1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_attack_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
4 | * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program 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 2 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, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
5 | */ |
23 | */ |
6 | |
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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); |
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66 | |
76 | if (op->env && op->env->type == PLAYER) |
67 | if (op->env && op->env->type == PLAYER) |
77 | { |
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78 | esrv_send_item (op->env, op); |
68 | esrv_send_item (op->env, op); |
79 | } |
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80 | } |
69 | } |
81 | } |
70 | } |
82 | |
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83 | |
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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 == NULL) |
97 | { |
83 | { |
98 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
84 | for (mt = materialt; mt != NULL && mt->next != NULL; 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); |
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90 | |
106 | if (mt == NULL) |
91 | if (mt == NULL) |
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 |
… | |
… | |
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 == NULL) |
167 | return; |
154 | return; |
168 | |
155 | |
… | |
… | |
218 | } |
205 | } |
219 | else |
206 | else |
220 | { |
207 | { |
221 | if (op->env) |
208 | if (op->env) |
222 | { |
209 | { |
223 | object *tmp = is_player_inv (op->env); |
210 | object *tmp = op->in_player (); |
224 | |
211 | |
225 | if (tmp) |
212 | if (tmp) |
226 | esrv_del_item (tmp->contr, op->count); |
213 | esrv_del_item (tmp->contr, op->count); |
227 | } |
214 | } |
228 | |
215 | |
229 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
216 | op->destroy (); |
230 | remove_ob (op); |
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231 | |
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232 | free_object (op); |
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233 | } |
217 | } |
234 | |
218 | |
235 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
219 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
236 | if (env) |
220 | if (env) |
237 | { |
221 | { |
… | |
… | |
247 | |
231 | |
248 | /* The value of 50 is arbitrary. */ |
232 | /* The value of 50 is arbitrary. */ |
249 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
233 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
250 | { |
234 | { |
251 | object *tmp; |
235 | object *tmp; |
252 | archetype *at = find_archetype ("icecube"); |
236 | archetype *at = archetype::find ("icecube"); |
253 | |
237 | |
254 | if (at == NULL) |
238 | if (at == NULL) |
255 | return; |
239 | return; |
256 | |
240 | |
257 | op = stop_item (op); |
241 | op = stop_item (op); |
… | |
… | |
270 | tmp->move_slow = 0; |
254 | tmp->move_slow = 0; |
271 | insert_ob_in_map (tmp, op->map, originator, 0); |
255 | insert_ob_in_map (tmp, op->map, originator, 0); |
272 | } |
256 | } |
273 | |
257 | |
274 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
258 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
275 | remove_ob (op); |
259 | op->remove (); |
276 | |
260 | |
277 | insert_ob_in_ob (op, tmp); |
261 | insert_ob_in_ob (op, tmp); |
278 | return; |
262 | return; |
279 | } |
263 | } |
280 | } |
264 | } |
… | |
… | |
287 | */ |
271 | */ |
288 | |
272 | |
289 | int |
273 | int |
290 | hit_map (object *op, int dir, int type, int full_hit) |
274 | hit_map (object *op, int dir, int type, int full_hit) |
291 | { |
275 | { |
292 | object *tmp, *next; |
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293 | mapstruct *map; |
276 | maptile *map; |
294 | sint16 x, y; |
277 | sint16 x, y; |
295 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
278 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
296 | |
279 | |
297 | tag_t op_tag, next_tag = 0; |
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298 | |
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299 | if (QUERY_FLAG (op, FLAG_FREED)) |
280 | if (QUERY_FLAG (op, FLAG_FREED)) |
300 | { |
281 | { |
301 | LOG (llevError, "BUG: hit_map(): free object\n"); |
282 | LOG (llevError, "BUG: hit_map(): free object\n"); |
302 | return 0; |
283 | return 0; |
303 | } |
284 | } |
… | |
… | |
314 | return 0; |
295 | return 0; |
315 | } |
296 | } |
316 | |
297 | |
317 | if (op->head) |
298 | if (op->head) |
318 | op = op->head; |
299 | op = op->head; |
319 | |
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320 | op_tag = op->count; |
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321 | |
300 | |
322 | map = op->map; |
301 | map = op->map; |
323 | x = op->x + freearr_x[dir]; |
302 | x = op->x + freearr_x[dir]; |
324 | y = op->y + freearr_y[dir]; |
303 | y = op->y + freearr_y[dir]; |
325 | |
304 | |
326 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
305 | if (!xy_normalise (map, x, y)) |
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306 | return 0; |
327 | |
307 | |
328 | // elmex: a safe map tile can't be hit! |
308 | // elmex: a safe map tile can't be hit! |
329 | // this should prevent most harmful effects on items and players there. |
309 | // this should prevent most harmful effects on items and players there. |
330 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
310 | mapspace &ms = map->at (x, y); |
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311 | |
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312 | if (ms.flags () & P_SAFE) |
331 | return 0; |
313 | return 0; |
332 | |
314 | |
333 | /* peterm: a few special cases for special attacktypes --counterspell |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
334 | * must be out here because it strikes things which are not alive |
316 | * must be out here because it strikes things which are not alive |
335 | */ |
317 | */ |
336 | |
318 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
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319 | { |
337 | if (type & AT_COUNTERSPELL) |
320 | if (type & AT_COUNTERSPELL) |
338 | { |
321 | { |
339 | counterspell (op, dir); /* see spell_effect.c */ |
322 | counterspell (op, dir); /* see spell_effect.c */ |
340 | |
323 | |
341 | /* If the only attacktype is counterspell or magic, don't need |
324 | /* If the only attacktype is counterspell or magic, don't need |
342 | * to do any further processing. |
325 | * to do any further processing. |
343 | */ |
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344 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
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345 | return 0; |
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346 | |
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347 | type &= ~AT_COUNTERSPELL; |
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348 | } |
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349 | |
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350 | if (type & AT_CHAOS) |
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351 | { |
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352 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
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353 | update_object (op, UP_OBJ_FACE); |
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354 | type &= ~AT_CHAOS; |
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355 | } |
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356 | |
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357 | next = get_map_ob (map, x, y); |
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358 | if (next) |
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359 | next_tag = next->count; |
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360 | |
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361 | while (next) |
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362 | { |
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363 | if (was_destroyed (next, next_tag)) |
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364 | { |
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365 | /* There may still be objects that were above 'next', but there is no |
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366 | * simple way to find out short of copying all object references and |
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367 | * tags into a temporary array before we start processing the first |
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368 | * object. That's why we just abort. |
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369 | * |
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370 | * This happens whenever attack spells (like fire) hit a pile |
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371 | * of objects. This is not a bug - nor an error. The errormessage |
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372 | * below was spamming the logs for absolutely no reason. |
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373 | */ |
326 | */ |
374 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
327 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
375 | break; |
328 | return 0; |
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329 | |
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330 | type &= ~AT_COUNTERSPELL; |
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331 | } |
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332 | |
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333 | if (type & AT_CHAOS) |
376 | } |
334 | { |
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335 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
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336 | update_object (op, UP_OBJ_FACE); |
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337 | type &= ~AT_CHAOS; |
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338 | } |
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339 | } |
377 | |
340 | |
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341 | /* There may still be objects that were above 'next', but there is no |
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342 | * simple way to find out short of copying all object references and |
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343 | * tags into a temporary array before we start processing the first |
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344 | * object. That's why we just abort on destroy. |
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345 | * |
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346 | * This happens whenever attack spells (like fire) hit a pile |
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347 | * of objects. This is not a bug - nor an error. |
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348 | */ |
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349 | for (object *next = ms.bot; next && !next->destroyed (); ) |
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350 | { |
378 | tmp = next; |
351 | object *tmp = next; |
379 | next = tmp->above; |
352 | next = tmp->above; |
380 | |
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381 | if (next) |
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382 | next_tag = next->count; |
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383 | |
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384 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
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385 | { |
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386 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
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387 | break; |
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388 | } |
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389 | |
353 | |
390 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
354 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
391 | * For example, 'tmp' was put in an icecube. |
355 | * For example, 'tmp' was put in an icecube. |
392 | * This is one of the few cases where on_same_map should not be used. |
356 | * This is one of the few cases where on_same_map should not be used. |
393 | */ |
357 | */ |
… | |
… | |
396 | |
360 | |
397 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
398 | { |
362 | { |
399 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
363 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
400 | retflag |= 1; |
364 | retflag |= 1; |
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365 | |
401 | if (was_destroyed (op, op_tag)) |
366 | if (op->destroyed ()) |
402 | break; |
367 | break; |
403 | } |
368 | } |
404 | |
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405 | /* Here we are potentially destroying an object. If the object has |
369 | /* 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 |
370 | * 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 |
371 | * that weak walls have is_alive set, which prevent objects from |
408 | * passing over/through them. We don't care what type of movement |
372 | * 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 |
373 | * the wall blocks - if it blocks any type of movement, can't be |
410 | * destroyed right now. |
374 | * destroyed right now. |
411 | */ |
375 | */ |
412 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
376 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
413 | { |
377 | { |
414 | save_throw_object (tmp, type, op); |
378 | save_throw_object (tmp, type, op); |
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379 | |
415 | if (was_destroyed (op, op_tag)) |
380 | if (op->destroyed ()) |
416 | break; |
381 | break; |
417 | } |
382 | } |
418 | } |
383 | } |
419 | |
384 | |
420 | return 0; |
385 | return 0; |
… | |
… | |
423 | void |
388 | void |
424 | attack_message (int dam, int type, object *op, object *hitter) |
389 | attack_message (int dam, int type, object *op, object *hitter) |
425 | { |
390 | { |
426 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
391 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
427 | int i, found = 0; |
392 | int i, found = 0; |
428 | mapstruct *map; |
393 | maptile *map; |
429 | object *next, *tmp; |
394 | object *next, *tmp; |
430 | |
395 | |
431 | /* put in a few special messages for some of the common attacktypes |
396 | /* put in a few special messages for some of the common attacktypes |
432 | * a player might have. For example, fire, electric, cold, etc |
397 | * a player might have. For example, fire, electric, cold, etc |
433 | * [garbled 20010919] |
398 | * [garbled 20010919] |
… | |
… | |
450 | sprintf (buf1, "missed %s", &op->name); |
415 | sprintf (buf1, "missed %s", &op->name); |
451 | sprintf (buf2, " misses"); |
416 | sprintf (buf2, " misses"); |
452 | found++; |
417 | found++; |
453 | } |
418 | } |
454 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
419 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
455 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
420 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
456 | { |
421 | { |
457 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
422 | 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) |
423 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
459 | { |
424 | { |
460 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
425 | 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); |
437 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
473 | found++; |
438 | found++; |
474 | break; |
439 | break; |
475 | } |
440 | } |
476 | } |
441 | } |
477 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
442 | else if (hitter->type == PLAYER && op->is_alive ()) |
478 | { |
443 | { |
479 | if (USING_SKILL (hitter, SK_KARATE)) |
444 | if (USING_SKILL (hitter, SK_KARATE)) |
480 | { |
445 | { |
481 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
446 | 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) |
447 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
508 | found++; |
473 | found++; |
509 | break; |
474 | break; |
510 | } |
475 | } |
511 | } |
476 | } |
512 | } |
477 | } |
|
|
478 | |
513 | if (found) |
479 | if (found) |
514 | { |
480 | { |
515 | /* done */ |
481 | /* done */ |
516 | } |
482 | } |
517 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
483 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
518 | { |
484 | { |
519 | sprintf (buf1, "hit"); /* just in case */ |
485 | sprintf (buf1, "hit"); /* just in case */ |
520 | for (i = 0; i < MAXATTACKMESS; i++) |
486 | for (i = 0; i < MAXATTACKMESS; i++) |
521 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
487 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
522 | { |
488 | { |
523 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
489 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
524 | found++; |
490 | found++; |
525 | break; |
491 | break; |
526 | } |
492 | } |
527 | } |
493 | } |
528 | else if (type & AT_DRAIN && IS_LIVE (op)) |
494 | else if (type & AT_DRAIN && op->is_alive ()) |
529 | { |
495 | { |
530 | /* drain is first, because some items have multiple attypes */ |
496 | /* drain is first, because some items have multiple attypes */ |
531 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
497 | 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) |
498 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
533 | { |
499 | { |
… | |
… | |
535 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
501 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
536 | found++; |
502 | found++; |
537 | break; |
503 | break; |
538 | } |
504 | } |
539 | } |
505 | } |
540 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
506 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
541 | { |
507 | { |
542 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
508 | 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) |
509 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
544 | { |
510 | { |
545 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
511 | 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); |
512 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
547 | found++; |
513 | found++; |
548 | break; |
514 | break; |
549 | } |
515 | } |
550 | } |
516 | } |
551 | else if (type & AT_COLD && IS_LIVE (op)) |
517 | else if (type & AT_COLD && op->is_alive ()) |
552 | { |
518 | { |
553 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
519 | 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) |
520 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
555 | { |
521 | { |
556 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
522 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
633 | strcpy (buf1, "hit"); |
599 | strcpy (buf1, "hit"); |
634 | strcpy (buf2, " hits"); |
600 | strcpy (buf2, " hits"); |
635 | } |
601 | } |
636 | |
602 | |
637 | /* bail out if a monster is casting spells */ |
603 | /* bail out if a monster is casting spells */ |
638 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
604 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
639 | return; |
605 | return; |
640 | |
606 | |
641 | /* scale down magic considerably. */ |
607 | /* scale down magic considerably. */ |
642 | if (type & AT_MAGIC && rndm (0, 5)) |
608 | if (type & AT_MAGIC && rndm (0, 5)) |
643 | return; |
609 | return; |
644 | |
610 | |
645 | /* Did a player hurt another player? Inform both! */ |
611 | /* Did a player hurt another player? Inform both! */ |
646 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
612 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
647 | { |
613 | { |
648 | if (get_owner (hitter) != NULL) |
614 | if (hitter->owner != NULL) |
649 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
615 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
650 | else |
616 | else |
651 | { |
617 | { |
652 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
618 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
653 | if (dam != 0) |
619 | if (dam != 0) |
… | |
… | |
675 | else |
641 | else |
676 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
677 | } |
643 | } |
678 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
644 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
679 | } |
645 | } |
680 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
646 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
681 | { |
647 | { |
682 | /* look for stacked spells and start reducing the message chances */ |
648 | /* 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)) |
649 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
684 | { |
650 | { |
685 | i = 4; |
651 | i = 4; |
686 | map = hitter->map; |
652 | map = hitter->map; |
687 | if (out_of_map (map, hitter->x, hitter->y)) |
653 | if (out_of_map (map, hitter->x, hitter->y)) |
688 | return; |
654 | return; |
|
|
655 | |
689 | next = get_map_ob (map, hitter->x, hitter->y); |
656 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
690 | if (next) |
657 | if (next) |
691 | while (next) |
658 | while (next) |
692 | { |
659 | { |
693 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
660 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
694 | i *= 3; |
661 | i *= 3; |
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 | play_sound_map (op->map, op->x, op->y, SOUND_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 | } |
… | |
… | |
760 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
730 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
761 | { |
731 | { |
762 | int simple_attack, roll, dam = 0; |
732 | int simple_attack, roll, dam = 0; |
763 | uint32 type; |
733 | uint32 type; |
764 | shstr op_name; |
734 | shstr op_name; |
765 | tag_t op_tag, hitter_tag; |
|
|
766 | |
735 | |
767 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
736 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
768 | goto error; |
737 | goto error; |
769 | |
738 | |
770 | if (hitter->current_weapon) |
739 | if (hitter->current_weapon) |
771 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
740 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
772 | return RESULT_INT (0); |
741 | return RESULT_INT (0); |
773 | |
742 | |
774 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
743 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
775 | return RESULT_INT (0); |
744 | return RESULT_INT (0); |
776 | |
|
|
777 | op_tag = op->count; |
|
|
778 | hitter_tag = hitter->count; |
|
|
779 | |
745 | |
780 | /* |
746 | /* |
781 | * A little check to make it more difficult to dance forward and back |
747 | * A little check to make it more difficult to dance forward and back |
782 | * to avoid ever being hit by monsters. |
748 | * to avoid ever being hit by monsters. |
783 | */ |
749 | */ |
… | |
… | |
788 | * which then gets here again. By decreasing the speed before |
754 | * which then gets here again. By decreasing the speed before |
789 | * we call process_object, the 'if' statement above will fail. |
755 | * we call process_object, the 'if' statement above will fail. |
790 | */ |
756 | */ |
791 | op->speed_left--; |
757 | op->speed_left--; |
792 | process_object (op); |
758 | process_object (op); |
|
|
759 | |
793 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
794 | goto error; |
761 | goto error; |
795 | } |
762 | } |
796 | |
763 | |
797 | op_name = op->name; |
764 | op_name = op->name; |
798 | |
765 | |
… | |
… | |
810 | if (settings.casting_time == TRUE) |
777 | if (settings.casting_time == TRUE) |
811 | { |
778 | { |
812 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
779 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
813 | { |
780 | { |
814 | hitter->casting_time = -1; |
781 | hitter->casting_time = -1; |
815 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
782 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost your spell!"); |
816 | } |
783 | } |
817 | if ((op->casting_time > -1) && (hitdam > 0)) |
784 | if ((op->casting_time > -1) && (hitdam > 0)) |
818 | { |
785 | { |
819 | op->casting_time = -1; |
786 | op->casting_time = -1; |
820 | if (op->type == PLAYER) |
787 | if (op->type == PLAYER) |
821 | { |
788 | { |
822 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
789 | 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); |
790 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
824 | } |
791 | } |
825 | } |
792 | } |
826 | } |
793 | } |
827 | if (!simple_attack) |
794 | if (!simple_attack) |
… | |
… | |
832 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
799 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
833 | CLEAR_FLAG (op, FLAG_SLEEP); |
800 | CLEAR_FLAG (op, FLAG_SLEEP); |
834 | |
801 | |
835 | /* If the victim can't see the attacker, it may alert others |
802 | /* If the victim can't see the attacker, it may alert others |
836 | * for help. */ |
803 | * for help. */ |
837 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
804 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
838 | npc_call_help (op); |
805 | npc_call_help (op); |
839 | |
806 | |
840 | /* if you were hidden and hit by a creature, you are discovered */ |
807 | /* if you were hidden and hit by a creature, you are discovered */ |
841 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
808 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
842 | { |
809 | { |
… | |
… | |
849 | * when they hit the victim. For things like thrown daggers, |
816 | * when they hit the victim. For things like thrown daggers, |
850 | * this sets 'hitter' to the actual dagger, and not the |
817 | * this sets 'hitter' to the actual dagger, and not the |
851 | * wrapper object. |
818 | * wrapper object. |
852 | */ |
819 | */ |
853 | thrown_item_effect (hitter, op); |
820 | thrown_item_effect (hitter, op); |
|
|
821 | |
854 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
822 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
855 | goto leave; |
823 | goto leave; |
856 | } |
824 | } |
857 | |
825 | |
858 | /* Need to do at least 1 damage, otherwise there is no point |
826 | /* Need to do at least 1 damage, otherwise there is no point |
859 | * to go further and it will cause FPE's below. |
827 | * to go further and it will cause FPE's below. |
860 | */ |
828 | */ |
861 | if (hitdam <= 0) |
829 | if (hitdam <= 0) |
862 | hitdam = 1; |
830 | hitdam = 1; |
863 | |
831 | |
864 | type = hitter->attacktype; |
832 | type = hitter->attacktype; |
|
|
833 | |
865 | if (!type) |
834 | if (!type) |
866 | type = AT_PHYSICAL; |
835 | type = AT_PHYSICAL; |
|
|
836 | |
867 | /* Handle monsters that hit back */ |
837 | /* Handle monsters that hit back */ |
868 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
838 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
869 | { |
839 | { |
870 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
840 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
871 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
841 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
842 | |
872 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
843 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
844 | |
873 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
845 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
874 | goto leave; |
846 | goto leave; |
875 | } |
847 | } |
876 | |
848 | |
877 | /* In the new attack code, it should handle multiple attack |
849 | /* In the new attack code, it should handle multiple attack |
878 | * types in its area, so remove it from here. |
850 | * types in its area, so remove it from here. |
879 | */ |
851 | */ |
880 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
852 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
853 | |
881 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
854 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
882 | goto leave; |
855 | goto leave; |
883 | } /* end of if hitter hit op */ |
856 | } /* end of if hitter hit op */ |
884 | /* if we missed, dam=0 */ |
857 | /* if we missed, dam=0 */ |
885 | |
858 | |
886 | /*attack_message(dam, type, op, hitter); */ |
859 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
920 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
893 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
921 | { |
894 | { |
922 | if (tmp->head != NULL) |
895 | if (tmp->head != NULL) |
923 | tmp = tmp->head; |
896 | tmp = tmp->head; |
924 | |
897 | |
925 | remove_ob (op); |
898 | op->remove (); |
926 | op = insert_ob_in_ob (op, tmp); |
899 | op = insert_ob_in_ob (op, tmp); |
927 | |
900 | |
928 | if (tmp->type == PLAYER) |
901 | if (tmp->type == PLAYER) |
929 | esrv_send_item (tmp, op); |
902 | esrv_send_item (tmp, op); |
930 | |
903 | |
… | |
… | |
943 | object * |
916 | object * |
944 | hit_with_arrow (object *op, object *victim) |
917 | hit_with_arrow (object *op, object *victim) |
945 | { |
918 | { |
946 | object *container, *hitter; |
919 | object *container, *hitter; |
947 | int hit_something = 0; |
920 | int hit_something = 0; |
948 | tag_t victim_tag, hitter_tag; |
|
|
949 | sint16 victim_x, victim_y; |
|
|
950 | |
921 | |
951 | /* Disassemble missile */ |
922 | /* Disassemble missile */ |
952 | if (op->inv) |
923 | if (op->inv) |
953 | { |
924 | { |
954 | container = op; |
925 | container = op; |
955 | hitter = op->inv; |
926 | hitter = op->inv; |
956 | remove_ob (hitter); |
927 | hitter->remove (); |
957 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
928 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
958 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
929 | /* 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 |
930 | * 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 |
931 | * removed at the end of this function must be able to deal with empty |
961 | * THROWN_OBJs. */ |
932 | * THROWN_OBJs. */ |
962 | } |
933 | } |
963 | else |
934 | else |
964 | { |
935 | { |
965 | container = NULL; |
936 | container = 0; |
966 | hitter = op; |
937 | hitter = op; |
967 | } |
938 | } |
968 | |
939 | |
969 | /* Try to hit victim */ |
940 | /* 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); |
941 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
976 | |
942 | |
977 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
943 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
978 | * arrow, move_apply() calls this function, arrow sticks in demon, |
944 | * arrow, move_apply() calls this function, arrow sticks in demon, |
979 | * attack_ob_simple() returns, and we've got an arrow that still exists |
945 | * 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 |
946 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
981 | * other places as well!) |
947 | * other places as well!) |
982 | */ |
948 | */ |
983 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
949 | if (hitter->destroyed () || hitter->env != NULL) |
984 | { |
950 | { |
985 | if (container) |
951 | if (container) |
986 | { |
952 | { |
987 | remove_ob (container); |
953 | container->remove (); |
988 | free_object (container); |
954 | container->destroy (); |
989 | } |
955 | } |
|
|
956 | |
990 | return NULL; |
957 | return 0; |
991 | } |
958 | } |
992 | |
959 | |
993 | /* Missile hit victim */ |
960 | /* Missile hit victim */ |
994 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
961 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
995 | * through the target |
962 | * through the target |
996 | */ |
963 | */ |
997 | if (hit_something && op->speed <= 10.0) |
964 | if (hit_something && op->speed <= 10.0) |
998 | { |
965 | { |
999 | /* Stop arrow */ |
966 | /* Stop arrow */ |
1000 | if (container == NULL) |
967 | if (!container) |
1001 | { |
968 | { |
1002 | hitter = fix_stopped_arrow (hitter); |
969 | hitter = fix_stopped_arrow (hitter); |
1003 | if (hitter == NULL) |
970 | if (!hitter) |
1004 | return NULL; |
971 | return 0; |
1005 | } |
972 | } |
1006 | else |
973 | else |
1007 | { |
974 | container->destroy (); |
1008 | remove_ob (container); |
|
|
1009 | free_object (container); |
|
|
1010 | } |
|
|
1011 | |
975 | |
1012 | /* Try to stick arrow into victim */ |
976 | /* Try to stick arrow into victim */ |
1013 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
977 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1014 | return NULL; |
978 | return 0; |
1015 | |
979 | |
1016 | /* Else try to put arrow on victim's map square |
980 | /* Else try to put arrow on victim's map square |
1017 | * remove check for P_WALL here. If the arrow got to this |
981 | * remove check for P_WALL here. If the arrow got to this |
1018 | * space, that is good enough - with the new movement code, |
982 | * space, that is good enough - with the new movement code, |
1019 | * there is now the potential for lots of spaces where something |
983 | * there is now the potential for lots of spaces where something |
1020 | * can fly over but not otherwise move over. What is the correct |
984 | * can fly over but not otherwise move over. What is the correct |
1021 | * way to handle those otherwise? |
985 | * way to handle those otherwise? |
1022 | */ |
986 | */ |
1023 | if (victim_x != hitter->x || victim_y != hitter->y) |
987 | if (victim->x != hitter->x || victim->y != hitter->y) |
1024 | { |
988 | { |
1025 | remove_ob (hitter); |
989 | hitter->remove (); |
1026 | hitter->x = victim_x; |
990 | hitter->x = victim->x; |
1027 | hitter->y = victim_y; |
991 | hitter->y = victim->y; |
1028 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
992 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1029 | } |
993 | } |
1030 | else |
994 | else |
1031 | { |
|
|
1032 | /* Else leave arrow where it is */ |
995 | /* Else leave arrow where it is */ |
1033 | merge_ob (hitter, NULL); |
996 | merge_ob (hitter, NULL); |
1034 | } |
997 | |
1035 | return NULL; |
998 | return 0; |
1036 | } |
999 | } |
1037 | |
1000 | |
1038 | if (hit_something && op->speed >= 10.0) |
1001 | if (hit_something && op->speed >= 10.0) |
1039 | op->speed -= 1.0; |
1002 | op->speed -= 1.0; |
1040 | |
1003 | |
1041 | /* Missile missed victim - reassemble missile */ |
1004 | /* Missile missed victim - reassemble missile */ |
1042 | if (container) |
1005 | if (container) |
1043 | { |
1006 | { |
1044 | remove_ob (hitter); |
1007 | hitter->remove (); |
1045 | insert_ob_in_ob (hitter, container); |
1008 | insert_ob_in_ob (hitter, container); |
1046 | } |
1009 | } |
|
|
1010 | |
1047 | return op; |
1011 | return op; |
1048 | } |
1012 | } |
1049 | |
1013 | |
1050 | |
1014 | |
1051 | void |
1015 | void |
… | |
… | |
1060 | } |
1024 | } |
1061 | else if (!GET_ANIM_ID (op)) |
1025 | else if (!GET_ANIM_ID (op)) |
1062 | { |
1026 | { |
1063 | /* Object has been called - no animations, so remove it */ |
1027 | /* Object has been called - no animations, so remove it */ |
1064 | if (op->stats.hp < 0) |
1028 | if (op->stats.hp < 0) |
|
|
1029 | op->destroy (); |
1065 | { |
1030 | |
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 */ |
1031 | return; /* no animations, so nothing more to do */ |
1072 | } |
1032 | } |
|
|
1033 | |
1073 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1034 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1035 | |
1074 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1036 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1075 | perc = NUM_ANIMATIONS (op) - 1; |
1037 | perc = NUM_ANIMATIONS (op) - 1; |
1076 | else if (perc < 1) |
1038 | else if (perc < 1) |
1077 | perc = 1; |
1039 | perc = 1; |
|
|
1040 | |
1078 | SET_ANIMATION (op, perc); |
1041 | SET_ANIMATION (op, perc); |
1079 | update_object (op, UP_OBJ_FACE); |
1042 | update_object (op, UP_OBJ_FACE); |
|
|
1043 | |
1080 | if (perc == NUM_ANIMATIONS (op) - 1) |
1044 | if (perc == NUM_ANIMATIONS (op) - 1) |
1081 | { /* Reached the last animation */ |
1045 | { /* Reached the last animation */ |
1082 | if (op->face == blank_face) |
1046 | if (op->face == blank_face) |
1083 | { |
|
|
1084 | /* If the last face is blank, remove the ob */ |
1047 | /* If the last face is blank, remove the ob */ |
1085 | remove_ob (op); /* Should update LOS */ |
1048 | 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 |
1049 | else |
1093 | { /* The last face was not blank, leave an image */ |
1050 | { /* The last face was not blank, leave an image */ |
1094 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1051 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1095 | update_all_los (op->map, op->x, op->y); |
1052 | update_all_los (op->map, op->x, op->y); |
1096 | op->move_block = 0; |
1053 | op->move_block = 0; |
… | |
… | |
1100 | } |
1057 | } |
1101 | |
1058 | |
1102 | void |
1059 | void |
1103 | scare_creature (object *target, object *hitter) |
1060 | scare_creature (object *target, object *hitter) |
1104 | { |
1061 | { |
1105 | object *owner = get_owner (hitter); |
1062 | object *owner = hitter->owner; |
1106 | |
1063 | |
1107 | if (!owner) |
1064 | if (!owner) |
1108 | owner = hitter; |
1065 | owner = hitter; |
1109 | |
1066 | |
1110 | SET_FLAG (target, FLAG_SCARED); |
1067 | SET_FLAG (target, FLAG_SCARED); |
… | |
… | |
1117 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1074 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1118 | * This doesn't damage the player, but returns how much it should |
1075 | * This doesn't damage the player, but returns how much it should |
1119 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1076 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1120 | * Note - changed for PR code - we now pass the attack number and not |
1077 | * Note - changed for PR code - we now pass the attack number and not |
1121 | * the attacktype. Makes it easier for the PR code. */ |
1078 | * the attacktype. Makes it easier for the PR code. */ |
1122 | |
|
|
1123 | int |
1079 | int |
1124 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1080 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1125 | { |
1081 | { |
1126 | |
|
|
1127 | int doesnt_slay = 1; |
1082 | int doesnt_slay = 1; |
1128 | |
1083 | |
1129 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1084 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1130 | if (attacknum >= NROFATTACKS) |
1085 | if (attacknum >= NROFATTACKS) |
1131 | { |
1086 | { |
… | |
… | |
1133 | return 0; |
1088 | return 0; |
1134 | } |
1089 | } |
1135 | |
1090 | |
1136 | if (dam < 0) |
1091 | if (dam < 0) |
1137 | { |
1092 | { |
1138 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1093 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", dam, hitter->debug_desc (), op->debug_desc2 ()); |
1139 | return 0; |
1094 | return 0; |
1140 | } |
1095 | } |
1141 | |
1096 | |
1142 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1097 | /* 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. */ |
1098 | * people can't mess with that or it otherwise get confused. */ |
… | |
… | |
1176 | |
1131 | |
1177 | /* Keep this in order - makes things easier to find */ |
1132 | /* Keep this in order - makes things easier to find */ |
1178 | |
1133 | |
1179 | switch (attacknum) |
1134 | switch (attacknum) |
1180 | { |
1135 | { |
1181 | case ATNR_PHYSICAL: |
1136 | case ATNR_PHYSICAL: |
1182 | /* here also check for diseases */ |
1137 | /* here also check for diseases */ |
1183 | check_physically_infect (op, hitter); |
1138 | check_physically_infect (op, hitter); |
1184 | break; |
1139 | break; |
1185 | |
1140 | |
1186 | /* Don't need to do anything for: |
1141 | /* Don't need to do anything for: |
1187 | magic, |
1142 | magic, |
1188 | fire, |
1143 | fire, |
1189 | electricity, |
1144 | electricity, |
1190 | cold */ |
1145 | cold */ |
1191 | |
1146 | |
1192 | case ATNR_CONFUSION: |
1147 | case ATNR_CONFUSION: |
1193 | case ATNR_POISON: |
1148 | case ATNR_POISON: |
1194 | case ATNR_SLOW: |
1149 | case ATNR_SLOW: |
1195 | case ATNR_PARALYZE: |
1150 | case ATNR_PARALYZE: |
1196 | case ATNR_FEAR: |
1151 | case ATNR_FEAR: |
1197 | case ATNR_CANCELLATION: |
1152 | case ATNR_CANCELLATION: |
1198 | case ATNR_DEPLETE: |
1153 | case ATNR_DEPLETE: |
1199 | case ATNR_BLIND: |
1154 | case ATNR_BLIND: |
1200 | { |
1155 | { |
1201 | /* chance for inflicting a special attack depends on the |
1156 | /* chance for inflicting a special attack depends on the |
1202 | * difference between attacker's and defender's level |
1157 | * difference between attacker's and defender's level |
1203 | */ |
1158 | */ |
1204 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1159 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1205 | |
1160 | |
1206 | /* First, only creatures/players with speed can be affected. |
1161 | /* First, only creatures/players with speed can be affected. |
1207 | * Second, just getting hit doesn't mean it always affects |
1162 | * Second, just getting hit doesn't mean it always affects |
1208 | * you. Third, you still get a saving through against the |
1163 | * you. Third, you still get a saving through against the |
1209 | * effect. |
1164 | * effect. |
1210 | */ |
1165 | */ |
1211 | if (op->speed && |
1166 | if (op->speed && |
1212 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1167 | (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)) |
1168 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1214 | { |
1169 | { |
1215 | |
1170 | |
1216 | /* Player has been hit by something */ |
1171 | /* Player has been hit by something */ |
1217 | if (attacknum == ATNR_CONFUSION) |
1172 | if (attacknum == ATNR_CONFUSION) |
1218 | confuse_player (op, hitter, dam); |
1173 | confuse_player (op, hitter, dam); |
1219 | else if (attacknum == ATNR_POISON) |
1174 | else if (attacknum == ATNR_POISON) |
1220 | poison_player (op, hitter, dam); |
1175 | poison_player (op, hitter, dam); |
1221 | else if (attacknum == ATNR_SLOW) |
1176 | else if (attacknum == ATNR_SLOW) |
1222 | slow_player (op, hitter, dam); |
1177 | slow_player (op, hitter, dam); |
1223 | else if (attacknum == ATNR_PARALYZE) |
1178 | else if (attacknum == ATNR_PARALYZE) |
1224 | paralyze_player (op, hitter, dam); |
1179 | paralyze_player (op, hitter, dam); |
1225 | else if (attacknum == ATNR_FEAR) |
1180 | else if (attacknum == ATNR_FEAR) |
1226 | scare_creature (op, hitter); |
1181 | scare_creature (op, hitter); |
1227 | else if (attacknum == ATNR_CANCELLATION) |
1182 | else if (attacknum == ATNR_CANCELLATION) |
1228 | cancellation (op); |
1183 | cancellation (op); |
1229 | else if (attacknum == ATNR_DEPLETE) |
1184 | else if (attacknum == ATNR_DEPLETE) |
1230 | drain_stat (op); |
1185 | op->drain_stat (); |
1231 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1186 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1232 | blind_player (op, hitter, dam); |
1187 | blind_player (op, hitter, dam); |
1233 | } |
1188 | } |
1234 | dam = 0; /* These are all effects and don't do real damage */ |
1189 | dam = 0; /* These are all effects and don't do real damage */ |
1235 | } |
1190 | } |
1236 | break; |
1191 | break; |
|
|
1192 | |
1237 | case ATNR_ACID: |
1193 | case ATNR_ACID: |
1238 | { |
1194 | { |
1239 | int flag = 0; |
1195 | int flag = 0; |
1240 | |
1196 | |
1241 | /* Items only get corroded if you're not on a battleground and |
1197 | /* Items only get corroded if you're not on a battleground and |
1242 | * if your acid resistance is below 50%. */ |
1198 | * if your acid resistance is below 50%. */ |
1243 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1199 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1244 | { |
1200 | { |
1245 | object *tmp; |
|
|
1246 | |
|
|
1247 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1201 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1248 | { |
1202 | { |
1249 | if (tmp->invisible) |
1203 | if (tmp->invisible) |
1250 | continue; |
1204 | continue; |
1251 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1205 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1252 | /* >= 10% acid res. on itmes will protect these */ |
1206 | /* >= 10% acid res. on items will protect these */ |
1253 | continue; |
1207 | continue; |
1254 | if (!(tmp->material & M_IRON)) |
1208 | if (!(tmp->materials & M_IRON)) |
1255 | continue; |
1209 | continue; |
1256 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1210 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1257 | continue; |
1211 | continue; |
1258 | if (tmp->type == RING || |
1212 | if (tmp->type == RING |
1259 | /* removed boots and gloves from exclusion list in |
1213 | /* removed boots and gloves from exclusion list in PR */ |
1260 | PR */ |
1214 | || tmp->type == GIRDLE |
1261 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1215 | || tmp->type == AMULET |
|
|
1216 | || tmp->type == WAND |
|
|
1217 | || tmp->type == ROD |
|
|
1218 | || tmp->type == HORN) |
1262 | continue; /* To avoid some strange effects */ |
1219 | continue; /* To avoid some strange effects */ |
1263 | |
1220 | |
1264 | /* High damage acid has better chance of corroding |
1221 | /* High damage acid has better chance of corroding |
1265 | objects */ |
1222 | objects */ |
1266 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1223 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1267 | { |
1224 | { |
1268 | if (op->type == PLAYER) |
1225 | if (op->type == PLAYER) |
1269 | /* Make this more visible */ |
1226 | /* Make this more visible */ |
1270 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1227 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1271 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1228 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1272 | flag = 1; |
1229 | flag = 1; |
1273 | tmp->magic--; |
1230 | tmp->magic--; |
1274 | if (op->type == PLAYER) |
1231 | if (op->type == PLAYER) |
1275 | esrv_send_item (op, tmp); |
1232 | esrv_send_item (op, tmp); |
1276 | } |
1233 | } |
1277 | } |
1234 | } |
1278 | if (flag) |
|
|
1279 | fix_player (op); /* Something was corroded */ |
|
|
1280 | } |
1235 | |
|
|
1236 | if (flag) |
|
|
1237 | op->update_stats (); /* Something was corroded */ |
1281 | } |
1238 | } |
|
|
1239 | } |
1282 | break; |
1240 | break; |
|
|
1241 | |
1283 | case ATNR_DRAIN: |
1242 | case ATNR_DRAIN: |
1284 | { |
1243 | { |
1285 | /* rate is the proportion of exp drained. High rate means |
1244 | /* rate is the proportion of exp drained. High rate means |
1286 | * not much is drained, low rate means a lot is drained. |
1245 | * not much is drained, low rate means a lot is drained. |
1287 | */ |
1246 | */ |
1288 | int rate; |
1247 | int rate; |
1289 | |
1248 | |
1290 | if (op->resist[ATNR_DRAIN] >= 0) |
1249 | if (op->resist[ATNR_DRAIN] >= 0) |
1291 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1250 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1292 | else |
1251 | else |
1293 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1252 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1294 | |
1253 | |
1295 | if (op->stats.exp <= rate) |
1254 | if (op->stats.exp <= rate) |
1296 | { |
1255 | { |
1297 | if (op->type == GOLEM) |
1256 | if (op->type == GOLEM) |
1298 | dam = 999; /* Its force is "sucked" away. 8) */ |
1257 | dam = 999; /* Its force is "sucked" away. 8) */ |
1299 | else |
1258 | else |
1300 | /* If we can't drain, lets try to do physical damage */ |
1259 | /* If we can't drain, lets try to do physical damage */ |
1301 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1260 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1302 | } |
1261 | } |
1303 | else |
1262 | else |
1304 | { |
1263 | { |
1305 | /* Randomly give the hitter some hp */ |
1264 | /* Randomly give the hitter some hp */ |
1306 | if (hitter->stats.hp < hitter->stats.maxhp && |
1265 | if (hitter->stats.hp < hitter->stats.maxhp && |
1307 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1266 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1308 | hitter->stats.hp++; |
1267 | hitter->stats.hp++; |
1309 | |
1268 | |
1310 | /* Can't do drains on battleground spaces. |
1269 | /* Can't do drains on battleground spaces. |
1311 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1270 | * 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, |
1271 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1313 | * nothing happens. |
1272 | * nothing happens. |
1314 | * Try to credit the owner. We try to display player -> player drain |
1273 | * Try to credit the owner. We try to display player -> player drain |
1315 | * attacks, hence all the != PLAYER checks. |
1274 | * attacks, hence all the != PLAYER checks. |
1316 | */ |
1275 | */ |
1317 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1276 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1318 | { |
1277 | { |
1319 | object *owner = get_owner (hitter); |
1278 | object *owner = hitter->owner; |
1320 | |
1279 | |
1321 | if (owner && owner != hitter) |
1280 | if (owner && owner != hitter) |
1322 | { |
1281 | { |
1323 | if (op->type != PLAYER || owner->type != PLAYER) |
1282 | if (op->type != PLAYER || owner->type != PLAYER) |
1324 | change_exp (owner, op->stats.exp / (rate * 2), |
1283 | change_exp (owner, op->stats.exp / (rate * 2), |
1325 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1284 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1326 | } |
1285 | } |
1327 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1286 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1328 | { |
1287 | { |
1329 | change_exp (hitter, op->stats.exp / (rate * 2), |
1288 | change_exp (hitter, op->stats.exp / (rate * 2), |
1330 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1289 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1331 | } |
1290 | } |
1332 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1291 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1333 | } |
1292 | } |
|
|
1293 | |
1334 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1294 | 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, |
1295 | * drain attack, you won't know that you are actually sucking out EXP, |
1336 | * as the messages will say you missed |
1296 | * as the messages will say you missed |
1337 | */ |
1297 | */ |
1338 | } |
1298 | } |
1339 | } |
1299 | } |
1340 | break; |
1300 | break; |
|
|
1301 | |
1341 | case ATNR_TURN_UNDEAD: |
1302 | case ATNR_TURN_UNDEAD: |
1342 | { |
1303 | { |
1343 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1304 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1344 | { |
1305 | { |
1345 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1306 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | object *god = find_god (determine_god (owner)); |
1307 | object *god = find_god (determine_god (owner)); |
1347 | int div = 1; |
1308 | int div = 1; |
1348 | |
1309 | |
1349 | /* if undead are not an enemy of your god, you turn them |
1310 | /* if undead are not an enemy of your god, you turn them |
1350 | * at half strength */ |
1311 | * at half strength */ |
1351 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1312 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1352 | div = 2; |
1313 | div = 2; |
1353 | /* Give a bonus if you resist turn undead */ |
1314 | /* 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))) |
1315 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1355 | scare_creature (op, owner); |
1316 | scare_creature (op, owner); |
1356 | } |
1317 | } |
1357 | else |
1318 | else |
1358 | dam = 0; /* don't damage non undead - should we damage |
1319 | dam = 0; /* don't damage non undead - should we damage |
1359 | undead? */ |
1320 | undead? */ |
1360 | } |
1321 | } |
1361 | break; |
1322 | break; |
|
|
1323 | |
1362 | case ATNR_DEATH: |
1324 | case ATNR_DEATH: |
1363 | deathstrike_player (op, hitter, &dam); |
1325 | deathstrike_player (op, hitter, &dam); |
1364 | break; |
1326 | break; |
|
|
1327 | |
1365 | case ATNR_CHAOS: |
1328 | case ATNR_CHAOS: |
1366 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1329 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1367 | dam = 0; |
1330 | dam = 0; |
1368 | break; |
1331 | break; |
|
|
1332 | |
1369 | case ATNR_COUNTERSPELL: |
1333 | case ATNR_COUNTERSPELL: |
1370 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1334 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc2 ()); |
1371 | dam = 0; |
1335 | dam = 0; |
1372 | /* This should never happen. Counterspell is handled |
1336 | /* This should never happen. Counterspell is handled |
1373 | * seperately and filtered out. If this does happen, |
1337 | * seperately and filtered out. If this does happen, |
1374 | * Counterspell has no effect on anything but spells, so it |
1338 | * Counterspell has no effect on anything but spells, so it |
1375 | * does no damage. */ |
1339 | * does no damage. */ |
1376 | break; |
1340 | break; |
|
|
1341 | |
1377 | case ATNR_HOLYWORD: |
1342 | case ATNR_HOLYWORD: |
1378 | { |
1343 | { |
1379 | /* This has already been handled by hit_player, |
1344 | /* This has already been handled by hit_player, |
1380 | * no need to check twice -- DAMN */ |
1345 | * no need to check twice -- DAMN */ |
1381 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1346 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1382 | |
1347 | |
1383 | /* As with turn undead above, give a bonus on the saving throw */ |
1348 | /* 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]) |
1349 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1385 | scare_creature (op, owner); |
1350 | scare_creature (op, owner); |
1386 | } |
1351 | } |
1387 | break; |
1352 | break; |
|
|
1353 | |
1388 | case ATNR_LIFE_STEALING: |
1354 | case ATNR_LIFE_STEALING: |
1389 | { |
1355 | { |
1390 | int new_hp; |
1356 | int new_hp; |
1391 | |
1357 | |
1392 | /* this is replacement to drain for players, instead of taking |
1358 | /* this is replacement to drain for players, instead of taking |
1393 | * exp it takes hp. It is geared for players, probably not |
1359 | * exp it takes hp. It is geared for players, probably not |
1394 | * much use giving it to monsters |
1360 | * much use giving it to monsters |
1395 | * |
1361 | * |
1396 | * life stealing doesn't do a lot of damage, but it gives the |
1362 | * life stealing doesn't do a lot of damage, but it gives the |
1397 | * damage it does do to the player. Given that, |
1363 | * damage it does do to the player. Given that, |
1398 | * it only does 1/10'th normal damage (hence the divide by |
1364 | * it only does 1/10'th normal damage (hence the divide by |
1399 | * 1000). |
1365 | * 1000). |
1400 | */ |
1366 | */ |
1401 | /* You can't steal life from something undead */ |
1367 | /* You can't steal life from something undead */ |
1402 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1368 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1403 | return 0; |
1369 | return 0; |
|
|
1370 | |
1404 | /* If drain protection is higher than life stealing, use that */ |
1371 | /* If drain protection is higher than life stealing, use that */ |
1405 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1372 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1406 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1373 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1407 | else |
1374 | else |
1408 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1375 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1376 | |
1409 | /* You die at -1 hp, not zero. */ |
1377 | /* You die at -1 hp, not zero. */ |
1410 | if (dam > (op->stats.hp + 1)) |
1378 | if (dam > (op->stats.hp + 1)) |
1411 | dam = op->stats.hp + 1; |
1379 | dam = op->stats.hp + 1; |
|
|
1380 | |
1412 | new_hp = hitter->stats.hp + dam; |
1381 | new_hp = hitter->stats.hp + dam; |
1413 | if (new_hp > hitter->stats.maxhp) |
1382 | if (new_hp > hitter->stats.maxhp) |
1414 | new_hp = hitter->stats.maxhp; |
1383 | new_hp = hitter->stats.maxhp; |
|
|
1384 | |
1415 | if (new_hp > hitter->stats.hp) |
1385 | if (new_hp > hitter->stats.hp) |
1416 | hitter->stats.hp = new_hp; |
1386 | hitter->stats.hp = new_hp; |
1417 | } |
1387 | } |
1418 | } |
1388 | } |
|
|
1389 | |
1419 | return dam; |
1390 | return dam; |
1420 | } |
1391 | } |
1421 | |
|
|
1422 | |
1392 | |
1423 | /* GROS: This code comes from hit_player. It has been made external to |
1393 | /* 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. |
1394 | * allow script procedures to "kill" objects in a combat-like fashion. |
1425 | * It was initially used by (kill-object) developed for the Collector's |
1395 | * It was initially used by (kill-object) developed for the Collector's |
1426 | * Sword. Note that nothing has been changed from the original version |
1396 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1461 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1431 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1462 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1432 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1463 | |
1433 | |
1464 | if (op->type == DOOR) |
1434 | if (op->type == DOOR) |
1465 | { |
1435 | { |
1466 | op->speed = 0.1; |
1436 | op->set_speed (0.1); |
1467 | update_ob_speed (op); |
|
|
1468 | op->speed_left = -0.05; |
1437 | op->speed_left = -0.05; |
1469 | return maxdam; |
1438 | return maxdam; |
1470 | } |
1439 | } |
|
|
1440 | |
1471 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1441 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1472 | { |
1442 | { |
1473 | remove_friendly_object (op); |
1443 | remove_friendly_object (op); |
|
|
1444 | |
1474 | if (get_owner (op) != NULL && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1445 | if (op->owner && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
1475 | { |
|
|
1476 | op->owner->contr->ranges[range_golem] = NULL; |
1446 | op->owner->contr->ranges[range_golem] = 0; |
1477 | op->owner->contr->golem_count = 0; |
|
|
1478 | } |
|
|
1479 | |
1447 | |
1480 | remove_ob (op); |
1448 | op->destroy (); |
1481 | free_object (op); |
|
|
1482 | return maxdam; |
1449 | return maxdam; |
1483 | } |
1450 | } |
1484 | |
1451 | |
1485 | /* Now lets start dealing with experience we get for killing something */ |
1452 | /* Now lets start dealing with experience we get for killing something */ |
1486 | |
1453 | |
1487 | owner = get_owner (hitter); |
1454 | owner = hitter->owner; |
1488 | if (owner == NULL) |
1455 | if (!owner) |
1489 | owner = hitter; |
1456 | owner = hitter; |
1490 | |
1457 | |
1491 | /* is the victim (op) standing on battleground? */ |
1458 | /* is the victim (op) standing on battleground? */ |
1492 | if (op_on_battleground (op, NULL, NULL)) |
1459 | if (op_on_battleground (op, NULL, NULL)) |
1493 | battleg = 1; |
1460 | battleg = 1; |
… | |
… | |
1513 | char buf[256]; |
1480 | char buf[256]; |
1514 | |
1481 | |
1515 | tmv = localtime (&t); |
1482 | tmv = localtime (&t); |
1516 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1483 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1517 | |
1484 | |
1518 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1485 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1519 | } |
1486 | } |
1520 | |
1487 | |
1521 | /* try to filter some things out - basically, if you are |
1488 | /* try to filter some things out - basically, if you are |
1522 | * killing a level 1 creature and your level 20, you |
1489 | * killing a level 1 creature and your level 20, you |
1523 | * probably don't want to see that. |
1490 | * probably don't want to see that. |
1524 | */ |
1491 | */ |
1525 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1492 | if (owner->level < op->level * 2 || op->stats.exp > 1000) |
1526 | { |
1493 | { |
1527 | if (owner != hitter) |
1494 | if (owner != hitter) |
1528 | { |
|
|
1529 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1495 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s with %s.", query_name (op), query_name (hitter)); |
1530 | } |
|
|
1531 | else |
1496 | else |
1532 | { |
|
|
1533 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1497 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1534 | } |
1498 | |
1535 | /* Only play sounds for melee kills */ |
1499 | /* Only play sounds for melee kills */ |
1536 | if (hitter->type == PLAYER) |
1500 | if (hitter->type == PLAYER) |
1537 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1501 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1538 | } |
1502 | } |
1539 | |
1503 | |
… | |
… | |
1544 | * player that the object belonged to - so if you killed another player |
1508 | * player that the object belonged to - so if you killed another player |
1545 | * with spells, pets, whatever, there was no penalty. |
1509 | * with spells, pets, whatever, there was no penalty. |
1546 | * Changed to make luck penalty configurable in settings. |
1510 | * Changed to make luck penalty configurable in settings. |
1547 | */ |
1511 | */ |
1548 | if (op->type == PLAYER && owner != op && !battleg) |
1512 | if (op->type == PLAYER && owner != op && !battleg) |
1549 | change_luck (owner, -settings.pk_luck_penalty); |
1513 | owner->change_luck (-settings.pk_luck_penalty); |
1550 | |
1514 | |
1551 | /* This code below deals with finding the appropriate skill |
1515 | /* This code below deals with finding the appropriate skill |
1552 | * to credit exp to. This is a bit problematic - we should |
1516 | * to credit exp to. This is a bit problematic - we should |
1553 | * probably never really have to look at current_weapon->skill |
1517 | * probably never really have to look at current_weapon->skill |
1554 | */ |
1518 | */ |
1555 | skill = NULL; |
1519 | skill = 0; |
|
|
1520 | |
1556 | if (hitter->skill && hitter->type != PLAYER) |
1521 | if (hitter->skill && hitter->type != PLAYER) |
1557 | skill = hitter->skill; |
1522 | skill = hitter->skill; |
1558 | else if (owner->chosen_skill) |
1523 | else if (owner->chosen_skill) |
1559 | { |
1524 | { |
1560 | skill = owner->chosen_skill->skill; |
1525 | skill = owner->chosen_skill->skill; |
… | |
… | |
1564 | skill = owner->current_weapon->skill; |
1529 | skill = owner->current_weapon->skill; |
1565 | else |
1530 | else |
1566 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1531 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1567 | |
1532 | |
1568 | /* We have the skill we want to credit to - now find the object this goes |
1533 | /* 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! |
1534 | * to. Make sure skop is an actual skill, and not a skill tool! |
1570 | */ |
1535 | */ |
1571 | if ((!skop || skop->type != SKILL) && skill) |
1536 | if ((!skop || skop->type != SKILL) && skill) |
1572 | { |
1537 | { |
1573 | int i; |
1538 | int i; |
1574 | |
1539 | |
… | |
… | |
1579 | break; |
1544 | break; |
1580 | } |
1545 | } |
1581 | } |
1546 | } |
1582 | } /* Was it a player that hit somethign */ |
1547 | } /* Was it a player that hit somethign */ |
1583 | else |
1548 | else |
1584 | { |
|
|
1585 | skill = NULL; |
1549 | skill = 0; |
1586 | } |
|
|
1587 | |
1550 | |
1588 | /* Pet (or spell) killed something. */ |
1551 | /* Pet (or spell) killed something. */ |
1589 | if (owner != hitter) |
1552 | if (owner != hitter) |
1590 | { |
|
|
1591 | (void) sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1553 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
1592 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1554 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1593 | } |
|
|
1594 | else |
1555 | else |
1595 | { |
|
|
1596 | (void) sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1556 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
1597 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1557 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1598 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1558 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
1599 | } |
1559 | |
1600 | /* These may have been set in the player code section above */ |
1560 | /* These may have been set in the player code section above */ |
1601 | if (!skop) |
1561 | if (!skop) |
1602 | skop = hitter->chosen_skill; |
1562 | skop = hitter->chosen_skill; |
|
|
1563 | |
1603 | if (!skill && skop) |
1564 | if (!skill && skop) |
1604 | skill = skop->skill; |
1565 | skill = skop->skill; |
1605 | |
1566 | |
1606 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1567 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1607 | |
1568 | |
1608 | |
|
|
1609 | /* If you didn't kill yourself, and your not the wizard */ |
1569 | /* If you didn't kill yourself, and your not the wizard */ |
1610 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1570 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1611 | { |
1571 | { |
1612 | int exp; |
1572 | int exp; |
1613 | |
1573 | |
1614 | /* Really don't give much experience for killing other players */ |
1574 | /* Really don't give much experience for killing other players */ |
1615 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1575 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1616 | if (op->type == PLAYER) |
1576 | if (op->type == PLAYER) |
1617 | { |
1577 | { |
1618 | if (battleg) |
1578 | if (battleg) |
1619 | { |
1579 | { |
1620 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1580 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
… | |
… | |
1638 | |
1598 | |
1639 | if (!settings.simple_exp) |
1599 | if (!settings.simple_exp) |
1640 | exp = exp / 2; |
1600 | exp = exp / 2; |
1641 | |
1601 | |
1642 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1602 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1643 | { |
|
|
1644 | change_exp (owner, exp, skill, 0); |
1603 | change_exp (owner, exp, skill, 0); |
1645 | } |
|
|
1646 | else |
1604 | else |
1647 | { |
1605 | { |
1648 | int shares = 0, count = 0; |
1606 | int shares = 0, count = 0; |
1649 | |
|
|
1650 | player *pl; |
|
|
1651 | |
|
|
1652 | partylist *party = owner->contr->party; |
1607 | partylist *party = owner->contr->party; |
1653 | |
1608 | |
1654 | #ifdef PARTY_KILL_LOG |
|
|
1655 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1609 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1656 | #endif |
1610 | |
1657 | for (pl = first_player; pl != NULL; pl = pl->next) |
1611 | for_all_players (pl) |
1658 | { |
|
|
1659 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1612 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1660 | { |
1613 | { |
1661 | count++; |
1614 | count++; |
1662 | shares += (pl->ob->level + 4); |
1615 | shares += (pl->ob->level + 4); |
1663 | } |
1616 | } |
1664 | } |
1617 | |
1665 | if (count == 1 || shares > exp) |
1618 | if (count == 1 || shares > exp || !shares) |
1666 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1619 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1667 | else |
1620 | else |
1668 | { |
1621 | { |
1669 | int share = exp / shares, given = 0, nexp; |
1622 | int share = exp / shares, given = 0, nexp; |
1670 | |
1623 | |
1671 | for (pl = first_player; pl != NULL; pl = pl->next) |
1624 | for_all_players (pl) |
1672 | { |
|
|
1673 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1625 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1674 | { |
1626 | { |
1675 | nexp = (pl->ob->level + 4) * share; |
1627 | nexp = (pl->ob->level + 4) * share; |
1676 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1628 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1677 | given += nexp; |
1629 | given += nexp; |
1678 | } |
1630 | } |
1679 | } |
1631 | |
1680 | exp -= given; |
1632 | exp -= given; |
1681 | /* give any remainder to the player */ |
1633 | /* give any remainder to the player */ |
1682 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1634 | change_exp (owner, exp, skill, SK_EXP_ADD_SKILL); |
1683 | } |
1635 | } |
1684 | } /* else part of a party */ |
1636 | } /* else part of a party */ |
1685 | |
|
|
1686 | } /* end if person didn't kill himself */ |
1637 | } /* end if person didn't kill himself */ |
1687 | |
1638 | |
1688 | if (op->type != PLAYER) |
1639 | if (op->type != PLAYER) |
1689 | { |
1640 | { |
1690 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1641 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1691 | { |
1642 | { |
1692 | object *owner1 = get_owner (op); |
1643 | object *owner1 = op->owner; |
1693 | |
1644 | |
1694 | if (owner1 != NULL && owner1->type == PLAYER) |
1645 | if (owner1 && owner1->type == PLAYER) |
1695 | { |
1646 | { |
1696 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1647 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1697 | /* Maybe we should include the owner that killed this, maybe not */ |
1648 | /* 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); |
1649 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1699 | } |
1650 | } |
1700 | |
1651 | |
1701 | remove_friendly_object (op); |
1652 | remove_friendly_object (op); |
1702 | } |
1653 | } |
1703 | |
1654 | |
1704 | remove_ob (op); |
1655 | op->destroy (); |
1705 | free_object (op); |
|
|
1706 | } |
1656 | } |
1707 | /* Player has been killed! */ |
|
|
1708 | else |
1657 | else |
1709 | { |
1658 | { |
|
|
1659 | /* Player has been killed! */ |
1710 | if (owner->type == PLAYER) |
1660 | if (owner->type == PLAYER) |
1711 | { |
|
|
1712 | snprintf (op->contr->killer, BIG_NAME, "%s the %s", &owner->name, owner->contr->title); |
1661 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
1713 | } |
|
|
1714 | else |
1662 | else |
1715 | assign (op->contr->killer, hitter->name); |
1663 | assign (op->contr->killer, hitter->name); |
1716 | } |
1664 | } |
1717 | |
1665 | |
1718 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1666 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
… | |
… | |
1742 | return 0; |
1690 | return 0; |
1743 | |
1691 | |
1744 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1692 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1745 | return 1; |
1693 | return 1; |
1746 | |
1694 | |
1747 | if ((owner = get_owner (hitter)) != NULL) |
1695 | if ((owner = hitter->owner) != NULL) |
1748 | { |
1696 | { |
1749 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1697 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1750 | friendlyfire = 2; |
1698 | friendlyfire = 2; |
1751 | } |
1699 | } |
1752 | |
1700 | |
… | |
… | |
1762 | * is what is hitting the object, type is the attacktype, and |
1710 | * is what is hitting the object, type is the attacktype, and |
1763 | * full_hit is set if monster area does not matter. |
1711 | * full_hit is set if monster area does not matter. |
1764 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1712 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1765 | * modify it. |
1713 | * modify it. |
1766 | */ |
1714 | */ |
1767 | |
|
|
1768 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1715 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1769 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1716 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1770 | |
|
|
1771 | int |
1717 | int |
1772 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1718 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1773 | { |
1719 | { |
1774 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1720 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1775 | int maxattacktype, attacknum; |
1721 | int maxattacktype, attacknum; |
1776 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1722 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1777 | int simple_attack; |
1723 | int simple_attack; |
1778 | tag_t op_tag, hitter_tag; |
|
|
1779 | int rtn_kill = 0; |
1724 | int rtn_kill = 0; |
1780 | int friendlyfire; |
1725 | int friendlyfire; |
1781 | |
1726 | |
1782 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1727 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1783 | return 0; |
1728 | return 0; |
… | |
… | |
1787 | return 0; |
1732 | return 0; |
1788 | |
1733 | |
1789 | #ifdef PROHIBIT_PLAYERKILL |
1734 | #ifdef PROHIBIT_PLAYERKILL |
1790 | if (op->type == PLAYER) |
1735 | if (op->type == PLAYER) |
1791 | { |
1736 | { |
1792 | object *owner = get_owner (hitter); |
1737 | object *owner = hitter->owner; |
1793 | |
1738 | |
1794 | if (!owner) |
1739 | if (!owner) |
1795 | owner = hitter; |
1740 | owner = hitter; |
|
|
1741 | |
1796 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1742 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1797 | { |
|
|
1798 | return 0; |
1743 | return 0; |
1799 | } |
|
|
1800 | } |
1744 | } |
1801 | #endif |
1745 | #endif |
1802 | |
|
|
1803 | op_tag = op->count; |
|
|
1804 | hitter_tag = hitter->count; |
|
|
1805 | |
1746 | |
1806 | if (body_attack) |
1747 | if (body_attack) |
1807 | { |
1748 | { |
1808 | /* slow and paralyze must hit the head. But we don't want to just |
1749 | /* 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 |
1750 | * return - we still need to process other attacks the spell still |
… | |
… | |
1815 | * attack so we don't cancel out things like magic bullet. |
1756 | * attack so we don't cancel out things like magic bullet. |
1816 | */ |
1757 | */ |
1817 | if (type & (AT_PARALYZE | AT_SLOW)) |
1758 | if (type & (AT_PARALYZE | AT_SLOW)) |
1818 | { |
1759 | { |
1819 | type &= ~(AT_PARALYZE | AT_SLOW); |
1760 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1761 | |
1820 | if (!type || type == AT_MAGIC) |
1762 | if (!type || type == AT_MAGIC) |
1821 | return 0; |
1763 | return 0; |
1822 | } |
1764 | } |
1823 | } |
1765 | } |
1824 | |
1766 | |
1825 | if (!simple_attack && op->type == DOOR) |
1767 | if (!simple_attack && op->type == DOOR) |
1826 | { |
1768 | { |
1827 | object *tmp; |
|
|
1828 | |
|
|
1829 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1769 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1830 | if (tmp->type == RUNE || tmp->type == TRAP) |
1770 | if (tmp->type == RUNE || tmp->type == TRAP) |
1831 | { |
1771 | { |
1832 | spring_trap (tmp, hitter); |
1772 | spring_trap (tmp, hitter); |
|
|
1773 | |
1833 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1774 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1834 | return 0; |
1775 | return 0; |
|
|
1776 | |
1835 | break; |
1777 | break; |
1836 | } |
1778 | } |
1837 | } |
1779 | } |
1838 | |
1780 | |
1839 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1781 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1840 | { |
1782 | { |
1841 | /* FIXME: If a player is killed by a rune in a door, the |
1783 | /* 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. |
1784 | * destroyed() check above doesn't return, and might get here. |
1843 | */ |
1785 | */ |
|
|
1786 | |
|
|
1787 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1788 | gets it's speed_left raised on each mover-tick. |
|
|
1789 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1790 | and waiting for that to run out. |
|
|
1791 | */ |
1844 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1792 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1845 | return 0; |
1793 | return 0; |
1846 | } |
1794 | } |
1847 | |
1795 | |
1848 | #ifdef ATTACK_DEBUG |
1796 | #ifdef ATTACK_DEBUG |
1849 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1797 | 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 */ |
1803 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1856 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1804 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1857 | if (dam >= 100) |
1805 | if (dam >= 100) |
1858 | dam /= 100; |
1806 | dam /= 100; |
1859 | else |
1807 | else |
1860 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1808 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1861 | } |
1809 | } |
1862 | |
1810 | |
1863 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1811 | /* 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 |
1812 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1865 | */ |
1813 | */ |
… | |
… | |
1885 | (hitter->title != NULL |
1833 | (hitter->title != NULL |
1886 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1834 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1887 | return 0; |
1835 | return 0; |
1888 | } |
1836 | } |
1889 | |
1837 | |
1890 | maxattacktype = type; /* initialize this to something */ |
1838 | maxattacktype = type; /* initialise this to something */ |
1891 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1839 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1892 | { |
1840 | { |
1893 | /* Magic isn't really a true attack type - it gets combined with other |
1841 | /* 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 |
1842 | * attack types. As such, skip it over. However, if magic is |
1895 | * the only attacktype in the group, then still attack with it |
1843 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1948 | |
1896 | |
1949 | /* basically: maxdam /= area; we try to "simulate" a float |
1897 | /* basically: maxdam /= area; we try to "simulate" a float |
1950 | value-effect */ |
1898 | value-effect */ |
1951 | remainder = 100 * (maxdam % area) / area; |
1899 | remainder = 100 * (maxdam % area) / area; |
1952 | maxdam /= area; |
1900 | maxdam /= area; |
1953 | if (RANDOM () % 100 < remainder) |
1901 | if (rndm (100) < remainder) |
1954 | maxdam++; |
1902 | maxdam++; |
1955 | } |
1903 | } |
1956 | |
1904 | |
1957 | #ifdef ATTACK_DEBUG |
1905 | #ifdef ATTACK_DEBUG |
1958 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1906 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1959 | #endif |
1907 | #endif |
1960 | |
1908 | |
1961 | if (get_owner (hitter)) |
1909 | if (hitter->owner) |
1962 | op->enemy = hitter->owner; |
1910 | op->enemy = hitter->owner; |
1963 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1911 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1964 | op->enemy = hitter; |
1912 | op->enemy = hitter; |
1965 | |
1913 | |
1966 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1914 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
… | |
… | |
1991 | |
1939 | |
1992 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1940 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1993 | { |
1941 | { |
1994 | if (maxdam) |
1942 | if (maxdam) |
1995 | tear_down_wall (op); |
1943 | tear_down_wall (op); |
|
|
1944 | |
1996 | return maxdam; /* nothing more to do for wall */ |
1945 | return maxdam; /* nothing more to do for wall */ |
1997 | } |
1946 | } |
1998 | |
1947 | |
1999 | /* See if the creature has been killed */ |
1948 | /* See if the creature has been killed */ |
2000 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1949 | rtn_kill = kill_object (op, maxdam, hitter, type); |
… | |
… | |
2008 | */ |
1957 | */ |
2009 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1958 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
2010 | { |
1959 | { |
2011 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1960 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
2012 | remove_friendly_object (hitter); |
1961 | remove_friendly_object (hitter); |
2013 | remove_ob (hitter); |
1962 | |
2014 | free_object (hitter); |
1963 | hitter->destroy (); |
2015 | } |
1964 | } |
2016 | /* Lets handle creatures that are splitting now */ |
1965 | /* Lets handle creatures that are splitting now */ |
2017 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1966 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
2018 | { |
1967 | { |
2019 | int i; |
1968 | int i; |
2020 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1969 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
2021 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1970 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
2022 | object *owner = get_owner (op); |
1971 | object *owner = op->owner; |
2023 | |
1972 | |
2024 | if (!op->other_arch) |
1973 | if (!op->other_arch) |
2025 | { |
1974 | { |
2026 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1975 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
2027 | return maxdam; |
1976 | return maxdam; |
2028 | } |
1977 | } |
|
|
1978 | |
2029 | remove_ob (op); |
1979 | op->remove (); |
|
|
1980 | |
2030 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1981 | for (i = 0; i < NROFNEWOBJS (op); i++) |
2031 | { /* This doesn't handle op->more yet */ |
1982 | { /* This doesn't handle op->more yet */ |
2032 | object *tmp = arch_to_object (op->other_arch); |
1983 | object *tmp = arch_to_object (op->other_arch); |
2033 | int j; |
1984 | int j; |
2034 | |
1985 | |
2035 | tmp->stats.hp = op->stats.hp; |
1986 | tmp->stats.hp = op->stats.hp; |
|
|
1987 | |
2036 | if (friendly) |
1988 | if (friendly) |
2037 | { |
1989 | { |
2038 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2039 | add_friendly_object (tmp); |
1990 | add_friendly_object (tmp); |
2040 | tmp->attack_movement = PETMOVE; |
1991 | tmp->attack_movement = PETMOVE; |
|
|
1992 | |
2041 | if (owner != NULL) |
1993 | if (owner) |
2042 | set_owner (tmp, owner); |
1994 | tmp->set_owner (owner); |
2043 | } |
1995 | } |
|
|
1996 | |
2044 | if (unaggressive) |
1997 | if (unaggressive) |
2045 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1998 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1999 | |
2046 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
2000 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
2001 | |
2047 | if (j == -1) /* No spot to put this monster */ |
2002 | if (j == -1) /* No spot to put this monster */ |
2048 | free_object (tmp); |
2003 | tmp->destroy (); |
2049 | else |
2004 | else |
2050 | { |
2005 | { |
2051 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2006 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2052 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2007 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2053 | } |
2008 | } |
2054 | } |
2009 | } |
2055 | if (friendly) |
2010 | |
2056 | remove_friendly_object (op); |
2011 | op->destroy (); |
2057 | free_object (op); |
|
|
2058 | } |
2012 | } |
2059 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2013 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2060 | { |
2014 | hitter->destroy (); |
2061 | remove_ob (hitter); |
2015 | |
2062 | free_object (hitter); |
|
|
2063 | } |
|
|
2064 | return maxdam; |
2016 | return maxdam; |
2065 | } |
2017 | } |
2066 | |
2018 | |
2067 | |
2019 | |
2068 | void |
2020 | void |
2069 | poison_player (object *op, object *hitter, int dam) |
2021 | poison_player (object *op, object *hitter, int dam) |
2070 | { |
2022 | { |
2071 | archetype *at = find_archetype ("poisoning"); |
2023 | archetype *at = archetype::find ("poisoning"); |
2072 | object *tmp = present_arch_in_ob (at, op); |
2024 | object *tmp = present_arch_in_ob (at, op); |
2073 | |
2025 | |
2074 | if (tmp == NULL) |
2026 | if (tmp == NULL) |
2075 | { |
2027 | { |
2076 | if ((tmp = arch_to_object (at)) == NULL) |
2028 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2089 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2041 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2090 | tmp->stats.dam += hitter->level / 2; |
2042 | tmp->stats.dam += hitter->level / 2; |
2091 | else |
2043 | else |
2092 | tmp->stats.dam = dam; |
2044 | tmp->stats.dam = dam; |
2093 | |
2045 | |
2094 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
2046 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2095 | if (hitter->skill && hitter->skill != tmp->skill) |
2047 | if (hitter->skill && hitter->skill != tmp->skill) |
2096 | { |
2048 | { |
2097 | tmp->skill = hitter->skill; |
2049 | tmp->skill = hitter->skill; |
2098 | } |
2050 | } |
2099 | |
2051 | |
… | |
… | |
2105 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2057 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2106 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2058 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2107 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2059 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2108 | tmp->stats.Int = MAX (-dam / 7, -10); |
2060 | tmp->stats.Int = MAX (-dam / 7, -10); |
2109 | SET_FLAG (tmp, FLAG_APPLIED); |
2061 | SET_FLAG (tmp, FLAG_APPLIED); |
2110 | fix_player (op); |
2062 | op->update_stats (); |
2111 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2063 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2112 | } |
2064 | } |
2113 | if (hitter->type == PLAYER) |
2065 | if (hitter->type == PLAYER) |
2114 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2066 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2115 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
2067 | 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); |
2068 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2117 | } |
2069 | } |
2118 | tmp->speed_left = 0; |
2070 | tmp->speed_left = 0; |
2119 | } |
2071 | } |
2120 | else |
2072 | else |
… | |
… | |
2122 | } |
2074 | } |
2123 | |
2075 | |
2124 | void |
2076 | void |
2125 | slow_player (object *op, object *hitter, int dam) |
2077 | slow_player (object *op, object *hitter, int dam) |
2126 | { |
2078 | { |
2127 | archetype *at = find_archetype ("slowness"); |
2079 | archetype *at = archetype::find ("slowness"); |
2128 | object *tmp; |
2080 | object *tmp; |
2129 | |
2081 | |
2130 | if (at == NULL) |
2082 | if (at == NULL) |
2131 | { |
2083 | { |
2132 | LOG (llevError, "Can't find slowness archetype.\n"); |
2084 | LOG (llevError, "Can't find slowness archetype.\n"); |
… | |
… | |
2139 | } |
2091 | } |
2140 | else |
2092 | else |
2141 | tmp->stats.food++; |
2093 | tmp->stats.food++; |
2142 | SET_FLAG (tmp, FLAG_APPLIED); |
2094 | SET_FLAG (tmp, FLAG_APPLIED); |
2143 | tmp->speed_left = 0; |
2095 | tmp->speed_left = 0; |
2144 | fix_player (op); |
2096 | op->update_stats (); |
2145 | } |
2097 | } |
2146 | |
2098 | |
2147 | void |
2099 | void |
2148 | confuse_player (object *op, object *hitter, int dam) |
2100 | confuse_player (object *op, object *hitter, int dam) |
2149 | { |
2101 | { |
… | |
… | |
2193 | */ |
2145 | */ |
2194 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2146 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2195 | |
2147 | |
2196 | tmp = insert_ob_in_ob (tmp, op); |
2148 | tmp = insert_ob_in_ob (tmp, op); |
2197 | change_abil (op, tmp); /* Mostly to display any messages */ |
2149 | change_abil (op, tmp); /* Mostly to display any messages */ |
2198 | fix_player (op); /* This takes care of some other stuff */ |
2150 | op->update_stats (); /* This takes care of some other stuff */ |
2199 | |
2151 | |
2200 | if (hitter->owner) |
2152 | if (hitter->owner) |
2201 | owner = get_owner (hitter); |
2153 | owner = hitter->owner; |
2202 | else |
2154 | else |
2203 | owner = hitter; |
2155 | owner = hitter; |
2204 | |
2156 | |
2205 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2157 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2206 | } |
2158 | } |
… | |
… | |
2243 | op->speed_left = (float) -(FABS (op->speed) * max); |
2195 | op->speed_left = (float) -(FABS (op->speed) * max); |
2244 | |
2196 | |
2245 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2197 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2246 | } |
2198 | } |
2247 | |
2199 | |
2248 | |
|
|
2249 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2200 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2250 | * the computed damaged. |
2201 | * the computed damaged. |
2251 | */ |
2202 | */ |
2252 | void |
2203 | void |
2253 | deathstrike_player (object *op, object *hitter, int *dam) |
2204 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2270 | if (def_lev < 1) |
2221 | if (def_lev < 1) |
2271 | { |
2222 | { |
2272 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2223 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2273 | def_lev = 1; |
2224 | def_lev = 1; |
2274 | } |
2225 | } |
|
|
2226 | |
2275 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2227 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2276 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2228 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2277 | atk_lev, def_lev); */ |
2229 | atk_lev, def_lev); */ |
2278 | |
2230 | |
2279 | if (atk_lev >= def_lev) |
2231 | if (atk_lev >= def_lev) |
… | |
… | |
2294 | */ |
2246 | */ |
2295 | *dam *= kill_lev / def_lev; |
2247 | *dam *= kill_lev / def_lev; |
2296 | } |
2248 | } |
2297 | } |
2249 | } |
2298 | else |
2250 | else |
2299 | { |
|
|
2300 | *dam = 0; /* no harm done */ |
2251 | *dam = 0; /* no harm done */ |
2301 | } |
|
|
2302 | } |
2252 | } |
2303 | |
2253 | |
2304 | /* thrown_item_effect() - handles any special effects of thrown |
2254 | /* thrown_item_effect() - handles any special effects of thrown |
2305 | * items (like attacking living creatures--a potion thrown at a |
2255 | * items (like attacking living creatures--a potion thrown at a |
2306 | * monster). |
2256 | * monster). |
… | |
… | |
2352 | } |
2302 | } |
2353 | |
2303 | |
2354 | /* aimed missiles use the owning object's sight */ |
2304 | /* aimed missiles use the owning object's sight */ |
2355 | if (is_aimed_missile (hitter)) |
2305 | if (is_aimed_missile (hitter)) |
2356 | { |
2306 | { |
2357 | if ((attacker = get_owner (hitter)) == NULL) |
2307 | if ((attacker = hitter->owner) == NULL) |
2358 | attacker = hitter; |
2308 | attacker = hitter; |
2359 | /* A player who saves but hasn't quit still could have objects |
2309 | /* A player who saves but hasn't quit still could have objects |
2360 | * owned by him - need to handle that case to avoid crashes. |
2310 | * owned by him - need to handle that case to avoid crashes. |
2361 | */ |
2311 | */ |
2362 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2312 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
… | |
… | |
2410 | #endif |
2360 | #endif |
2411 | |
2361 | |
2412 | return adjust; |
2362 | return adjust; |
2413 | } |
2363 | } |
2414 | |
2364 | |
2415 | |
|
|
2416 | /* determine if the object is an 'aimed' missile */ |
2365 | /* determine if the object is an 'aimed' missile */ |
2417 | int |
2366 | int |
2418 | is_aimed_missile (object *op) |
2367 | is_aimed_missile (object *op) |
2419 | { |
2368 | { |
2420 | |
2369 | |
… | |
… | |
2426 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2375 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2427 | return 1; |
2376 | return 1; |
2428 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2377 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2429 | return 1; |
2378 | return 1; |
2430 | } |
2379 | } |
|
|
2380 | |
2431 | return 0; |
2381 | return 0; |
2432 | } |
2382 | } |