
1565 | else |
1513 | else |
|
|
1514 | { |
1566 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1515 | LOG (llevError, "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1516 | "op: %s\n" "hitter: %s\n" "owner: %s\n", |
|
|
1517 | owner->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1518 | skill = 0; |
|
|
1519 | } |
1567 | |
1520 | |
1568 | /* We have the skill we want to credit to - now find the object this goes |
1521 | /* We have the skill we want to credit to - now find the object this goes |
1569 | * to. Make sure skop is an actual skill, and not a skill tool! |
1522 | * to. Make sure skop is an actual skill, and not a skill tool! |
1570 | */ |
1523 | */ |
1571 | if ((!skop || skop->type != SKILL) && skill) |
1524 | skop = owner->contr->find_skill (skill); |
1572 | { |
|
|
1573 | int i; |
|
|
1574 | |
|
|
1575 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1576 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1577 | { |
|
|
1578 | skop = owner->contr->last_skill_ob[i]; |
|
|
1579 | break; |
|
|
1580 | } |
|
|
1581 | } |
|
|
1582 | } /* Was it a player that hit somethign */ |
1525 | } /* Was it a player that hit somethign */ |
1583 | else |
1526 | else |
1584 | { |
|
|
1585 | skill = NULL; |
1527 | skill = 0; |
1586 | } |
|
|
1587 | |
1528 | |
1588 | /* Pet (or spell) killed something. */ |
|
|
1589 | if (owner != hitter) |
|
|
1590 | { |
|
|
1591 | (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1592 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1593 | } |
|
|
1594 | else |
|
|
1595 | { |
|
|
1596 | (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1597 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1598 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1599 | } |
|
|
1600 | /* These may have been set in the player code section above */ |
1529 | /* These may have been set in the player code section above */ |
1601 | if (!skop) |
1530 | if (!skop) |
1602 | skop = hitter->chosen_skill; |
1531 | skop = hitter->chosen_skill; |
|
|
1532 | |
1603 | if (!skill && skop) |
1533 | if (!skill && skop) |
1604 | skill = skop->skill; |
1534 | skill = skop->skill; |
1605 | |
1535 | |
1606 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1607 | |
|
|
1608 | |
|
|
1609 | /* If you didn't kill yourself, and your not the wizard */ |
1536 | /* If you didn't kill yourself, and your not the wizard */ |
1610 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1537 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1611 | { |
1538 | { |
1612 | int exp; |
1539 | int exp; |
1613 | |
1540 | |
1614 | /* Really don't give much experience for killing other players */ |
1541 | /* Really don't give much experience for killing other players */ |
1615 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1542 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1616 | if (op->type == PLAYER) |
1543 | if (op->type == PLAYER) |
1617 | { |
1544 | { |
1618 | if (battleg) |
1545 | if (battleg) |
1619 | { |
1546 | { |
1620 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1547 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
… | |
… | |
1638 | |
1565 | |
1639 | if (!settings.simple_exp) |
1566 | if (!settings.simple_exp) |
1640 | exp = exp / 2; |
1567 | exp = exp / 2; |
1641 | |
1568 | |
1642 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1569 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1643 | { |
|
|
1644 | change_exp (owner, exp, skill, 0); |
1570 | change_exp (owner, exp, skill, 0); |
1645 | } |
|
|
1646 | else |
1571 | else |
1647 | { |
1572 | { |
1648 | int shares = 0, count = 0; |
1573 | int shares = 0, count = 0; |
1649 | |
|
|
1650 | player *pl; |
|
|
1651 | |
|
|
1652 | partylist *party = owner->contr->party; |
1574 | partylist *party = owner->contr->party; |
1653 | |
1575 | |
1654 | #ifdef PARTY_KILL_LOG |
|
|
1655 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1576 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1656 | #endif |
1577 | |
1657 | for (pl = first_player; pl != NULL; pl = pl->next) |
1578 | for_all_players (pl) |
1658 | { |
|
|
1659 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1579 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1660 | { |
1580 | { |
1661 | count++; |
1581 | count++; |
1662 | shares += (pl->ob->level + 4); |
1582 | shares += (pl->ob->level + 4); |
1663 | } |
1583 | } |
1664 | } |
1584 | |
1665 | if (count == 1 || shares > exp) |
1585 | if (count == 1 || shares > exp || !shares) |
1666 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1586 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1667 | else |
1587 | else |
1668 | { |
1588 | { |
1669 | int share = exp / shares, given = 0, nexp; |
1589 | int share = exp / shares, given = 0, nexp; |
1670 | |
1590 | |
1671 | for (pl = first_player; pl != NULL; pl = pl->next) |
1591 | for_all_players (pl) |
1672 | { |
|
|
1673 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1592 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1674 | { |
1593 | { |
1675 | nexp = (pl->ob->level + 4) * share; |
1594 | nexp = (pl->ob->level + 4) * share; |
1676 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1595 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1677 | given += nexp; |
1596 | given += nexp; |
1678 | } |
1597 | } |
1679 | } |
1598 | |
1680 | exp -= given; |
1599 | exp -= given; |
1681 | /* give any remainder to the player */ |
1600 | /* give any remainder to the player */ |
1682 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1601 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1683 | } |
1602 | } |
1684 | } /* else part of a party */ |
1603 | } /* else part of a party */ |
1685 | |
|
|
1686 | } /* end if person didn't kill himself */ |
1604 | } /* end if person didn't kill himself */ |
1687 | |
1605 | |
1688 | if (op->type != PLAYER) |
1606 | if (op->type != PLAYER) |
1689 | { |
1607 | { |
1690 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1608 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1691 | { |
1609 | { |
1692 | object *owner1 = get_owner (op); |
1610 | object *owner1 = op->owner; |
1693 | |
1611 | |
1694 | if (owner1 != NULL && owner1->type == PLAYER) |
1612 | if (owner1 && owner1->type == PLAYER) |
1695 | { |
1613 | { |
1696 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1614 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1697 | /* Maybe we should include the owner that killed this, maybe not */ |
1615 | /* Maybe we should include the owner that killed this, maybe not */ |
1698 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1616 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1699 | } |
1617 | } |
1700 | |
1618 | |
1701 | remove_friendly_object (op); |
1619 | remove_friendly_object (op); |
1702 | } |
1620 | } |
1703 | |
1621 | |
1704 | remove_ob (op); |
1622 | op->drop_and_destroy (); |
1705 | free_object (op); |
|
|
1706 | } |
1623 | } |
1707 | /* Player has been killed! */ |
|
|
1708 | else |
1624 | else |
1709 | { |
1625 | /* Player has been killed! */ |
1710 | if (owner->type == PLAYER) |
1626 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1711 | { |
|
|
1712 | snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
|
|
1713 | } |
|
|
1714 | else |
|
|
1715 | assign (op->contr->killer, hitter->name); |
|
|
1716 | } |
|
|
1717 | |
1627 | |
1718 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1628 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1719 | * continues in the calling function. |
1629 | * continues in the calling function. |
1720 | */ |
1630 | */ |
1721 | return maxdam; |
1631 | return maxdam; |
1722 | } |
1632 | } |
1723 | |
1633 | |
1724 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1634 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1725 | * Returns 0 this is not friendly fire |
1635 | * Returns 0 this is not friendly fire |
1726 | */ |
1636 | */ |
1727 | |
|
|
1728 | int |
1637 | int |
1729 | friendly_fire (object *op, object *hitter) |
1638 | friendly_fire (object *op, object *hitter) |
1730 | { |
1639 | { |
1731 | object *owner; |
1640 | object *owner; |
1732 | int friendlyfire; |
1641 | int friendlyfire; |
… | |
… | |
1742 | return 0; |
1651 | return 0; |
1743 | |
1652 | |
1744 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1653 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1745 | return 1; |
1654 | return 1; |
1746 | |
1655 | |
1747 | if ((owner = get_owner (hitter)) != NULL) |
1656 | if ((owner = hitter->owner) != NULL) |
1748 | { |
1657 | { |
1749 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1658 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1750 | friendlyfire = 2; |
1659 | friendlyfire = 2; |
1751 | } |
1660 | } |
1752 | |
1661 | |
1753 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1662 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1754 | friendlyfire = 0; |
1663 | friendlyfire = 0; |
1755 | } |
1664 | } |
|
|
1665 | |
1756 | return friendlyfire; |
1666 | return friendlyfire; |
1757 | } |
1667 | } |
1758 | |
|
|
1759 | |
1668 | |
1760 | /* This isn't used just for players, but in fact most objects. |
1669 | /* This isn't used just for players, but in fact most objects. |
1761 | * op is the object to be hit, dam is the amount of damage, hitter |
1670 | * op is the object to be hit, dam is the amount of damage, hitter |
1762 | * is what is hitting the object, type is the attacktype, and |
1671 | * is what is hitting the object, type is the attacktype, and |
1763 | * full_hit is set if monster area does not matter. |
1672 | * full_hit is set if monster area does not matter. |
1764 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1673 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1765 | * modify it. |
1674 | * modify it. |
1766 | */ |
1675 | */ |
1767 | |
|
|
1768 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1676 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1769 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1677 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1770 | |
|
|
1771 | int |
1678 | int |
1772 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1679 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1773 | { |
1680 | { |
1774 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1681 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1775 | int maxattacktype, attacknum; |
1682 | int maxattacktype, attacknum; |
1776 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1683 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1777 | int simple_attack; |
1684 | int simple_attack; |
1778 | tag_t op_tag, hitter_tag; |
|
|
1779 | int rtn_kill = 0; |
1685 | int rtn_kill = 0; |
1780 | int friendlyfire; |
1686 | int friendlyfire; |
1781 | |
1687 | |
1782 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1688 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1783 | return 0; |
1689 | return 0; |
1784 | |
1690 | |
1785 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1691 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1786 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1692 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1787 | return 0; |
1693 | return 0; |
1788 | |
1694 | |
1789 | #ifdef PROHIBIT_PLAYERKILL |
1695 | // only allow pk for hostile players |
1790 | if (op->type == PLAYER) |
1696 | if (op->type == PLAYER) |
1791 | { |
1697 | { |
1792 | object *owner = get_owner (hitter); |
1698 | object *owner = hitter->owner; |
1793 | |
1699 | |
1794 | if (!owner) |
1700 | if (!owner) |
1795 | owner = hitter; |
1701 | owner = hitter; |
1796 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1702 | |
1797 | { |
1703 | if (owner->type == PLAYER |
|
|
1704 | && (!op_on_battleground (op, 0, 0) |
|
|
1705 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1706 | && op != owner) |
1798 | return 0; |
1707 | return 0; |
1799 | } |
|
|
1800 | } |
1708 | } |
1801 | #endif |
|
|
1802 | |
|
|
1803 | op_tag = op->count; |
|
|
1804 | hitter_tag = hitter->count; |
|
|
1805 | |
1709 | |
1806 | if (body_attack) |
1710 | if (body_attack) |
1807 | { |
1711 | { |
1808 | /* slow and paralyze must hit the head. But we don't want to just |
1712 | /* slow and paralyze must hit the head. But we don't want to just |
1809 | * return - we still need to process other attacks the spell still |
1713 | * return - we still need to process other attacks the spell still |
… | |
… | |
1815 | * attack so we don't cancel out things like magic bullet. |
1719 | * attack so we don't cancel out things like magic bullet. |
1816 | */ |
1720 | */ |
1817 | if (type & (AT_PARALYZE | AT_SLOW)) |
1721 | if (type & (AT_PARALYZE | AT_SLOW)) |
1818 | { |
1722 | { |
1819 | type &= ~(AT_PARALYZE | AT_SLOW); |
1723 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1724 | |
1820 | if (!type || type == AT_MAGIC) |
1725 | if (!type || type == AT_MAGIC) |
1821 | return 0; |
1726 | return 0; |
1822 | } |
1727 | } |
1823 | } |
1728 | } |
1824 | |
1729 | |
1825 | if (!simple_attack && op->type == DOOR) |
1730 | if (!simple_attack && op->type == DOOR) |
1826 | { |
1731 | { |
1827 | object *tmp; |
|
|
1828 | |
|
|
1829 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1732 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1830 | if (tmp->type == RUNE || tmp->type == TRAP) |
1733 | if (tmp->type == RUNE || tmp->type == TRAP) |
1831 | { |
1734 | { |
1832 | spring_trap (tmp, hitter); |
1735 | spring_trap (tmp, hitter); |
|
|
1736 | |
1833 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1737 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1834 | return 0; |
1738 | return 0; |
|
|
1739 | |
1835 | break; |
1740 | break; |
1836 | } |
1741 | } |
1837 | } |
1742 | } |
1838 | |
1743 | |
1839 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1744 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1840 | { |
1745 | { |
1841 | /* FIXME: If a player is killed by a rune in a door, the |
1746 | /* FIXME: If a player is killed by a rune in a door, the |
1842 | * was_destroyed() check above doesn't return, and might get here. |
1747 | * destroyed() check above doesn't return, and might get here. |
1843 | */ |
1748 | */ |
|
|
1749 | |
|
|
1750 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1751 | gets it's speed_left raised on each mover-tick. |
|
|
1752 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1753 | and waiting for that to run out. |
|
|
1754 | */ |
1844 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1755 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1845 | return 0; |
1756 | return 0; |
1846 | } |
1757 | } |
1847 | |
1758 | |
1848 | #ifdef ATTACK_DEBUG |
1759 | #ifdef ATTACK_DEBUG |
1849 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1760 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1855 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1766 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1856 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1767 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1857 | if (dam >= 100) |
1768 | if (dam >= 100) |
1858 | dam /= 100; |
1769 | dam /= 100; |
1859 | else |
1770 | else |
1860 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1771 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1861 | } |
1772 | } |
1862 | |
1773 | |
1863 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1774 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1864 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1775 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1865 | */ |
1776 | */ |
… | |
… | |
1876 | */ |
1787 | */ |
1877 | if (type & AT_HOLYWORD) |
1788 | if (type & AT_HOLYWORD) |
1878 | { |
1789 | { |
1879 | object *god; |
1790 | object *god; |
1880 | |
1791 | |
1881 | if ((!hitter->slaying || |
1792 | if ((!hitter->slaying |
1882 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1793 | || (!(op->race && hitter->slaying.contains (op->race)) |
1883 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1794 | && !(op->name && hitter->slaying.contains (op->name)))) |
1884 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1795 | && (!QUERY_FLAG (op, FLAG_UNDEAD) |
1885 | (hitter->title != NULL |
1796 | || (hitter->title |
1886 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1797 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1798 | && god->race.contains (shstr_undead)))) |
1887 | return 0; |
1799 | return 0; |
1888 | } |
1800 | } |
1889 | |
1801 | |
1890 | maxattacktype = type; /* initialize this to something */ |
1802 | maxattacktype = type; /* initialise this to something */ |
1891 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1803 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1892 | { |
1804 | { |
1893 | /* Magic isn't really a true attack type - it gets combined with other |
1805 | /* Magic isn't really a true attack type - it gets combined with other |
1894 | * attack types. As such, skip it over. However, if magic is |
1806 | * attack types. As such, skip it over. However, if magic is |
1895 | * the only attacktype in the group, then still attack with it |
1807 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1923 | */ |
1835 | */ |
1924 | friendlyfire = friendly_fire (op, hitter); |
1836 | friendlyfire = friendly_fire (op, hitter); |
1925 | if (friendlyfire && maxdam) |
1837 | if (friendlyfire && maxdam) |
1926 | { |
1838 | { |
1927 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1839 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1928 | #ifndef COZY_SERVER |
|
|
1929 | maxdam++; |
|
|
1930 | #endif |
|
|
1931 | |
1840 | |
1932 | #ifdef ATTACK_DEBUG |
1841 | #ifdef ATTACK_DEBUG |
1933 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1842 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1934 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1843 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1935 | #endif |
1844 | #endif |
1936 | } |
1845 | } |
1937 | |
1846 | |
1938 | if (!full_hit) |
1847 | if (!full_hit) |
1939 | { |
1848 | { |
1940 | archetype *at; |
|
|
1941 | int area; |
1849 | int area; |
1942 | int remainder; |
1850 | int remainder; |
1943 | |
1851 | |
1944 | area = 0; |
1852 | area = 0; |
1945 | for (at = op->arch; at != NULL; at = at->more) |
1853 | |
|
|
1854 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1946 | area++; |
1855 | area++; |
|
|
1856 | |
1947 | assert (area > 0); |
1857 | assert (area > 0); |
1948 | |
1858 | |
1949 | /* basically: maxdam /= area; we try to "simulate" a float |
1859 | /* basically: maxdam /= area; we try to "simulate" a float |
1950 | value-effect */ |
1860 | value-effect */ |
1951 | remainder = 100 * (maxdam % area) / area; |
1861 | remainder = 100 * (maxdam % area) / area; |
1952 | maxdam /= area; |
1862 | maxdam /= area; |
1953 | if (RANDOM () % 100 < remainder) |
1863 | if (rndm (100) < remainder) |
1954 | maxdam++; |
1864 | maxdam++; |
1955 | } |
1865 | } |
1956 | |
1866 | |
1957 | #ifdef ATTACK_DEBUG |
1867 | #ifdef ATTACK_DEBUG |
1958 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1868 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1959 | #endif |
1869 | #endif |
1960 | |
1870 | |
1961 | if (get_owner (hitter)) |
1871 | // for now, only do this for active objects, otherwise they |
|
|
1872 | // keep a refcount for a long time and I see no usefulness |
|
|
1873 | // for an non-active objetc to know its enemy. |
|
|
1874 | if (op->active) |
|
|
1875 | if (hitter->owner) |
1962 | op->enemy = hitter->owner; |
1876 | op->enemy = hitter->owner; |
1963 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1877 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1964 | op->enemy = hitter; |
1878 | op->enemy = hitter; |
1965 | |
1879 | |
1966 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1880 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1967 | { |
1881 | { |
1968 | /* The unaggressives look after themselves 8) */ |
1882 | /* The unaggressives look after themselves 8) */ |
1969 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1883 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1991 | |
1905 | |
1992 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1906 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1993 | { |
1907 | { |
1994 | if (maxdam) |
1908 | if (maxdam) |
1995 | tear_down_wall (op); |
1909 | tear_down_wall (op); |
|
|
1910 | |
1996 | return maxdam; /* nothing more to do for wall */ |
1911 | return maxdam; /* nothing more to do for wall */ |
1997 | } |
1912 | } |
1998 | |
1913 | |
1999 | /* See if the creature has been killed */ |
1914 | /* See if the creature has been killed */ |
2000 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1915 | rtn_kill = kill_object (op, maxdam, hitter, type); |
2001 | if (rtn_kill != -1) |
1916 | if (rtn_kill != -1) |
2002 | return rtn_kill; |
1917 | return rtn_kill; |
2003 | |
|
|
2004 | |
1918 | |
2005 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1919 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
2006 | * that before if the player was immune to ghosthit, the monster |
1920 | * that before if the player was immune to ghosthit, the monster |
2007 | * remained - that is no longer the case. |
1921 | * remained - that is no longer the case. |
2008 | */ |
1922 | */ |
2009 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1923 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
2010 | { |
1924 | hitter->drop_and_destroy (); |
2011 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
2012 | remove_friendly_object (hitter); |
|
|
2013 | remove_ob (hitter); |
|
|
2014 | free_object (hitter); |
|
|
2015 | } |
|
|
2016 | /* Lets handle creatures that are splitting now */ |
1925 | /* Lets handle creatures that are splitting now */ |
2017 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1926 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
2018 | { |
1927 | { |
2019 | int i; |
1928 | int i; |
2020 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1929 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
2021 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1930 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
2022 | object *owner = get_owner (op); |
1931 | object *owner = op->owner; |
2023 | |
1932 | |
2024 | if (!op->other_arch) |
1933 | if (!op->other_arch) |
2025 | { |
1934 | { |
2026 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1935 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
2027 | return maxdam; |
1936 | return maxdam; |
2028 | } |
1937 | } |
|
|
1938 | |
2029 | remove_ob (op); |
1939 | op->remove (); |
2030 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1940 | |
|
|
1941 | for (i = 0; i < op->stats.food; i++) |
2031 | { /* This doesn't handle op->more yet */ |
1942 | { /* This doesn't handle op->more yet */ |
2032 | object *tmp = arch_to_object (op->other_arch); |
1943 | object *tmp = arch_to_object (op->other_arch); |
2033 | int j; |
1944 | int j; |
2034 | |
1945 | |
2035 | tmp->stats.hp = op->stats.hp; |
1946 | tmp->stats.hp = op->stats.hp; |
|
|
1947 | |
2036 | if (friendly) |
1948 | if (friendly) |
2037 | { |
1949 | { |
2038 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2039 | add_friendly_object (tmp); |
1950 | add_friendly_object (tmp); |
2040 | tmp->attack_movement = PETMOVE; |
1951 | tmp->attack_movement = PETMOVE; |
|
|
1952 | |
2041 | if (owner != NULL) |
1953 | if (owner) |
2042 | set_owner (tmp, owner); |
1954 | tmp->set_owner (owner); |
2043 | } |
1955 | } |
|
|
1956 | |
2044 | if (unaggressive) |
1957 | if (unaggressive) |
2045 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1958 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1959 | |
2046 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1960 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1961 | |
2047 | if (j == -1) /* No spot to put this monster */ |
1962 | if (j == -1) /* No spot to put this monster */ |
2048 | free_object (tmp); |
1963 | tmp->destroy (); |
2049 | else |
1964 | else |
2050 | { |
1965 | { |
2051 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1966 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2052 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1967 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2053 | } |
1968 | } |
2054 | } |
1969 | } |
2055 | if (friendly) |
1970 | |
2056 | remove_friendly_object (op); |
1971 | op->destroy (); |
2057 | free_object (op); |
|
|
2058 | } |
1972 | } |
2059 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1973 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2060 | { |
1974 | hitter->drop_and_destroy (); |
2061 | remove_ob (hitter); |
1975 | |
2062 | free_object (hitter); |
|
|
2063 | } |
|
|
2064 | return maxdam; |
1976 | return maxdam; |
2065 | } |
1977 | } |
2066 | |
|
|
2067 | |
1978 | |
2068 | void |
1979 | void |
2069 | poison_player (object *op, object *hitter, int dam) |
1980 | poison_player (object *op, object *hitter, int dam) |
2070 | { |
1981 | { |
2071 | archetype *at = find_archetype ("poisoning"); |
1982 | archetype *at = archetype::find ("poisoning"); |
2072 | object *tmp = present_arch_in_ob (at, op); |
1983 | object *tmp = present_arch_in_ob (at, op); |
2073 | |
1984 | |
2074 | if (tmp == NULL) |
1985 | if (tmp == NULL) |
2075 | { |
1986 | { |
2076 | if ((tmp = arch_to_object (at)) == NULL) |
1987 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2089 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2000 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2090 | tmp->stats.dam += hitter->level / 2; |
2001 | tmp->stats.dam += hitter->level / 2; |
2091 | else |
2002 | else |
2092 | tmp->stats.dam = dam; |
2003 | tmp->stats.dam = dam; |
2093 | |
2004 | |
2094 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
2005 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2095 | if (hitter->skill && hitter->skill != tmp->skill) |
2006 | if (hitter->skill && hitter->skill != tmp->skill) |
2096 | { |
2007 | { |
2097 | tmp->skill = hitter->skill; |
2008 | tmp->skill = hitter->skill; |
2098 | } |
2009 | } |
2099 | |
2010 | |
… | |
… | |
2105 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2016 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2106 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2017 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2107 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2018 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2108 | tmp->stats.Int = MAX (-dam / 7, -10); |
2019 | tmp->stats.Int = MAX (-dam / 7, -10); |
2109 | SET_FLAG (tmp, FLAG_APPLIED); |
2020 | SET_FLAG (tmp, FLAG_APPLIED); |
2110 | fix_player (op); |
2021 | op->update_stats (); |
2111 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2022 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
2023 | op->play_sound (tmp->sound); |
2112 | } |
2024 | } |
|
|
2025 | |
2113 | if (hitter->type == PLAYER) |
2026 | if (hitter->type == PLAYER) |
2114 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2027 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2115 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
2028 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2116 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2029 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2117 | } |
2030 | } |
|
|
2031 | |
2118 | tmp->speed_left = 0; |
2032 | tmp->speed_left = 0; |
2119 | } |
2033 | } |
2120 | else |
2034 | else |
2121 | tmp->stats.food++; |
2035 | tmp->stats.food++; |
2122 | } |
2036 | } |
2123 | |
2037 | |
2124 | void |
2038 | void |
2125 | slow_player (object *op, object *hitter, int dam) |
2039 | slow_player (object *op, object *hitter, int dam) |
2126 | { |
2040 | { |
2127 | archetype *at = find_archetype ("slowness"); |
2041 | archetype *at = archetype::find ("slowness"); |
2128 | object *tmp; |
2042 | object *tmp; |
2129 | |
2043 | |
2130 | if (at == NULL) |
2044 | if (at == NULL) |
2131 | { |
|
|
2132 | LOG (llevError, "Can't find slowness archetype.\n"); |
2045 | LOG (llevError, "Can't find slowness archetype.\n"); |
2133 | } |
2046 | |
2134 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2047 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2135 | { |
2048 | { |
2136 | tmp = arch_to_object (at); |
2049 | tmp = arch_to_object (at); |
2137 | tmp = insert_ob_in_ob (tmp, op); |
2050 | tmp = insert_ob_in_ob (tmp, op); |
2138 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2051 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2139 | } |
2052 | } |
2140 | else |
2053 | else |
2141 | tmp->stats.food++; |
2054 | tmp->stats.food++; |
|
|
2055 | |
2142 | SET_FLAG (tmp, FLAG_APPLIED); |
2056 | SET_FLAG (tmp, FLAG_APPLIED); |
2143 | tmp->speed_left = 0; |
2057 | tmp->speed_left = 0; |
2144 | fix_player (op); |
2058 | op->update_stats (); |
2145 | } |
2059 | } |
2146 | |
2060 | |
2147 | void |
2061 | void |
2148 | confuse_player (object *op, object *hitter, int dam) |
2062 | confuse_player (object *op, object *hitter, int dam) |
2149 | { |
2063 | { |
… | |
… | |
2163 | tmp->speed = 0.05; |
2077 | tmp->speed = 0.05; |
2164 | tmp->subtype = FORCE_CONFUSION; |
2078 | tmp->subtype = FORCE_CONFUSION; |
2165 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2079 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2166 | tmp->name = "confusion"; |
2080 | tmp->name = "confusion"; |
2167 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2081 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2082 | |
2168 | if (tmp->duration > maxduration) |
2083 | if (tmp->duration > maxduration) |
2169 | tmp->duration = maxduration; |
2084 | tmp->duration = maxduration; |
2170 | |
2085 | |
2171 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2086 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2172 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2087 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2088 | |
2173 | SET_FLAG (op, FLAG_CONFUSED); |
2089 | SET_FLAG (op, FLAG_CONFUSED); |
2174 | } |
2090 | } |
2175 | |
2091 | |
2176 | void |
2092 | void |
2177 | blind_player (object *op, object *hitter, int dam) |
2093 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2193 | */ |
2109 | */ |
2194 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2110 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2195 | |
2111 | |
2196 | tmp = insert_ob_in_ob (tmp, op); |
2112 | tmp = insert_ob_in_ob (tmp, op); |
2197 | change_abil (op, tmp); /* Mostly to display any messages */ |
2113 | change_abil (op, tmp); /* Mostly to display any messages */ |
2198 | fix_player (op); /* This takes care of some other stuff */ |
2114 | op->update_stats (); /* This takes care of some other stuff */ |
2199 | |
2115 | |
2200 | if (hitter->owner) |
2116 | if (hitter->owner) |
2201 | owner = get_owner (hitter); |
2117 | owner = hitter->owner; |
2202 | else |
2118 | else |
2203 | owner = hitter; |
2119 | owner = hitter; |
2204 | |
2120 | |
2205 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2121 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2206 | } |
2122 | } |
… | |
… | |
2243 | op->speed_left = (float) -(FABS (op->speed) * max); |
2159 | op->speed_left = (float) -(FABS (op->speed) * max); |
2244 | |
2160 | |
2245 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2161 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2246 | } |
2162 | } |
2247 | |
2163 | |
2248 | |
|
|
2249 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2164 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2250 | * the computed damaged. |
2165 | * the computed damaged. |
2251 | */ |
2166 | */ |
2252 | void |
2167 | void |
2253 | deathstrike_player (object *op, object *hitter, int *dam) |
2168 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2261 | ** field of the deathstriking object */ |
2176 | ** field of the deathstriking object */ |
2262 | |
2177 | |
2263 | int atk_lev, def_lev, kill_lev; |
2178 | int atk_lev, def_lev, kill_lev; |
2264 | |
2179 | |
2265 | if (hitter->slaying) |
2180 | if (hitter->slaying) |
2266 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
2181 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && hitter->slaying.contains (shstr_undead)) |
|
|
2182 | || (op->race && hitter->slaying.contains (op->race)))) |
2267 | return; |
2183 | return; |
2268 | |
2184 | |
2269 | def_lev = op->level; |
2185 | def_lev = op->level; |
2270 | if (def_lev < 1) |
2186 | if (def_lev < 1) |
2271 | { |
2187 | { |
2272 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2188 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2273 | def_lev = 1; |
2189 | def_lev = 1; |
2274 | } |
2190 | } |
|
|
2191 | |
2275 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2192 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2276 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2193 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2277 | atk_lev, def_lev); */ |
2194 | atk_lev, def_lev); */ |
2278 | |
2195 | |
2279 | if (atk_lev >= def_lev) |
2196 | if (atk_lev >= def_lev) |
… | |
… | |
2294 | */ |
2211 | */ |
2295 | *dam *= kill_lev / def_lev; |
2212 | *dam *= kill_lev / def_lev; |
2296 | } |
2213 | } |
2297 | } |
2214 | } |
2298 | else |
2215 | else |
2299 | { |
|
|
2300 | *dam = 0; /* no harm done */ |
2216 | *dam = 0; /* no harm done */ |
2301 | } |
|
|
2302 | } |
2217 | } |
2303 | |
2218 | |
2304 | /* thrown_item_effect() - handles any special effects of thrown |
2219 | /* thrown_item_effect() - handles any special effects of thrown |
2305 | * items (like attacking living creatures--a potion thrown at a |
2220 | * items (like attacking living creatures--a potion thrown at a |
2306 | * monster). |
2221 | * monster). |
… | |
… | |
2335 | } |
2250 | } |
2336 | } |
2251 | } |
2337 | } |
2252 | } |
2338 | |
2253 | |
2339 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2254 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2340 | |
|
|
2341 | int |
2255 | int |
2342 | adj_attackroll (object *hitter, object *target) |
2256 | adj_attackroll (object *hitter, object *target) |
2343 | { |
2257 | { |
2344 | object *attacker = hitter; |
2258 | object *attacker = hitter; |
2345 | int adjust = 0; |
2259 | int adjust = 0; |
… | |
… | |
2352 | } |
2266 | } |
2353 | |
2267 | |
2354 | /* aimed missiles use the owning object's sight */ |
2268 | /* aimed missiles use the owning object's sight */ |
2355 | if (is_aimed_missile (hitter)) |
2269 | if (is_aimed_missile (hitter)) |
2356 | { |
2270 | { |
2357 | if ((attacker = get_owner (hitter)) == NULL) |
2271 | if ((attacker = hitter->owner) == NULL) |
2358 | attacker = hitter; |
2272 | attacker = hitter; |
2359 | /* A player who saves but hasn't quit still could have objects |
2273 | /* A player who saves but hasn't quit still could have objects |
2360 | * owned by him - need to handle that case to avoid crashes. |
2274 | * owned by him - need to handle that case to avoid crashes. |
2361 | */ |
2275 | */ |
2362 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2276 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
… | |
… | |
2372 | { |
2286 | { |
2373 | /* target is unseen */ |
2287 | /* target is unseen */ |
2374 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2288 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
2375 | adjust -= 10; |
2289 | adjust -= 10; |
2376 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2290 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
2377 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
2291 | else if (!stand_in_light (target)) |
2378 | adjust -= target->map->darkness; |
2292 | adjust -= target->map->darklevel (); |
2379 | } |
2293 | } |
2380 | |
2294 | |
2381 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2295 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
2382 | adjust -= 3; |
2296 | adjust -= 3; |
2383 | |
2297 | |
… | |
… | |
2410 | #endif |
2324 | #endif |
2411 | |
2325 | |
2412 | return adjust; |
2326 | return adjust; |
2413 | } |
2327 | } |
2414 | |
2328 | |
2415 | |
|
|
2416 | /* determine if the object is an 'aimed' missile */ |
2329 | /* determine if the object is an 'aimed' missile */ |
2417 | int |
2330 | int |
2418 | is_aimed_missile (object *op) |
2331 | is_aimed_missile (object *op) |
2419 | { |
2332 | { |
2420 | |
2333 | |
2421 | /* I broke what used to be one big if into a few nested |
2334 | /* I broke what used to be one big if into a few nested |
2422 | * ones so that figuring out the logic is at least possible. |
2335 | * ones so that figuring out the logic is at least possible. |
2423 | */ |
2336 | */ |
2424 | if (op && (op->move_type & MOVE_FLYING)) |
2337 | if (op && (op->move_type & MOVE_FLYING)) |
2425 | { |
|
|
2426 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2338 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2427 | return 1; |
2339 | return 1; |
2428 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2340 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2429 | return 1; |
2341 | return 1; |
2430 | } |
2342 | |
2431 | return 0; |
2343 | return 0; |
2432 | } |
2344 | } |