1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
|
|
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
12 | * option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
20 | |
22 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
|
|
25 | |
23 | #include <assert.h> |
26 | #include <assert.h> |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <living.h> |
28 | #include <living.h> |
26 | #include <material.h> |
29 | #include <material.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
28 | |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
|
|
31 | #endif |
|
|
32 | |
|
|
33 | #include <sounds.h> |
31 | #include <sounds.h> |
34 | |
32 | #include <sproto.h> |
35 | typedef struct att_msg_str |
|
|
36 | { |
|
|
37 | char *msg1; |
|
|
38 | char *msg2; |
|
|
39 | } att_msg; |
|
|
40 | |
33 | |
41 | /*#define ATTACK_DEBUG*/ |
34 | /*#define ATTACK_DEBUG*/ |
42 | |
|
|
43 | /* cancels object *op. Cancellation basically means an object loses |
|
|
44 | * its magical benefits. |
|
|
45 | */ |
|
|
46 | void |
|
|
47 | cancellation (object *op) |
|
|
48 | { |
|
|
49 | object *tmp; |
|
|
50 | |
|
|
51 | if (op->invisible) |
|
|
52 | return; |
|
|
53 | |
|
|
54 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
55 | { |
|
|
56 | /* Recur through the inventory */ |
|
|
57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
|
59 | cancellation (tmp); |
|
|
60 | } |
|
|
61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
|
|
62 | { |
|
|
63 | /* Nullify this object. This code could probably be more complete */ |
|
|
64 | /* in what abilities it should cancel */ |
|
|
65 | op->magic = 0; |
|
|
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
|
|
67 | CLEAR_FLAG (op, FLAG_CURSED); |
|
|
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
|
|
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
70 | if (op->env && op->env->type == PLAYER) |
|
|
71 | { |
|
|
72 | esrv_send_item (op->env, op); |
|
|
73 | } |
|
|
74 | } |
|
|
75 | } |
|
|
76 | |
|
|
77 | |
|
|
78 | |
35 | |
79 | /* did_make_save_item just checks to make sure the item actually |
36 | /* did_make_save_item just checks to make sure the item actually |
80 | * made its saving throw based on the tables. It does not take |
37 | * made its saving throw based on the tables. It does not take |
81 | * any further action (like destroying the item). |
38 | * any further action (like destroying the item). |
82 | */ |
39 | */ |
83 | |
40 | static int |
84 | int |
|
|
85 | did_make_save_item (object *op, int type, object *originator) |
41 | did_make_save_item (object *op, uint32_t type, object *originator) |
86 | { |
42 | { |
87 | int i, roll, saves = 0, attacks = 0, number; |
43 | int saves = 0, attacks = 0; |
88 | materialtype_t *mt; |
44 | materialtype_t *mt = op->material; |
89 | |
45 | |
90 | if (op->materialname == NULL) |
46 | // destroying objects without material has many bad effects |
91 | { |
|
|
92 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
|
|
93 | { |
|
|
94 | if (op->material & mt->material) |
|
|
95 | break; |
|
|
96 | } |
|
|
97 | } |
|
|
98 | else |
|
|
99 | mt = name_to_material (op->materialname); |
|
|
100 | if (mt == NULL) |
47 | if (mt == MATERIAL_NULL) |
101 | return TRUE; |
48 | return 1; |
|
|
49 | |
102 | roll = rndm (1, 20); |
50 | int roll = rndm (1, 20); |
103 | |
51 | |
104 | /* the attacktypes have no meaning for object saves |
52 | /* the attacktypes have no meaning for object saves |
105 | * If the type is only magic, don't adjust type - basically, if |
53 | * If the type is only magic, don't adjust type - basically, if |
106 | * pure magic is hitting an object, it should save. However, if it |
54 | * pure magic is hitting an object, it should save. However, if it |
107 | * is magic teamed with something else, then strip out the |
55 | * is magic teamed with something else, then strip out the |
108 | * magic type, and instead let the fire, cold, or whatever component |
56 | * magic type, and instead let the fire, cold, or whatever component |
109 | * destroy the item. Otherwise, you get the case of poisoncloud |
57 | * destroy the item. Otherwise, you get the case of poisoncloud |
110 | * destroying objects because it has magic attacktype. |
58 | * destroying objects because it has magic attacktype. |
111 | */ |
59 | */ |
112 | if (type != AT_MAGIC) |
60 | if (type != AT_MAGIC) |
113 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
61 | type &= ~(AT_CONFUSION | AT_DRAIN | AT_GHOSTHIT | AT_POISON | AT_SLOW | |
114 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
62 | AT_PARALYZE | AT_TURN_UNDEAD | AT_FEAR | AT_DEPLETE | AT_DEATH | |
115 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
63 | AT_COUNTERSPELL | AT_HOLYWORD | AT_BLIND | AT_LIFE_STEALING | AT_MAGIC); |
116 | |
64 | |
117 | if (type == 0) |
|
|
118 | return TRUE; |
|
|
119 | if (roll == 20) |
|
|
120 | return TRUE; |
|
|
121 | if (roll == 1) |
|
|
122 | return FALSE; |
|
|
123 | |
65 | |
124 | for (number = 0; number < NROFATTACKS; number++) |
66 | if (type == 0) return TRUE; |
|
|
67 | |
|
|
68 | if (roll == 20) return TRUE; |
|
|
69 | if (roll == 1) return FALSE; |
|
|
70 | |
|
|
71 | for_all_bits_sparse_32 (type, number) |
125 | { |
72 | { |
126 | i = 1 << number; |
|
|
127 | if (!(i & type)) |
|
|
128 | continue; |
|
|
129 | attacks++; |
73 | attacks++; |
|
|
74 | |
130 | if (op->resist[number] == 100) |
75 | if (op->resist[number] == 100) |
131 | saves++; |
76 | saves++; |
132 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
77 | else if (roll >= mt->save[number] - op->magic - op->resist[number] / 100) |
133 | saves++; |
78 | saves++; |
134 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
79 | else if ((20 - mt->save[number]) / 3 > originator->stats.dam) |
135 | saves++; |
80 | saves++; |
136 | } |
81 | } |
137 | |
82 | |
138 | if (saves == attacks || attacks == 0) |
83 | if (saves == attacks || attacks == 0) |
139 | return TRUE; |
84 | return TRUE; |
|
|
85 | |
140 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
86 | if (saves == 0 || (rndm (1, attacks) > saves)) |
141 | return FALSE; |
87 | return FALSE; |
|
|
88 | |
142 | return TRUE; |
89 | return TRUE; |
|
|
90 | } |
|
|
91 | |
|
|
92 | /* cancels object *op. Cancellation basically means an object loses |
|
|
93 | * its magical benefits. |
|
|
94 | */ |
|
|
95 | void |
|
|
96 | cancellation (object *op) |
|
|
97 | { |
|
|
98 | if (op->invisible) |
|
|
99 | return; |
|
|
100 | |
|
|
101 | if (op->flag [FLAG_ALIVE] || op->type == CONTAINER || op->type == THROWN_OBJ) |
|
|
102 | { |
|
|
103 | /* Recurse through the inventory */ |
|
|
104 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
105 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
|
|
106 | cancellation (tmp); |
|
|
107 | } |
|
|
108 | else if (fabs (op->magic) <= rndm (0, 5)) |
|
|
109 | { |
|
|
110 | /* Nullify this object. This code could probably be more complete */ |
|
|
111 | /* in what abilities it should cancel */ |
|
|
112 | op->magic = 0; |
|
|
113 | |
|
|
114 | op->clr_flag (FLAG_DAMNED); |
|
|
115 | op->clr_flag (FLAG_CURSED); |
|
|
116 | op->clr_flag (FLAG_KNOWN_MAGICAL); |
|
|
117 | op->clr_flag (FLAG_KNOWN_CURSED); |
|
|
118 | |
|
|
119 | if (object *pl = op->visible_to ()) |
|
|
120 | esrv_update_item (UPD_FLAGS, pl, op); |
|
|
121 | } |
143 | } |
122 | } |
144 | |
123 | |
145 | /* This function calls did_make_save_item. It then performs the |
124 | /* This function calls did_make_save_item. It then performs the |
146 | * appropriate actions to the item (such as burning the item up, |
125 | * appropriate actions to the item (such as burning the item up, |
147 | * calling cancellation, etc.) |
126 | * calling cancellation, etc.) |
148 | */ |
127 | */ |
149 | |
|
|
150 | void |
128 | void |
151 | save_throw_object (object *op, int type, object *originator) |
129 | save_throw_object (object *op, int type, object *originator) |
152 | { |
130 | { |
|
|
131 | op = op->head_ (); |
|
|
132 | |
153 | if (!did_make_save_item (op, type, originator)) |
133 | if (!did_make_save_item (op, type, originator)) |
154 | { |
134 | { |
155 | object *env = op->env; |
135 | object *env = op->env; |
156 | int x = op->x, y = op->y; |
136 | int x = op->x, y = op->y; |
157 | maptile *m = op->map; |
137 | maptile *m = op->map; |
158 | |
138 | |
159 | op = stop_item (op); |
139 | op = stop_item (op); |
160 | if (op == NULL) |
140 | if (!op) |
161 | return; |
141 | return; |
162 | |
142 | |
163 | /* Hacked the following so that type LIGHTER will work. |
143 | /* Hacked the following so that type LIGHTER will work. |
164 | * Also, objects which are potenital "lights" that are hit by |
144 | * Also, objects which are potential "lights" that are hit by |
165 | * flame/elect attacks will be set to glow. "lights" are any |
145 | * flame/elect attacks will be set to glow. "lights" are any |
166 | * object with +/- glow_radius and an "other_arch" to change to. |
146 | * object with +/- glow_radius and an "other_arch" to change to. |
167 | * (and please note that we cant fail our save and reach this |
147 | * (and please note that we cant fail our save and reach this |
168 | * function if the object doesnt contain a material that can burn. |
148 | * function if the object doesnt contain a material that can burn. |
169 | * So forget lighting magical swords on fire with this!) -b.t. |
149 | * So forget lighting magical swords on fire with this!) -b.t. |
170 | */ |
150 | */ |
171 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
151 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
172 | { |
152 | { |
173 | const char *arch = op->other_arch->name; |
153 | // seems LAMPs and TORCHes are always IS_LIGHTABLE? |
174 | |
154 | if (op->type == LAMP || op->type == TORCH) |
175 | op = decrease_ob_nr (op, 1); |
|
|
176 | |
|
|
177 | if (op) |
|
|
178 | fix_stopped_item (op, m, originator); |
|
|
179 | |
|
|
180 | if ((op = get_archetype (arch)) != NULL) |
|
|
181 | { |
155 | { |
182 | if (env) |
156 | apply_lamp (op, true); // turn on a lamp |
|
|
157 | return; |
|
|
158 | } |
|
|
159 | else if (op->flag [FLAG_IS_LIGHTABLE]) |
|
|
160 | { |
|
|
161 | if (op->other_arch) |
183 | { |
162 | { |
184 | op->x = env->x, op->y = env->y; |
163 | const char *arch = op->other_arch->archname; |
185 | insert_ob_in_ob (op, env); |
164 | |
|
|
165 | if (op->decrease ()) |
|
|
166 | fix_stopped_item (op, m, originator); |
|
|
167 | |
|
|
168 | if ((op = archetype::get (arch))) |
|
|
169 | { |
186 | if (env->contr) |
170 | if (env) |
187 | esrv_send_item (env, op); |
171 | env->insert (op); |
|
|
172 | else |
|
|
173 | m->insert (op, x, y, originator); |
|
|
174 | } |
188 | } |
175 | } |
|
|
176 | |
189 | else |
177 | return; |
190 | { |
|
|
191 | op->x = x, op->y = y; |
|
|
192 | insert_ob_in_map (op, m, originator, 0); |
|
|
193 | } |
|
|
194 | } |
178 | } |
195 | |
|
|
196 | return; |
|
|
197 | } |
179 | } |
198 | |
180 | |
199 | if (type & AT_CANCELLATION) |
181 | if (type & AT_CANCELLATION) |
200 | { /* Cancellation. */ |
182 | { /* Cancellation. */ |
201 | cancellation (op); |
183 | cancellation (op); |
202 | fix_stopped_item (op, m, originator); |
184 | fix_stopped_item (op, m, originator); |
|
|
185 | |
203 | return; |
186 | return; |
204 | } |
|
|
205 | |
|
|
206 | if (op->nrof > 1) |
|
|
207 | { |
|
|
208 | op = decrease_ob_nr (op, rndm (0, op->nrof - 1)); |
|
|
209 | |
|
|
210 | if (op) |
|
|
211 | fix_stopped_item (op, m, originator); |
|
|
212 | } |
|
|
213 | else |
|
|
214 | { |
|
|
215 | if (op->env) |
|
|
216 | { |
|
|
217 | object *tmp = is_player_inv (op->env); |
|
|
218 | |
|
|
219 | if (tmp) |
|
|
220 | esrv_del_item (tmp->contr, op->count); |
|
|
221 | } |
|
|
222 | |
|
|
223 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
|
|
224 | remove_ob (op); |
|
|
225 | |
|
|
226 | free_object (op); |
|
|
227 | } |
187 | } |
228 | |
188 | |
229 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
189 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
230 | if (env) |
190 | if (env) |
231 | { |
191 | { |
232 | op = get_archetype ("burnout"); |
192 | object *op = archetype::get (shstr_burnout); |
233 | op->x = env->x, op->y = env->y; |
193 | op->x = env->x, op->y = env->y; |
234 | insert_ob_in_ob (op, env); |
194 | env->insert (op); |
235 | } |
195 | } |
236 | else |
196 | else |
237 | replace_insert_ob_in_map ("burnout", originator); |
197 | replace_insert_ob_in_map (shstr_burnout, originator); |
|
|
198 | |
|
|
199 | if (op->nrof > 1) |
|
|
200 | { |
|
|
201 | if (op->decrease (rndm (0, op->nrof - 1))) |
|
|
202 | fix_stopped_item (op, m, originator); |
|
|
203 | } |
|
|
204 | else |
|
|
205 | { |
|
|
206 | // drop everything to the ground, if possible |
|
|
207 | op->insert_at (originator); |
|
|
208 | op->drop_and_destroy (); |
|
|
209 | } |
238 | |
210 | |
239 | return; |
211 | return; |
240 | } |
212 | } |
241 | |
213 | |
242 | /* The value of 50 is arbitrary. */ |
214 | /* The value of 50 is arbitrary. */ |
243 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
215 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !op->flag [FLAG_NO_PICK] && rndm (2)) |
244 | { |
216 | { |
245 | object *tmp; |
|
|
246 | archetype *at = archetype::find ("icecube"); |
217 | archetype *at = archetype::find (shstr_icecube); |
247 | |
218 | |
248 | if (at == NULL) |
219 | if (at == NULL) |
249 | return; |
220 | return; |
250 | |
221 | |
251 | op = stop_item (op); |
222 | op = stop_item (op); |
252 | if (op == NULL) |
223 | if (op == NULL) |
253 | return; |
224 | return; |
254 | |
225 | |
255 | if ((tmp = present_arch (at, op->map, op->x, op->y)) == NULL) |
226 | object *tmp = present_arch (at, op->map, op->x, op->y); |
|
|
227 | if (!tmp) |
256 | { |
228 | { |
257 | tmp = arch_to_object (at); |
229 | tmp = at->instance (); |
258 | tmp->x = op->x, tmp->y = op->y; |
230 | tmp->x = op->x, tmp->y = op->y; |
259 | /* This was in the old (pre new movement code) - |
231 | /* This was in the old (pre new movement code) - |
260 | * icecubes have slow_move set to 1 - don't want |
232 | * icecubes have slow_move set to 1 - don't want |
261 | * that for ones we create. |
233 | * that for ones we create. |
262 | */ |
234 | */ |
263 | tmp->move_slow_penalty = 0; |
235 | tmp->move_slow_penalty = 0; |
264 | tmp->move_slow = 0; |
236 | tmp->move_slow = 0; |
265 | insert_ob_in_map (tmp, op->map, originator, 0); |
237 | insert_ob_in_map (tmp, op->map, originator, 0); |
266 | } |
238 | } |
267 | |
239 | |
268 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
240 | tmp->insert (op); |
269 | remove_ob (op); |
|
|
270 | |
|
|
271 | insert_ob_in_ob (op, tmp); |
|
|
272 | return; |
241 | return; |
273 | } |
242 | } |
274 | } |
243 | } |
275 | |
244 | |
276 | /* Object op is hitting the map. |
245 | /* Object op is hitting the map. |
277 | * op is going in direction 'dir' |
246 | * op is going in direction 'dir' |
278 | * type is the attacktype of the object. |
247 | * type is the attacktype of the object. |
279 | * full_hit is set if monster area does not matter. |
248 | * full_hit is set if monster area does not matter. |
280 | * returns 1 if it hits something, 0 otherwise. |
249 | * returns 1 if it hits something, 0 otherwise. |
281 | */ |
250 | */ |
282 | |
|
|
283 | int |
251 | int |
284 | hit_map (object *op, int dir, int type, int full_hit) |
252 | hit_map (object *op, int dir, uint32_t type, int full_hit) |
285 | { |
253 | { |
286 | object *tmp, *next; |
|
|
287 | maptile *map; |
|
|
288 | sint16 x, y; |
254 | sint16 x, y; |
289 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
255 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
290 | |
256 | |
291 | if (QUERY_FLAG (op, FLAG_FREED)) |
257 | if (op->flag [FLAG_FREED]) |
292 | { |
258 | { |
293 | LOG (llevError, "BUG: hit_map(): free object\n"); |
259 | LOG (llevError, "BUG: hit_map(): free object\n"); |
294 | return 0; |
260 | return 0; |
295 | } |
261 | } |
296 | |
262 | |
297 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
263 | if (op->flag [FLAG_REMOVED] || op->env != NULL) |
298 | { |
264 | { |
299 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
300 | return 0; |
266 | return 0; |
301 | } |
267 | } |
302 | |
268 | |
303 | if (!op->map) |
269 | if (!op->map) |
304 | { |
270 | { |
… | |
… | |
307 | } |
273 | } |
308 | |
274 | |
309 | if (op->head) |
275 | if (op->head) |
310 | op = op->head; |
276 | op = op->head; |
311 | |
277 | |
312 | map = op->map; |
278 | mapxy pos (op); |
313 | x = op->x + freearr_x[dir]; |
279 | pos.move (dir); |
314 | y = op->y + freearr_y[dir]; |
|
|
315 | |
280 | |
316 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
281 | if (!pos.normalise ()) |
|
|
282 | return 0; |
317 | |
283 | |
318 | // elmex: a safe map tile can't be hit! |
284 | // elmex: a safe map tile can't be hit! |
319 | // this should prevent most harmful effects on items and players there. |
285 | // this should prevent most harmful effects on items and players there. |
320 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
286 | mapspace &ms = pos.ms (); |
|
|
287 | |
|
|
288 | if (ms.flags () & P_SAFE) |
321 | return 0; |
289 | return 0; |
322 | |
290 | |
323 | /* peterm: a few special cases for special attacktypes --counterspell |
291 | /* peterm: a few special cases for special attacktypes --counterspell |
324 | * must be out here because it strikes things which are not alive |
292 | * must be out here because it strikes things which are not alive |
325 | */ |
293 | */ |
326 | |
294 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
295 | { |
327 | if (type & AT_COUNTERSPELL) |
296 | if (type & AT_COUNTERSPELL) |
328 | { |
297 | { |
329 | counterspell (op, dir); /* see spell_effect.c */ |
298 | counterspell (op, dir); /* see spell_effect.c */ |
330 | |
299 | |
331 | /* If the only attacktype is counterspell or magic, don't need |
300 | /* If the only attacktype is counterspell or magic, don't need |
332 | * to do any further processing. |
301 | * to do any further processing. |
333 | */ |
|
|
334 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
|
|
335 | return 0; |
|
|
336 | |
|
|
337 | type &= ~AT_COUNTERSPELL; |
|
|
338 | } |
|
|
339 | |
|
|
340 | if (type & AT_CHAOS) |
|
|
341 | { |
|
|
342 | shuffle_attack (op, 1); /*1 flag tells it to change the face */ |
|
|
343 | update_object (op, UP_OBJ_FACE); |
|
|
344 | type &= ~AT_CHAOS; |
|
|
345 | } |
|
|
346 | |
|
|
347 | next = get_map_ob (map, x, y); |
|
|
348 | |
|
|
349 | while (next) |
|
|
350 | { |
|
|
351 | if (next->destroyed ()) |
|
|
352 | { |
|
|
353 | /* There may still be objects that were above 'next', but there is no |
|
|
354 | * simple way to find out short of copying all object references and |
|
|
355 | * tags into a temporary array before we start processing the first |
|
|
356 | * object. That's why we just abort. |
|
|
357 | * |
|
|
358 | * This happens whenever attack spells (like fire) hit a pile |
|
|
359 | * of objects. This is not a bug - nor an error. The errormessage |
|
|
360 | * below was spamming the logs for absolutely no reason. |
|
|
361 | */ |
302 | */ |
362 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
303 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
363 | break; |
304 | return 0; |
|
|
305 | |
|
|
306 | type &= ~AT_COUNTERSPELL; |
|
|
307 | } |
|
|
308 | |
|
|
309 | if (type & AT_CHAOS) |
364 | } |
310 | { |
|
|
311 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
312 | update_object (op, UP_OBJ_FACE); |
|
|
313 | type &= ~AT_CHAOS; |
|
|
314 | } |
|
|
315 | } |
365 | |
316 | |
|
|
317 | /* There may still be objects that were above 'next', but there is no |
|
|
318 | * simple way to find out short of copying all object references and |
|
|
319 | * tags into a temporary array before we start processing the first |
|
|
320 | * object. That's why we just abort on destroy. |
|
|
321 | * |
|
|
322 | * This happens whenever attack spells (like fire) hit a pile |
|
|
323 | * of objects. This is not a bug - nor an error. |
|
|
324 | */ |
|
|
325 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
326 | { |
366 | tmp = next; |
327 | object *tmp = next; |
367 | next = tmp->above; |
328 | next = tmp->above; |
368 | |
|
|
369 | if (tmp->destroyed ()) |
|
|
370 | { |
|
|
371 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
372 | break; |
|
|
373 | } |
|
|
374 | |
329 | |
375 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
330 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
376 | * For example, 'tmp' was put in an icecube. |
331 | * For example, 'tmp' was put in an icecube. |
377 | * This is one of the few cases where on_same_map should not be used. |
332 | * This is one of the few cases where on_same_map should not be used. |
378 | */ |
333 | */ |
379 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
334 | if (tmp->map != pos.m || tmp->x != pos.x || tmp->y != pos.y) |
380 | continue; |
335 | continue; |
381 | |
336 | |
382 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
337 | if (tmp->flag [FLAG_ALIVE]) |
383 | { |
338 | { |
384 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
339 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
385 | retflag |= 1; |
340 | retflag |= 1; |
|
|
341 | |
386 | if (op->destroyed ()) |
342 | if (op->destroyed ()) |
387 | break; |
343 | break; |
388 | } |
344 | } |
389 | |
|
|
390 | /* Here we are potentially destroying an object. If the object has |
345 | /* Here we are potentially destroying an object. If the object has |
391 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
346 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
392 | * that weak walls have is_alive set, which prevent objects from |
347 | * that weak walls have is_alive set, which prevent objects from |
393 | * passing over/through them. We don't care what type of movement |
348 | * passing over/through them. We don't care what type of movement |
394 | * the wall blocks - if it blocks any type of movement, can't be |
349 | * the wall blocks - if it blocks any type of movement, can't be |
395 | * destroyed right now. |
350 | * destroyed right now. |
|
|
351 | * Without the material check the server completely fails to work, |
|
|
352 | * objects detsroy themselves, floors get destroyed etc. etc. |
396 | */ |
353 | */ |
397 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
354 | else if (op->stats.dam > 0 && !tmp->move_block && tmp->material != MATERIAL_NULL) |
398 | { |
355 | { |
399 | save_throw_object (tmp, type, op); |
356 | save_throw_object (tmp, type, op); |
|
|
357 | |
400 | if (op->destroyed ()) |
358 | if (op->destroyed ()) |
401 | break; |
359 | break; |
402 | } |
360 | } |
403 | } |
361 | } |
404 | |
362 | |
405 | return 0; |
363 | return retflag; |
406 | } |
364 | } |
407 | |
365 | |
408 | void |
366 | static void |
409 | attack_message (int dam, int type, object *op, object *hitter) |
367 | attack_message (int dam, int type, object *op, object *hitter) |
410 | { |
368 | { |
411 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
369 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
412 | int i, found = 0; |
370 | int i, found = 0; |
413 | maptile *map; |
371 | maptile *map; |
… | |
… | |
415 | |
373 | |
416 | /* put in a few special messages for some of the common attacktypes |
374 | /* put in a few special messages for some of the common attacktypes |
417 | * a player might have. For example, fire, electric, cold, etc |
375 | * a player might have. For example, fire, electric, cold, etc |
418 | * [garbled 20010919] |
376 | * [garbled 20010919] |
419 | */ |
377 | */ |
420 | |
|
|
421 | if (dam == 9998 && op->type == DOOR) |
378 | if (dam == 9998 && op->type == DOOR) |
422 | { |
379 | { |
423 | sprintf (buf1, "unlock %s", &op->name); |
380 | sprintf (buf1, "unlock %s", &op->name); |
424 | sprintf (buf2, " unlocks"); |
381 | sprintf (buf2, " unlocks"); |
425 | found++; |
382 | found++; |
426 | } |
383 | } |
427 | if (dam < 0) |
384 | else if (dam < 0) |
428 | { |
385 | { |
429 | sprintf (buf1, "hit %s", &op->name); |
386 | sprintf (buf1, "hit %s", &op->name); |
430 | sprintf (buf2, " hits"); |
387 | sprintf (buf2, " hits"); |
431 | found++; |
388 | found++; |
432 | } |
389 | } |
… | |
… | |
435 | sprintf (buf1, "missed %s", &op->name); |
392 | sprintf (buf1, "missed %s", &op->name); |
436 | sprintf (buf2, " misses"); |
393 | sprintf (buf2, " misses"); |
437 | found++; |
394 | found++; |
438 | } |
395 | } |
439 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
396 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
440 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
397 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
441 | { |
398 | { |
442 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
399 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
443 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
400 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
444 | { |
401 | { |
445 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
402 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
457 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
414 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
458 | found++; |
415 | found++; |
459 | break; |
416 | break; |
460 | } |
417 | } |
461 | } |
418 | } |
462 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
419 | else if (hitter->type == PLAYER && op->is_alive ()) |
463 | { |
420 | { |
464 | if (USING_SKILL (hitter, SK_KARATE)) |
421 | if (USING_SKILL (hitter, SK_KARATE)) |
465 | { |
422 | { |
466 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
423 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
467 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
424 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
493 | found++; |
450 | found++; |
494 | break; |
451 | break; |
495 | } |
452 | } |
496 | } |
453 | } |
497 | } |
454 | } |
|
|
455 | |
498 | if (found) |
456 | if (found) |
499 | { |
457 | { |
500 | /* done */ |
458 | /* done */ |
501 | } |
459 | } |
502 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
460 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
503 | { |
461 | { |
504 | sprintf (buf1, "hit"); /* just in case */ |
462 | sprintf (buf1, "hit"); /* just in case */ |
505 | for (i = 0; i < MAXATTACKMESS; i++) |
463 | for (i = 0; i < MAXATTACKMESS; i++) |
506 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
464 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
507 | { |
465 | { |
508 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
466 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
509 | found++; |
467 | found++; |
510 | break; |
468 | break; |
511 | } |
469 | } |
512 | } |
470 | } |
513 | else if (type & AT_DRAIN && IS_LIVE (op)) |
471 | else if (type & AT_DRAIN && op->is_alive ()) |
514 | { |
472 | { |
515 | /* drain is first, because some items have multiple attypes */ |
473 | /* drain is first, because some items have multiple attypes */ |
516 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
474 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
517 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
475 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
518 | { |
476 | { |
… | |
… | |
520 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
478 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
521 | found++; |
479 | found++; |
522 | break; |
480 | break; |
523 | } |
481 | } |
524 | } |
482 | } |
525 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
483 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
526 | { |
484 | { |
527 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
485 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
528 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
486 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
529 | { |
487 | { |
530 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
488 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
531 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
489 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
532 | found++; |
490 | found++; |
533 | break; |
491 | break; |
534 | } |
492 | } |
535 | } |
493 | } |
536 | else if (type & AT_COLD && IS_LIVE (op)) |
494 | else if (type & AT_COLD && op->is_alive ()) |
537 | { |
495 | { |
538 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
496 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
539 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
497 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
540 | { |
498 | { |
541 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
499 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
553 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
511 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
554 | found++; |
512 | found++; |
555 | break; |
513 | break; |
556 | } |
514 | } |
557 | } |
515 | } |
558 | else if (hitter->current_weapon != NULL) |
516 | else if (hitter->current_weapon) |
559 | { |
517 | { |
560 | int mtype; |
518 | int mtype; |
561 | |
519 | |
562 | switch (hitter->current_weapon->weapontype) |
520 | switch (hitter->current_weapon->weapontype) |
563 | { |
521 | { |
564 | case WEAP_HIT: |
522 | case WEAP_HIT: mtype = ATM_BASIC; break; |
565 | mtype = ATM_BASIC; |
523 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
566 | break; |
524 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
567 | case WEAP_SLASH: |
525 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
568 | mtype = ATM_SLASH; |
526 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
569 | break; |
527 | case WEAP_STAB: mtype = ATM_STAB; break; |
570 | case WEAP_PIERCE: |
528 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
571 | mtype = ATM_PIERCE; |
529 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
572 | break; |
530 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
573 | case WEAP_CLEAVE: |
531 | default: mtype = ATM_BASIC; break; |
574 | mtype = ATM_CLEAVE; |
|
|
575 | break; |
|
|
576 | case WEAP_SLICE: |
|
|
577 | mtype = ATM_SLICE; |
|
|
578 | break; |
|
|
579 | case WEAP_STAB: |
|
|
580 | mtype = ATM_STAB; |
|
|
581 | break; |
|
|
582 | case WEAP_WHIP: |
|
|
583 | mtype = ATM_WHIP; |
|
|
584 | break; |
|
|
585 | case WEAP_CRUSH: |
|
|
586 | mtype = ATM_CRUSH; |
|
|
587 | break; |
|
|
588 | case WEAP_BLUD: |
|
|
589 | mtype = ATM_BLUD; |
|
|
590 | break; |
|
|
591 | default: |
|
|
592 | mtype = ATM_BASIC; |
|
|
593 | break; |
|
|
594 | } |
532 | } |
|
|
533 | |
595 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
534 | for (i = 0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; i++) |
596 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
535 | if (dam < attack_mess[mtype][i].level || attack_mess[mtype][i + 1].level == -1) |
597 | { |
536 | { |
598 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
537 | sprintf (buf1, "%s %s%s", attack_mess[mtype][i].buf1, &op->name, attack_mess[mtype][i].buf2); |
599 | strcpy (buf2, attack_mess[mtype][i].buf3); |
538 | strcpy (buf2, attack_mess[mtype][i].buf3); |
… | |
… | |
618 | strcpy (buf1, "hit"); |
557 | strcpy (buf1, "hit"); |
619 | strcpy (buf2, " hits"); |
558 | strcpy (buf2, " hits"); |
620 | } |
559 | } |
621 | |
560 | |
622 | /* bail out if a monster is casting spells */ |
561 | /* bail out if a monster is casting spells */ |
623 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
562 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
624 | return; |
563 | return; |
625 | |
564 | |
626 | /* scale down magic considerably. */ |
565 | /* scale down magic considerably. */ |
627 | if (type & AT_MAGIC && rndm (0, 5)) |
566 | if (type & AT_MAGIC && rndm (0, 5)) |
628 | return; |
567 | return; |
629 | |
568 | |
630 | /* Did a player hurt another player? Inform both! */ |
569 | /* Did a player hurt another player? Inform both! */ |
631 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
570 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
632 | { |
571 | { |
633 | if (get_owner (hitter) != NULL) |
572 | if (hitter->owner != NULL) |
634 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
573 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
635 | else |
574 | else |
636 | { |
575 | { |
637 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
576 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
|
|
577 | |
638 | if (dam != 0) |
578 | if (dam != 0) |
639 | { |
579 | { |
640 | if (dam < 10) |
580 | if (dam < 10) |
641 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT1, 0, 0); |
581 | op->contr->play_sound (sound_find ("player_is_hit1")); |
642 | else if (dam < 20) |
582 | else if (dam < 20) |
643 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT2, 0, 0); |
583 | op->contr->play_sound (sound_find ("player_is_hit2")); |
644 | else |
584 | else |
645 | play_sound_player_only (op->contr, SOUND_PLAYER_IS_HIT3, 0, 0); |
585 | op->contr->play_sound (sound_find ("player_is_hit3")); |
646 | } |
586 | } |
647 | } |
587 | } |
|
|
588 | |
648 | new_draw_info (NDI_BLACK, 0, op, buf); |
589 | new_draw_info (NDI_BLACK, 0, op, buf); |
649 | } /* end of player hitting player */ |
590 | } /* end of player hitting player */ |
650 | |
591 | |
651 | if (hitter->type == PLAYER) |
592 | if (hitter->type == PLAYER) |
652 | { |
593 | { |
653 | sprintf (buf, "You %s.", buf1); |
594 | sprintf (buf, "You %s.", buf1); |
|
|
595 | |
654 | if (dam != 0) |
596 | if (dam != 0) |
655 | { |
597 | { |
656 | if (dam < 10) |
598 | if (dam < 10) |
657 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS1, 0, 0); |
599 | op->play_sound (sound_find ("player_hits1")); |
658 | else if (dam < 20) |
600 | else if (dam < 20) |
659 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS2, 0, 0); |
601 | op->play_sound (sound_find ("player_hits2")); |
660 | else |
602 | else |
661 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
603 | op->play_sound (sound_find ("player_hits3")); |
662 | } |
604 | } |
|
|
605 | |
663 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
606 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
664 | } |
607 | } |
665 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
608 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
666 | { |
609 | { |
667 | /* look for stacked spells and start reducing the message chances */ |
610 | /* look for stacked spells and start reducing the message chances */ |
668 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
611 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
669 | { |
612 | { |
670 | i = 4; |
613 | i = 4; |
671 | map = hitter->map; |
614 | map = hitter->map; |
672 | if (out_of_map (map, hitter->x, hitter->y)) |
615 | if (out_of_map (map, hitter->x, hitter->y)) |
673 | return; |
616 | return; |
|
|
617 | |
674 | next = get_map_ob (map, hitter->x, hitter->y); |
618 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
675 | if (next) |
619 | if (next) |
676 | while (next) |
620 | while (next) |
677 | { |
621 | { |
678 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
622 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
679 | i *= 3; |
623 | i *= 3; |
|
|
624 | |
680 | tmp = next; |
625 | tmp = next; |
681 | next = tmp->above; |
626 | next = tmp->above; |
682 | } |
627 | } |
|
|
628 | |
683 | if (i < 0) |
629 | if (i < 0) |
684 | return; |
630 | return; |
|
|
631 | |
685 | if (rndm (0, i) != 0) |
632 | if (rndm (0, i) != 0) |
686 | return; |
633 | return; |
687 | } |
634 | } |
688 | else if (rndm (0, 5) != 0) |
635 | else if (rndm (0, 5) != 0) |
689 | return; |
636 | return; |
|
|
637 | |
690 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
638 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
691 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
639 | op->play_sound (sound_find ("player_hits4")); |
692 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
640 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
693 | } |
641 | } |
694 | } |
642 | } |
695 | |
|
|
696 | |
643 | |
697 | static int |
644 | static int |
698 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
645 | get_attack_mode (object **target, object **hitter, int *simple_attack) |
699 | { |
646 | { |
700 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) |
647 | if ((*target)->flag [FLAG_FREED] || (*hitter)->flag [FLAG_FREED]) |
701 | { |
648 | { |
702 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
649 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
703 | return 1; |
650 | return 1; |
704 | } |
651 | } |
705 | if ((*target)->head) |
652 | |
706 | *target = (*target)->head; |
653 | *target = (*target)->head_ (); |
707 | if ((*hitter)->head) |
|
|
708 | *hitter = (*hitter)->head; |
654 | *hitter = (*hitter)->head_ (); |
|
|
655 | |
|
|
656 | if ((*target)->type == LOCKED_DOOR) |
|
|
657 | return 1; // locked doors cannot be hit |
|
|
658 | |
709 | if ((*hitter)->env != NULL || (*target)->env != NULL) |
659 | if ((*hitter)->env || (*target)->env) |
710 | { |
660 | { |
711 | *simple_attack = 1; |
661 | *simple_attack = 1; |
712 | return 0; |
662 | return 0; |
713 | } |
663 | } |
714 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
664 | |
715 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
665 | if ((*target)->flag [FLAG_REMOVED] |
|
|
666 | || (*hitter)->flag [FLAG_REMOVED] |
|
|
667 | || !(*hitter)->map |
|
|
668 | || !on_same_map (*hitter, *target)) |
716 | { |
669 | { |
717 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
670 | LOG (llevError | logBacktrace, "BUG: hitter (%s) with no relation to target (%s)\n", |
|
|
671 | (*hitter)->debug_desc (), (*target)->debug_desc ()); |
718 | return 1; |
672 | return 1; |
719 | } |
673 | } |
|
|
674 | |
720 | *simple_attack = 0; |
675 | *simple_attack = 0; |
721 | return 0; |
676 | return 0; |
722 | } |
677 | } |
723 | |
678 | |
724 | static int |
679 | static int |
725 | abort_attack (object *target, object *hitter, int simple_attack) |
680 | abort_attack (object *target, object *hitter, int simple_attack) |
726 | { |
681 | { |
727 | |
|
|
728 | /* Check if target and hitter are still in a relation similar to the one |
682 | /* Check if target and hitter are still in a relation similar to the one |
729 | * determined by get_attack_mode(). Returns true if the relation has changed. |
683 | * determined by get_attack_mode(). Returns true if the relation has changed. |
730 | */ |
684 | */ |
731 | int new_mode; |
685 | int new_mode; |
732 | |
686 | |
733 | if (hitter->env == target || target->env == hitter) |
687 | if (hitter->env == target || target->env == hitter) |
734 | new_mode = 1; |
688 | new_mode = 1; |
735 | else if (QUERY_FLAG (hitter, FLAG_REMOVED) || QUERY_FLAG (target, FLAG_REMOVED) || hitter->map == NULL || !on_same_map (hitter, target)) |
689 | else if (hitter->flag [FLAG_REMOVED] || target->flag [FLAG_REMOVED] |
|
|
690 | || hitter->map == NULL || !on_same_map (hitter, target)) |
736 | return 1; |
691 | return 1; |
737 | else |
692 | else |
738 | new_mode = 0; |
693 | new_mode = 0; |
|
|
694 | |
739 | return new_mode != simple_attack; |
695 | return new_mode != simple_attack; |
740 | } |
696 | } |
741 | |
697 | |
|
|
698 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
699 | * items (like attacking living creatures--a potion thrown at a |
|
|
700 | * monster). |
|
|
701 | */ |
|
|
702 | static void |
742 | static void thrown_item_effect (object *, object *); |
703 | thrown_item_effect (object *hitter, object *victim) |
|
|
704 | { |
|
|
705 | if (!hitter->flag [FLAG_ALIVE]) |
|
|
706 | { |
|
|
707 | /* May not need a switch for just 2 types, but this makes it |
|
|
708 | * easier for expansion. |
|
|
709 | */ |
|
|
710 | switch (hitter->type) |
|
|
711 | { |
|
|
712 | case POTION: |
|
|
713 | /* should player get a save throw instead of checking magic protection? */ |
|
|
714 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_MAGIC] < 60)) |
|
|
715 | apply_potion (victim, hitter); |
|
|
716 | break; |
|
|
717 | |
|
|
718 | case POISON: /* poison drinks */ |
|
|
719 | /* As with potions, should monster get a save? */ |
|
|
720 | if (victim->flag [FLAG_ALIVE] && !victim->flag [FLAG_UNDEAD] && (victim->resist[ATNR_POISON] < 60)) |
|
|
721 | apply_poison (victim, hitter); |
|
|
722 | break; |
|
|
723 | |
|
|
724 | /* Removed case statements that did nothing. |
|
|
725 | * food may be poisonous, but monster must be willing to eat it, |
|
|
726 | * so we don't handle it here. |
|
|
727 | * Containers should perhaps break open, but that code was disabled. |
|
|
728 | */ |
|
|
729 | } |
|
|
730 | } |
|
|
731 | } |
|
|
732 | |
|
|
733 | /* determine if the object is an 'aimed' missile */ |
|
|
734 | static int |
|
|
735 | is_aimed_missile (object *op) |
|
|
736 | { |
|
|
737 | /* I broke what used to be one big if into a few nested |
|
|
738 | * ones so that figuring out the logic is at least possible. |
|
|
739 | */ |
|
|
740 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
741 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
742 | return 1; |
|
|
743 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
|
|
744 | return 1; |
|
|
745 | |
|
|
746 | return 0; |
|
|
747 | } |
|
|
748 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
|
|
749 | static int |
|
|
750 | adj_attackroll (object *hitter, object *target) |
|
|
751 | { |
|
|
752 | object *attacker = hitter; |
|
|
753 | int adjust = 0; |
|
|
754 | |
|
|
755 | /* safety */ |
|
|
756 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
|
|
757 | { |
|
|
758 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
759 | return 0; |
|
|
760 | } |
|
|
761 | |
|
|
762 | /* aimed missiles use the owning object's sight */ |
|
|
763 | if (is_aimed_missile (hitter)) |
|
|
764 | { |
|
|
765 | if ((attacker = hitter->owner) == NULL) |
|
|
766 | attacker = hitter; |
|
|
767 | /* A player who saves but hasn't quit still could have objects |
|
|
768 | * owned by him - need to handle that case to avoid crashes. |
|
|
769 | */ |
|
|
770 | if (attacker->flag [FLAG_REMOVED]) |
|
|
771 | attacker = hitter; |
|
|
772 | } |
|
|
773 | else if (!hitter->flag [FLAG_ALIVE]) |
|
|
774 | return 0; |
|
|
775 | |
|
|
776 | /* determine the condtions under which we make an attack. |
|
|
777 | * Add more cases, as the need occurs. */ |
|
|
778 | |
|
|
779 | if (!can_see_enemy (attacker, target)) |
|
|
780 | { |
|
|
781 | /* target is unseen */ |
|
|
782 | if (target->invisible || attacker->flag [FLAG_BLIND]) |
|
|
783 | adjust -= 10; |
|
|
784 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
785 | else if (!stand_in_light (target)) |
|
|
786 | adjust -= target->map->darklevel (); |
|
|
787 | } |
|
|
788 | |
|
|
789 | if (attacker->flag [FLAG_SCARED]) |
|
|
790 | adjust -= 3; |
|
|
791 | |
|
|
792 | if (target->flag [FLAG_UNAGGRESSIVE]) |
|
|
793 | adjust += 1; |
|
|
794 | |
|
|
795 | if (target->flag [FLAG_SCARED]) |
|
|
796 | adjust += 1; |
|
|
797 | |
|
|
798 | if (attacker->flag [FLAG_CONFUSED]) |
|
|
799 | adjust -= 3; |
|
|
800 | |
|
|
801 | /* if we attack at a different 'altitude' its harder */ |
|
|
802 | if ((attacker->move_type & target->move_type) == 0) |
|
|
803 | adjust -= 2; |
|
|
804 | |
|
|
805 | #if 0 |
|
|
806 | /* slower attacks are less likely to succeed. We should use a |
|
|
807 | * comparison between attacker/target speeds BUT, players have |
|
|
808 | * a generally faster speed, so this will wind up being a HUGE |
|
|
809 | * disadantage for the monsters! Too bad, because missiles which |
|
|
810 | * fly fast should have a better chance of hitting a slower target. |
|
|
811 | */ |
|
|
812 | if (hitter->speed < target->speed) |
|
|
813 | adjust += ((float) hitter->speed - target->speed); |
|
|
814 | #endif |
|
|
815 | |
|
|
816 | #if 0 |
|
|
817 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
818 | #endif |
|
|
819 | |
|
|
820 | return adjust; |
|
|
821 | } |
743 | |
822 | |
744 | static int |
823 | static int |
745 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
824 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
746 | { |
825 | { |
747 | int simple_attack, roll, dam = 0; |
826 | int simple_attack, roll, dam = 0; |
… | |
… | |
760 | |
839 | |
761 | /* |
840 | /* |
762 | * A little check to make it more difficult to dance forward and back |
841 | * A little check to make it more difficult to dance forward and back |
763 | * to avoid ever being hit by monsters. |
842 | * to avoid ever being hit by monsters. |
764 | */ |
843 | */ |
765 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
844 | if (!simple_attack && op->flag [FLAG_MONSTER] && op->speed_left > op->speed * -0.3f) |
766 | { |
845 | { |
767 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
846 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
768 | * infinite loop occurs, with process_object calling move_monster, |
847 | * infinite loop occurs, with process_object calling move_monster, |
769 | * which then gets here again. By decreasing the speed before |
848 | * which then gets here again. By decreasing the speed before |
770 | * we call process_object, the 'if' statement above will fail. |
849 | * we call process_object, the 'if' statement above will fail. |
771 | */ |
850 | */ |
772 | op->speed_left--; |
851 | --op->speed_left; |
773 | process_object (op); |
852 | process_object (op); |
|
|
853 | |
774 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
854 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
775 | goto error; |
855 | goto error; |
776 | } |
856 | } |
777 | |
857 | |
778 | op_name = op->name; |
858 | op_name = op->name; |
… | |
… | |
786 | /* See if we hit the creature */ |
866 | /* See if we hit the creature */ |
787 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
867 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
788 | { |
868 | { |
789 | int hitdam = base_dam; |
869 | int hitdam = base_dam; |
790 | |
870 | |
791 | if (settings.casting_time == TRUE) |
|
|
792 | { |
|
|
793 | if ((hitter->type == PLAYER) && (hitter->casting_time > -1)) |
|
|
794 | { |
|
|
795 | hitter->casting_time = -1; |
|
|
796 | new_draw_info (NDI_UNIQUE, 0, hitter, "You attacked and lost " "your spell!"); |
|
|
797 | } |
|
|
798 | if ((op->casting_time > -1) && (hitdam > 0)) |
|
|
799 | { |
|
|
800 | op->casting_time = -1; |
|
|
801 | if (op->type == PLAYER) |
|
|
802 | { |
|
|
803 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit and lost " "your spell!"); |
|
|
804 | new_draw_info_format (NDI_ALL | NDI_UNIQUE, 5, NULL, "%s was hit by %s and lost a spell.", &op_name, &hitter->name); |
|
|
805 | } |
|
|
806 | } |
|
|
807 | } |
|
|
808 | if (!simple_attack) |
871 | if (!simple_attack) |
809 | { |
872 | { |
810 | /* If you hit something, the victim should *always* wake up. |
873 | /* If you hit something, the victim should *always* wake up. |
811 | * Before, invisible hitters could avoid doing this. |
874 | * Before, invisible hitters could avoid doing this. |
812 | * -b.t. */ |
875 | * -b.t. */ |
813 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
876 | if (op->flag [FLAG_SLEEP]) |
814 | CLEAR_FLAG (op, FLAG_SLEEP); |
877 | op->clr_flag (FLAG_SLEEP); |
815 | |
878 | |
816 | /* If the victim can't see the attacker, it may alert others |
879 | /* If the victim can't see the attacker, it may alert others |
817 | * for help. */ |
880 | * for help. */ |
818 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
881 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
819 | npc_call_help (op); |
882 | npc_call_help (op); |
820 | |
883 | |
821 | /* if you were hidden and hit by a creature, you are discovered */ |
884 | /* if you were hidden and hit by a creature, you are discovered */ |
822 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
885 | if (op->flag [FLAG_HIDDEN] && hitter->flag [FLAG_ALIVE]) |
823 | { |
886 | { |
824 | make_visible (op); |
887 | make_visible (op); |
|
|
888 | |
825 | if (op->type == PLAYER) |
889 | if (op->type == PLAYER) |
826 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
890 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. You are no longer hidden!"); |
827 | } |
891 | } |
828 | |
892 | |
829 | /* thrown items (hitter) will have various effects |
893 | /* thrown items (hitter) will have various effects |
830 | * when they hit the victim. For things like thrown daggers, |
894 | * when they hit the victim. For things like thrown daggers, |
831 | * this sets 'hitter' to the actual dagger, and not the |
895 | * this sets 'hitter' to the actual dagger, and not the |
832 | * wrapper object. |
896 | * wrapper object. |
833 | */ |
897 | */ |
834 | thrown_item_effect (hitter, op); |
898 | thrown_item_effect (hitter, op); |
|
|
899 | |
835 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
900 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
836 | goto leave; |
901 | goto leave; |
837 | } |
902 | } |
838 | |
903 | |
839 | /* Need to do at least 1 damage, otherwise there is no point |
904 | /* Need to do at least 1 damage, otherwise there is no point |
840 | * to go further and it will cause FPE's below. |
905 | * to go further and it will cause FPE's below. |
841 | */ |
906 | */ |
842 | if (hitdam <= 0) |
907 | max_it (hitdam, 1); |
843 | hitdam = 1; |
|
|
844 | |
908 | |
845 | type = hitter->attacktype; |
909 | type = hitter->attacktype; |
846 | |
910 | |
|
|
911 | /* Ok, because some of the brainfucks of the good *sigh* old *sigh* |
|
|
912 | * Crossfire we have to default the attacktype here to AT_PHYSICAL. |
|
|
913 | * This check is important for the most simple monsters out there in the |
|
|
914 | * game content (maps, archs). For example orcs: They would have |
|
|
915 | * no attacktype at all. |
|
|
916 | * |
|
|
917 | * Some time in the future someone should just go into the game data |
|
|
918 | * and fix every monster out there ;-/ Until then we will kill some |
|
|
919 | * more trees in the african rain forests with this check. |
|
|
920 | */ |
847 | if (!type) |
921 | if (!type) |
848 | type = AT_PHYSICAL; |
922 | type = AT_PHYSICAL; |
849 | |
923 | |
850 | /* Handle monsters that hit back */ |
924 | /* Handle monsters that hit back */ |
851 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
925 | if (!simple_attack && op->flag [FLAG_HITBACK] && hitter->flag [FLAG_ALIVE]) |
852 | { |
926 | { |
853 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
927 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
854 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
928 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
855 | |
929 | |
856 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
930 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
… | |
… | |
882 | } |
956 | } |
883 | |
957 | |
884 | int |
958 | int |
885 | attack_ob (object *op, object *hitter) |
959 | attack_ob (object *op, object *hitter) |
886 | { |
960 | { |
887 | |
|
|
888 | if (hitter->head) |
|
|
889 | hitter = hitter->head; |
|
|
890 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
961 | return attack_ob_simple (op, hitter->head_ (), hitter->stats.dam, hitter->stats.wc); |
891 | } |
962 | } |
892 | |
963 | |
893 | /* op is the arrow, tmp is what is stopping the arrow. |
964 | /* op is the arrow, tmp is what is stopping the arrow. |
894 | * |
965 | * |
895 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
966 | * Returns 1 if op was inserted into tmp's inventory, 0 otherwise. |
… | |
… | |
903 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
974 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
904 | * stick around. |
975 | * stick around. |
905 | */ |
976 | */ |
906 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
977 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
907 | { |
978 | { |
908 | if (tmp->head != NULL) |
979 | tmp->head_ ()->insert (op); |
909 | tmp = tmp->head; |
|
|
910 | |
|
|
911 | remove_ob (op); |
|
|
912 | op = insert_ob_in_ob (op, tmp); |
|
|
913 | |
|
|
914 | if (tmp->type == PLAYER) |
|
|
915 | esrv_send_item (tmp, op); |
|
|
916 | |
|
|
917 | return 1; |
980 | return 1; |
918 | } |
981 | } |
919 | else |
982 | else |
920 | return 0; |
983 | return 0; |
921 | } |
984 | } |
… | |
… | |
935 | /* Disassemble missile */ |
998 | /* Disassemble missile */ |
936 | if (op->inv) |
999 | if (op->inv) |
937 | { |
1000 | { |
938 | container = op; |
1001 | container = op; |
939 | hitter = op->inv; |
1002 | hitter = op->inv; |
940 | remove_ob (hitter); |
|
|
941 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
1003 | hitter->insert_at (container, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
942 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
1004 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
943 | * might be called until this THROWN_OBJ is either reassembled or |
1005 | * might be called until this THROWN_OBJ is either reassembled or |
944 | * removed at the end of this function must be able to deal with empty |
1006 | * removed at the end of this function must be able to deal with empty |
945 | * THROWN_OBJs. */ |
1007 | * THROWN_OBJs. */ |
946 | } |
1008 | } |
… | |
… | |
957 | * arrow, move_apply() calls this function, arrow sticks in demon, |
1019 | * arrow, move_apply() calls this function, arrow sticks in demon, |
958 | * attack_ob_simple() returns, and we've got an arrow that still exists |
1020 | * attack_ob_simple() returns, and we've got an arrow that still exists |
959 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
1021 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
960 | * other places as well!) |
1022 | * other places as well!) |
961 | */ |
1023 | */ |
962 | if (hitter->destroyed () || hitter->env != NULL) |
1024 | if (hitter->destroyed () || hitter->env) |
963 | { |
1025 | { |
964 | if (container) |
1026 | if (container) |
965 | { |
1027 | container->destroy (); |
966 | remove_ob (container); |
|
|
967 | free_object (container); |
|
|
968 | } |
|
|
969 | |
1028 | |
970 | return 0; |
1029 | return 0; |
971 | } |
1030 | } |
972 | |
1031 | |
973 | /* Missile hit victim */ |
1032 | /* Missile hit victim */ |
974 | /* if the speed is > 10, then this is a fast moving arrow, we go straight |
1033 | /* if the speed is >= 10, then this is a fast moving arrow, we go straight |
975 | * through the target |
1034 | * through the target |
976 | */ |
1035 | */ |
977 | if (hit_something && op->speed <= 10.0) |
1036 | if (hit_something) |
|
|
1037 | if (op->speed < 10.0) |
978 | { |
1038 | { |
979 | /* Stop arrow */ |
1039 | /* Stop arrow */ |
980 | if (!container) |
1040 | if (container) |
|
|
1041 | container->destroy (); |
|
|
1042 | else |
981 | { |
1043 | { |
982 | hitter = fix_stopped_arrow (hitter); |
1044 | hitter = fix_stopped_arrow (hitter); |
983 | if (!hitter) |
1045 | if (!hitter) |
984 | return 0; |
1046 | return 0; |
985 | } |
1047 | } |
986 | else |
|
|
987 | { |
|
|
988 | remove_ob (container); |
|
|
989 | free_object (container); |
|
|
990 | } |
|
|
991 | |
1048 | |
992 | /* Try to stick arrow into victim */ |
1049 | /* Try to stick arrow into victim */ |
993 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1050 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
|
|
1051 | return 0; |
|
|
1052 | |
|
|
1053 | /* Else try to put arrow on victim's map square |
|
|
1054 | * remove check for P_WALL here. If the arrow got to this |
|
|
1055 | * space, that is good enough - with the new movement code, |
|
|
1056 | * there is now the potential for lots of spaces where something |
|
|
1057 | * can fly over but not otherwise move over. What is the correct |
|
|
1058 | * way to handle those otherwise? |
|
|
1059 | */ |
|
|
1060 | if (victim->x != hitter->x || victim->y != hitter->y) |
|
|
1061 | { |
|
|
1062 | if (victim->destroyed ()) |
|
|
1063 | hitter->destroy (); |
|
|
1064 | else |
|
|
1065 | { |
|
|
1066 | hitter->remove (); |
|
|
1067 | hitter->x = victim->x; |
|
|
1068 | hitter->y = victim->y; |
|
|
1069 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1070 | } |
|
|
1071 | } |
|
|
1072 | else |
|
|
1073 | /* Else leave arrow where it is */ |
|
|
1074 | merge_ob (hitter, NULL); |
|
|
1075 | |
994 | return 0; |
1076 | return 0; |
995 | |
|
|
996 | /* Else try to put arrow on victim's map square |
|
|
997 | * remove check for P_WALL here. If the arrow got to this |
|
|
998 | * space, that is good enough - with the new movement code, |
|
|
999 | * there is now the potential for lots of spaces where something |
|
|
1000 | * can fly over but not otherwise move over. What is the correct |
|
|
1001 | * way to handle those otherwise? |
|
|
1002 | */ |
|
|
1003 | if (victim->x != hitter->x || victim->y != hitter->y) |
|
|
1004 | { |
|
|
1005 | remove_ob (hitter); |
|
|
1006 | hitter->x = victim->x; |
|
|
1007 | hitter->y = victim->y; |
|
|
1008 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
|
|
1009 | } |
1077 | } |
1010 | else |
1078 | else |
1011 | /* Else leave arrow where it is */ |
1079 | op->set_speed (op->speed - 1.f); |
1012 | merge_ob (hitter, NULL); |
|
|
1013 | |
|
|
1014 | return 0; |
|
|
1015 | } |
|
|
1016 | |
|
|
1017 | if (hit_something && op->speed >= 10.0) |
|
|
1018 | op->speed -= 1.0; |
|
|
1019 | |
1080 | |
1020 | /* Missile missed victim - reassemble missile */ |
1081 | /* Missile missed victim - reassemble missile */ |
1021 | if (container) |
1082 | if (container) |
1022 | { |
1083 | { |
1023 | remove_ob (hitter); |
1084 | hitter->remove (); |
1024 | insert_ob_in_ob (hitter, container); |
1085 | insert_ob_in_ob (hitter, container); |
1025 | } |
1086 | } |
1026 | |
1087 | |
1027 | return op; |
1088 | return op; |
1028 | } |
1089 | } |
1029 | |
1090 | |
1030 | |
1091 | static void |
1031 | void |
|
|
1032 | tear_down_wall (object *op) |
1092 | tear_down_wall (object *op) |
1033 | { |
1093 | { |
1034 | int perc = 0; |
|
|
1035 | |
|
|
1036 | if (!op->stats.maxhp) |
1094 | if (!op->stats.maxhp) |
1037 | { |
|
|
1038 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1095 | LOG (llevError, "TEAR_DOWN wall %s had no maxhp.\n", &op->name); |
1039 | perc = 1; |
1096 | else if (!op->has_anim ()) |
1040 | } |
|
|
1041 | else if (!GET_ANIM_ID (op)) |
|
|
1042 | { |
1097 | { |
1043 | /* Object has been called - no animations, so remove it */ |
1098 | /* Object has been called - no animations, so remove it */ |
1044 | if (op->stats.hp < 0) |
1099 | if (op->stats.hp < 0) |
|
|
1100 | op->destroy (); |
1045 | { |
1101 | |
1046 | remove_ob (op); /* Should update LOS */ |
|
|
1047 | free_object (op); |
|
|
1048 | /* Don't know why this is here - remove_ob should do it for us */ |
|
|
1049 | /*update_position(m, x, y); */ |
|
|
1050 | } |
|
|
1051 | return; /* no animations, so nothing more to do */ |
1102 | return; /* no animations, so nothing more to do */ |
1052 | } |
1103 | } |
1053 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1104 | |
1054 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1105 | // we use frames 1..num-2 as intermediate frames, so |
1055 | perc = NUM_ANIMATIONS (op) - 1; |
1106 | // the last frame is used only when hp < 0. |
1056 | else if (perc < 1) |
1107 | int perc = clamp ( |
1057 | perc = 1; |
1108 | lerp_ru<int> (op->stats.hp, 0, op->stats.maxhp, op->anim_frames () - 2, 0), |
1058 | SET_ANIMATION (op, perc); |
1109 | 0, op->anim_frames () - 1 |
|
|
1110 | ); |
|
|
1111 | |
|
|
1112 | op->set_anim_frame (perc); |
1059 | update_object (op, UP_OBJ_FACE); |
1113 | update_object (op, UP_OBJ_FACE); |
1060 | if (perc == NUM_ANIMATIONS (op) - 1) |
1114 | |
|
|
1115 | if (op->stats.hp < 0) |
1061 | { /* Reached the last animation */ |
1116 | { /* Reached the last animation */ |
1062 | if (op->face == blank_face) |
1117 | if (op->face == blank_face) |
1063 | { |
|
|
1064 | /* If the last face is blank, remove the ob */ |
1118 | /* If the last face is blank, remove the ob */ |
1065 | remove_ob (op); /* Should update LOS */ |
1119 | op->destroy (); |
1066 | free_object (op); |
|
|
1067 | |
|
|
1068 | /* remove_ob should call update_position for us */ |
|
|
1069 | /*update_position(m, x, y); */ |
|
|
1070 | |
|
|
1071 | } |
|
|
1072 | else |
1120 | else |
1073 | { /* The last face was not blank, leave an image */ |
1121 | { /* The last face was not blank, leave an image */ |
1074 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1122 | op->flag [FLAG_BLOCKSVIEW] = false; |
1075 | update_all_los (op->map, op->x, op->y); |
1123 | update_all_los (op->map, op->x, op->y); |
1076 | op->move_block = 0; |
1124 | op->move_block = 0; |
1077 | CLEAR_FLAG (op, FLAG_ALIVE); |
1125 | op->flag [FLAG_ALIVE] = false; |
1078 | } |
1126 | } |
1079 | } |
1127 | } |
1080 | } |
1128 | } |
1081 | |
1129 | |
1082 | void |
1130 | static void |
1083 | scare_creature (object *target, object *hitter) |
1131 | scare_creature (object *target, object *hitter) |
1084 | { |
1132 | { |
1085 | object *owner = get_owner (hitter); |
1133 | target->flag [FLAG_SCARED] = true; |
1086 | |
1134 | |
1087 | if (!owner) |
|
|
1088 | owner = hitter; |
|
|
1089 | |
|
|
1090 | SET_FLAG (target, FLAG_SCARED); |
|
|
1091 | if (!target->enemy) |
1135 | if (!target->enemy) |
1092 | target->enemy = owner; |
1136 | target->enemy = hitter->outer_owner (); |
1093 | } |
1137 | } |
1094 | |
|
|
1095 | |
|
|
1096 | /* This returns the amount of damage hitter does to op with the |
|
|
1097 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1098 | * This doesn't damage the player, but returns how much it should |
|
|
1099 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1100 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1101 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1102 | |
|
|
1103 | int |
|
|
1104 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1105 | { |
|
|
1106 | |
|
|
1107 | int doesnt_slay = 1; |
|
|
1108 | |
|
|
1109 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1110 | if (attacknum >= NROFATTACKS) |
|
|
1111 | { |
|
|
1112 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
|
|
1113 | return 0; |
|
|
1114 | } |
|
|
1115 | |
|
|
1116 | if (dam < 0) |
|
|
1117 | { |
|
|
1118 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
|
|
1119 | return 0; |
|
|
1120 | } |
|
|
1121 | |
|
|
1122 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1123 | * people can't mess with that or it otherwise get confused. */ |
|
|
1124 | if (attacknum == ATNR_INTERNAL) |
|
|
1125 | return dam; |
|
|
1126 | |
|
|
1127 | if (hitter->slaying) |
|
|
1128 | { |
|
|
1129 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
|
|
1130 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
|
|
1131 | { |
|
|
1132 | doesnt_slay = 0; |
|
|
1133 | dam *= 3; |
|
|
1134 | } |
|
|
1135 | } |
|
|
1136 | |
|
|
1137 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
|
|
1138 | if (op->resist[attacknum]) |
|
|
1139 | { |
|
|
1140 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1141 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1142 | dam *= (100 - op->resist[attacknum]); |
|
|
1143 | if (dam >= 100) |
|
|
1144 | dam /= 100; |
|
|
1145 | else |
|
|
1146 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1147 | } |
|
|
1148 | |
|
|
1149 | /* Special hack. By default, if immune to something, you |
|
|
1150 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1151 | * it can still damage your items. Only include attacktypes if |
|
|
1152 | * special processing is needed */ |
|
|
1153 | |
|
|
1154 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
|
|
1155 | return 0; |
|
|
1156 | |
|
|
1157 | /* Keep this in order - makes things easier to find */ |
|
|
1158 | |
|
|
1159 | switch (attacknum) |
|
|
1160 | { |
|
|
1161 | case ATNR_PHYSICAL: |
|
|
1162 | /* here also check for diseases */ |
|
|
1163 | check_physically_infect (op, hitter); |
|
|
1164 | break; |
|
|
1165 | |
|
|
1166 | /* Don't need to do anything for: |
|
|
1167 | magic, |
|
|
1168 | fire, |
|
|
1169 | electricity, |
|
|
1170 | cold */ |
|
|
1171 | |
|
|
1172 | case ATNR_CONFUSION: |
|
|
1173 | case ATNR_POISON: |
|
|
1174 | case ATNR_SLOW: |
|
|
1175 | case ATNR_PARALYZE: |
|
|
1176 | case ATNR_FEAR: |
|
|
1177 | case ATNR_CANCELLATION: |
|
|
1178 | case ATNR_DEPLETE: |
|
|
1179 | case ATNR_BLIND: |
|
|
1180 | { |
|
|
1181 | /* chance for inflicting a special attack depends on the |
|
|
1182 | * difference between attacker's and defender's level |
|
|
1183 | */ |
|
|
1184 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
|
|
1185 | |
|
|
1186 | /* First, only creatures/players with speed can be affected. |
|
|
1187 | * Second, just getting hit doesn't mean it always affects |
|
|
1188 | * you. Third, you still get a saving through against the |
|
|
1189 | * effect. |
|
|
1190 | */ |
|
|
1191 | if (op->speed && |
|
|
1192 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
|
|
1193 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
1194 | { |
|
|
1195 | |
|
|
1196 | /* Player has been hit by something */ |
|
|
1197 | if (attacknum == ATNR_CONFUSION) |
|
|
1198 | confuse_player (op, hitter, dam); |
|
|
1199 | else if (attacknum == ATNR_POISON) |
|
|
1200 | poison_player (op, hitter, dam); |
|
|
1201 | else if (attacknum == ATNR_SLOW) |
|
|
1202 | slow_player (op, hitter, dam); |
|
|
1203 | else if (attacknum == ATNR_PARALYZE) |
|
|
1204 | paralyze_player (op, hitter, dam); |
|
|
1205 | else if (attacknum == ATNR_FEAR) |
|
|
1206 | scare_creature (op, hitter); |
|
|
1207 | else if (attacknum == ATNR_CANCELLATION) |
|
|
1208 | cancellation (op); |
|
|
1209 | else if (attacknum == ATNR_DEPLETE) |
|
|
1210 | drain_stat (op); |
|
|
1211 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
|
|
1212 | blind_player (op, hitter, dam); |
|
|
1213 | } |
|
|
1214 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
1215 | } |
|
|
1216 | break; |
|
|
1217 | case ATNR_ACID: |
|
|
1218 | { |
|
|
1219 | int flag = 0; |
|
|
1220 | |
|
|
1221 | /* Items only get corroded if you're not on a battleground and |
|
|
1222 | * if your acid resistance is below 50%. */ |
|
|
1223 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
1224 | { |
|
|
1225 | object *tmp; |
|
|
1226 | |
|
|
1227 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
|
|
1228 | { |
|
|
1229 | if (tmp->invisible) |
|
|
1230 | continue; |
|
|
1231 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
1232 | /* >= 10% acid res. on itmes will protect these */ |
|
|
1233 | continue; |
|
|
1234 | if (!(tmp->material & M_IRON)) |
|
|
1235 | continue; |
|
|
1236 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
1237 | continue; |
|
|
1238 | if (tmp->type == RING || |
|
|
1239 | /* removed boots and gloves from exclusion list in |
|
|
1240 | PR */ |
|
|
1241 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
|
|
1242 | continue; /* To avoid some strange effects */ |
|
|
1243 | |
|
|
1244 | /* High damage acid has better chance of corroding |
|
|
1245 | objects */ |
|
|
1246 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
1247 | { |
|
|
1248 | if (op->type == PLAYER) |
|
|
1249 | /* Make this more visible */ |
|
|
1250 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
|
|
1251 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
1252 | flag = 1; |
|
|
1253 | tmp->magic--; |
|
|
1254 | if (op->type == PLAYER) |
|
|
1255 | esrv_send_item (op, tmp); |
|
|
1256 | } |
|
|
1257 | } |
|
|
1258 | if (flag) |
|
|
1259 | fix_player (op); /* Something was corroded */ |
|
|
1260 | } |
|
|
1261 | } |
|
|
1262 | break; |
|
|
1263 | case ATNR_DRAIN: |
|
|
1264 | { |
|
|
1265 | /* rate is the proportion of exp drained. High rate means |
|
|
1266 | * not much is drained, low rate means a lot is drained. |
|
|
1267 | */ |
|
|
1268 | int rate; |
|
|
1269 | |
|
|
1270 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
1271 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
1272 | else |
|
|
1273 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
1274 | |
|
|
1275 | if (op->stats.exp <= rate) |
|
|
1276 | { |
|
|
1277 | if (op->type == GOLEM) |
|
|
1278 | dam = 999; /* Its force is "sucked" away. 8) */ |
|
|
1279 | else |
|
|
1280 | /* If we can't drain, lets try to do physical damage */ |
|
|
1281 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
1282 | } |
|
|
1283 | else |
|
|
1284 | { |
|
|
1285 | /* Randomly give the hitter some hp */ |
|
|
1286 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
1287 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
1288 | hitter->stats.hp++; |
|
|
1289 | |
|
|
1290 | /* Can't do drains on battleground spaces. |
|
|
1291 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
1292 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
1293 | * nothing happens. |
|
|
1294 | * Try to credit the owner. We try to display player -> player drain |
|
|
1295 | * attacks, hence all the != PLAYER checks. |
|
|
1296 | */ |
|
|
1297 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
|
|
1298 | { |
|
|
1299 | object *owner = get_owner (hitter); |
|
|
1300 | |
|
|
1301 | if (owner && owner != hitter) |
|
|
1302 | { |
|
|
1303 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
1304 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
1305 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
|
|
1306 | } |
|
|
1307 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
1308 | { |
|
|
1309 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
1310 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
|
|
1311 | } |
|
|
1312 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
|
|
1313 | } |
|
|
1314 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
1315 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
1316 | * as the messages will say you missed |
|
|
1317 | */ |
|
|
1318 | } |
|
|
1319 | } |
|
|
1320 | break; |
|
|
1321 | case ATNR_TURN_UNDEAD: |
|
|
1322 | { |
|
|
1323 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
|
|
1324 | { |
|
|
1325 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1326 | object *god = find_god (determine_god (owner)); |
|
|
1327 | int div = 1; |
|
|
1328 | |
|
|
1329 | /* if undead are not an enemy of your god, you turn them |
|
|
1330 | * at half strength */ |
|
|
1331 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
|
|
1332 | div = 2; |
|
|
1333 | /* Give a bonus if you resist turn undead */ |
|
|
1334 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
|
|
1335 | scare_creature (op, owner); |
|
|
1336 | } |
|
|
1337 | else |
|
|
1338 | dam = 0; /* don't damage non undead - should we damage |
|
|
1339 | undead? */ |
|
|
1340 | } |
|
|
1341 | break; |
|
|
1342 | case ATNR_DEATH: |
|
|
1343 | deathstrike_player (op, hitter, &dam); |
|
|
1344 | break; |
|
|
1345 | case ATNR_CHAOS: |
|
|
1346 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
|
|
1347 | dam = 0; |
|
|
1348 | break; |
|
|
1349 | case ATNR_COUNTERSPELL: |
|
|
1350 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
|
|
1351 | dam = 0; |
|
|
1352 | /* This should never happen. Counterspell is handled |
|
|
1353 | * seperately and filtered out. If this does happen, |
|
|
1354 | * Counterspell has no effect on anything but spells, so it |
|
|
1355 | * does no damage. */ |
|
|
1356 | break; |
|
|
1357 | case ATNR_HOLYWORD: |
|
|
1358 | { |
|
|
1359 | /* This has already been handled by hit_player, |
|
|
1360 | * no need to check twice -- DAMN */ |
|
|
1361 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
1362 | |
|
|
1363 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
1364 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
1365 | scare_creature (op, owner); |
|
|
1366 | } |
|
|
1367 | break; |
|
|
1368 | case ATNR_LIFE_STEALING: |
|
|
1369 | { |
|
|
1370 | int new_hp; |
|
|
1371 | |
|
|
1372 | /* this is replacement to drain for players, instead of taking |
|
|
1373 | * exp it takes hp. It is geared for players, probably not |
|
|
1374 | * much use giving it to monsters |
|
|
1375 | * |
|
|
1376 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
1377 | * damage it does do to the player. Given that, |
|
|
1378 | * it only does 1/10'th normal damage (hence the divide by |
|
|
1379 | * 1000). |
|
|
1380 | */ |
|
|
1381 | /* You can't steal life from something undead */ |
|
|
1382 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
|
|
1383 | return 0; |
|
|
1384 | /* If drain protection is higher than life stealing, use that */ |
|
|
1385 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
1386 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
1387 | else |
|
|
1388 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1389 | /* You die at -1 hp, not zero. */ |
|
|
1390 | if (dam > (op->stats.hp + 1)) |
|
|
1391 | dam = op->stats.hp + 1; |
|
|
1392 | new_hp = hitter->stats.hp + dam; |
|
|
1393 | if (new_hp > hitter->stats.maxhp) |
|
|
1394 | new_hp = hitter->stats.maxhp; |
|
|
1395 | if (new_hp > hitter->stats.hp) |
|
|
1396 | hitter->stats.hp = new_hp; |
|
|
1397 | } |
|
|
1398 | } |
|
|
1399 | return dam; |
|
|
1400 | } |
|
|
1401 | |
|
|
1402 | |
1138 | |
1403 | /* GROS: This code comes from hit_player. It has been made external to |
1139 | /* GROS: This code comes from hit_player. It has been made external to |
1404 | * allow script procedures to "kill" objects in a combat-like fashion. |
1140 | * allow script procedures to "kill" objects in a combat-like fashion. |
1405 | * It was initially used by (kill-object) developed for the Collector's |
1141 | * It was initially used by (kill-object) developed for the Collector's |
1406 | * Sword. Note that nothing has been changed from the original version |
1142 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1416 | * MSW 2002-07-17 |
1152 | * MSW 2002-07-17 |
1417 | */ |
1153 | */ |
1418 | int |
1154 | int |
1419 | kill_object (object *op, int dam, object *hitter, int type) |
1155 | kill_object (object *op, int dam, object *hitter, int type) |
1420 | { |
1156 | { |
1421 | char buf[MAX_BUF]; |
1157 | shstr skill; |
1422 | const char *skill; |
|
|
1423 | int maxdam = 0; |
1158 | int maxdam = 0; |
1424 | int battleg = 0; /* true if op standing on battleground */ |
1159 | int battleg = 0; /* true if op standing on battleground */ |
1425 | int pk = 0; /* true if op and what controls hitter are both players */ |
1160 | int pk = 0; /* true if op and what controls hitter are both players */ |
1426 | object *owner = NULL; |
1161 | object *owner = 0; |
1427 | object *skop = NULL; |
1162 | object *skop = 0; |
1428 | |
1163 | |
1429 | if (op->stats.hp >= 0) |
1164 | if (op->stats.hp >= 0) |
1430 | return -1; |
1165 | return -1; |
1431 | |
1166 | |
1432 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1167 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1436 | * this creature. The function(s) that call us have already |
1171 | * this creature. The function(s) that call us have already |
1437 | * adjusted the creatures HP total, so that is negative. |
1172 | * adjusted the creatures HP total, so that is negative. |
1438 | */ |
1173 | */ |
1439 | maxdam = dam + op->stats.hp + 1; |
1174 | maxdam = dam + op->stats.hp + 1; |
1440 | |
1175 | |
1441 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1176 | if (op->flag [FLAG_BLOCKSVIEW]) |
1442 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1177 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1443 | |
1178 | |
1444 | if (op->type == DOOR) |
1179 | if (op->type == DOOR) |
1445 | { |
1180 | { |
1446 | op->speed = 0.1; |
1181 | op->set_speed (0.1f); |
1447 | update_ob_speed (op); |
|
|
1448 | op->speed_left = -0.05; |
1182 | op->speed_left = -0.05f; |
1449 | return maxdam; |
1183 | return maxdam; |
1450 | } |
1184 | } |
1451 | |
1185 | |
1452 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1186 | if (op->flag [FLAG_FRIENDLY] && op->type != PLAYER) |
1453 | { |
1187 | { |
1454 | remove_friendly_object (op); |
1188 | op->drop_and_destroy (); |
1455 | |
|
|
1456 | if (get_owner (op) && op->owner->type == PLAYER && op->owner->contr->ranges[range_golem] == op) |
|
|
1457 | op->owner->contr->ranges[range_golem] = 0; |
|
|
1458 | |
|
|
1459 | remove_ob (op); |
|
|
1460 | free_object (op); |
|
|
1461 | return maxdam; |
1189 | return maxdam; |
1462 | } |
1190 | } |
1463 | |
1191 | |
1464 | /* Now lets start dealing with experience we get for killing something */ |
1192 | /* Now lets start dealing with experience we get for killing something */ |
1465 | |
1193 | |
1466 | owner = get_owner (hitter); |
1194 | owner = hitter->outer_owner (); |
1467 | if (!owner) |
1195 | if (!owner) |
1468 | owner = hitter; |
1196 | owner = hitter; |
1469 | |
1197 | |
1470 | /* is the victim (op) standing on battleground? */ |
1198 | /* is the victim (op) standing on battleground? */ |
1471 | if (op_on_battleground (op, NULL, NULL)) |
1199 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1476 | pk = 1; |
1204 | pk = 1; |
1477 | |
1205 | |
1478 | /* Player killed something */ |
1206 | /* Player killed something */ |
1479 | if (owner->type == PLAYER) |
1207 | if (owner->type == PLAYER) |
1480 | { |
1208 | { |
1481 | Log_Kill (owner->name, |
|
|
1482 | query_name (op), op->type, (owner != hitter) ? query_name (hitter) : NULL, (owner != hitter) ? hitter->type : 0); |
|
|
1483 | |
|
|
1484 | /* Log players killing other players - makes it easier to detect |
1209 | /* Log players killing other players - makes it easier to detect |
1485 | * and filter out malicious player killers - that is why the |
1210 | * and filter out malicious player killers - that is why the |
1486 | * ip address is included. |
1211 | * ip address is included. |
1487 | */ |
1212 | */ |
1488 | if (op->type == PLAYER && !battleg) |
1213 | if (op->type == PLAYER && !battleg) |
… | |
… | |
1492 | char buf[256]; |
1217 | char buf[256]; |
1493 | |
1218 | |
1494 | tmv = localtime (&t); |
1219 | tmv = localtime (&t); |
1495 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1220 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1496 | |
1221 | |
1497 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1222 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1498 | } |
1223 | } |
1499 | |
1224 | |
1500 | /* try to filter some things out - basically, if you are |
1225 | /* try to filter some things out - basically, if you are |
1501 | * killing a level 1 creature and your level 20, you |
1226 | * killing a level 1 creature and your level 20, you |
1502 | * probably don't want to see that. |
1227 | * probably don't want to see that. |
… | |
… | |
1508 | else |
1233 | else |
1509 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1234 | new_draw_info_format (NDI_BLACK, 0, owner, "You killed %s.", query_name (op)); |
1510 | |
1235 | |
1511 | /* Only play sounds for melee kills */ |
1236 | /* Only play sounds for melee kills */ |
1512 | if (hitter->type == PLAYER) |
1237 | if (hitter->type == PLAYER) |
1513 | play_sound_map (owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1238 | owner->play_sound (sound_find ("player_kills")); |
1514 | } |
1239 | } |
1515 | |
1240 | |
1516 | /* If a player kills another player, not on |
1241 | /* If a player kills another player, not on |
1517 | * battleground, the "killer" looses 1 luck. Since this is |
1242 | * battleground, the "killer" looses 1 luck. Since this is |
1518 | * not reversible, it's actually quite a pain IMHO. -AV |
1243 | * not reversible, it's actually quite a pain IMHO. -AV |
1519 | * Fix bug in that we were changing the luck of the hitter, not |
1244 | * Fix bug in that we were changing the luck of the hitter, not |
1520 | * player that the object belonged to - so if you killed another player |
1245 | * player that the object belonged to - so if you killed another player |
1521 | * with spells, pets, whatever, there was no penalty. |
1246 | * with spells, pets, whatever, there was no penalty. |
1522 | * Changed to make luck penalty configurable in settings. |
1247 | * Changed to make luck penalty configurable in settings. |
1523 | */ |
1248 | */ |
1524 | if (op->type == PLAYER && owner != op && !battleg) |
1249 | if (op->type == PLAYER && owner != op && !battleg) |
1525 | change_luck (owner, -settings.pk_luck_penalty); |
1250 | owner->change_luck (-settings.pk_luck_penalty); |
1526 | |
1251 | |
1527 | /* This code below deals with finding the appropriate skill |
1252 | /* This code below deals with finding the appropriate skill |
1528 | * to credit exp to. This is a bit problematic - we should |
1253 | * to credit exp to. This is a bit problematic - we should |
1529 | * probably never really have to look at current_weapon->skill |
1254 | * probably never really have to look at current_weapon->skill |
1530 | */ |
1255 | */ |
1531 | skill = 0; |
|
|
1532 | |
|
|
1533 | if (hitter->skill && hitter->type != PLAYER) |
1256 | if (hitter->skill && hitter->type != PLAYER) |
1534 | skill = hitter->skill; |
1257 | skill = hitter->skill; |
1535 | else if (owner->chosen_skill) |
1258 | else if (owner->chosen_skill) |
1536 | { |
1259 | { |
1537 | skill = owner->chosen_skill->skill; |
|
|
1538 | skop = owner->chosen_skill; |
1260 | skop = owner->chosen_skill; |
|
|
1261 | skill = skop->skill; |
1539 | } |
1262 | } |
1540 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1263 | else if (owner->flag [FLAG_READY_WEAPON] && owner->current_weapon) |
1541 | skill = owner->current_weapon->skill; |
1264 | skill = owner->current_weapon->skill; |
1542 | else |
1265 | else |
|
|
1266 | { |
|
|
1267 | LOG (llevError | logBacktrace, |
1543 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1268 | "BUG: kill_object - unable to find skill that killed monster\n" |
|
|
1269 | "op: %s\n" "hitter: %s\n" "op: %s\n", |
|
|
1270 | op->debug_desc (), hitter->debug_desc (), op->debug_desc ()); |
|
|
1271 | skill = 0; |
|
|
1272 | } |
1544 | |
1273 | |
1545 | /* We have the skill we want to credit to - now find the object this goes |
1274 | /* We have the skill we want to credit to - now find the object this goes |
1546 | * to. Make sure skop is an actual skill, and not a skill tool! |
1275 | * to. Make sure skop is an actual skill, and not a skill tool! |
1547 | */ |
1276 | */ |
1548 | if ((!skop || skop->type != SKILL) && skill) |
1277 | skop = owner->contr->find_skill (skill); |
1549 | { |
|
|
1550 | int i; |
|
|
1551 | |
|
|
1552 | for (i = 0; i < NUM_SKILLS; i++) |
|
|
1553 | if (owner->contr->last_skill_ob[i] && !strcmp (owner->contr->last_skill_ob[i]->skill, skill)) |
|
|
1554 | { |
|
|
1555 | skop = owner->contr->last_skill_ob[i]; |
|
|
1556 | break; |
|
|
1557 | } |
|
|
1558 | } |
|
|
1559 | } /* Was it a player that hit somethign */ |
1278 | } /* Was it a player that hit somethign */ |
1560 | else |
1279 | else |
1561 | skill = 0; |
1280 | skill = 0; |
1562 | |
1281 | |
1563 | /* Pet (or spell) killed something. */ |
|
|
1564 | if (owner != hitter) |
|
|
1565 | sprintf (buf, "%s killed %s with %s%s%s.", &owner->name, |
|
|
1566 | query_name (op), query_name (hitter), battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1567 | else |
|
|
1568 | sprintf (buf, "%s killed %s%s%s%s.", &hitter->name, &op->name, |
|
|
1569 | (QUERY_FLAG (hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
|
|
1570 | " in hand to hand combat" : "", battleg ? " (duel)" : "", pk ? " (pk)" : ""); |
|
|
1571 | |
|
|
1572 | /* These may have been set in the player code section above */ |
1282 | /* These may have been set in the player code section above */ |
1573 | if (!skop) |
1283 | if (!skop) |
1574 | skop = hitter->chosen_skill; |
1284 | skop = hitter->chosen_skill; |
1575 | |
1285 | |
1576 | if (!skill && skop) |
1286 | if (!skill && skop) |
1577 | skill = skop->skill; |
1287 | skill = skop->skill; |
1578 | |
1288 | |
1579 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
|
|
1580 | |
|
|
1581 | /* If you didn't kill yourself, and your not the wizard */ |
1289 | /* If you didn't kill yourself, and your not the wizard */ |
1582 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1290 | if (owner != op && !op->flag [FLAG_WIZ]) |
1583 | { |
1291 | { |
1584 | int exp; |
1292 | int exp; |
1585 | |
1293 | |
1586 | /* Really don't give much experience for killing other players */ |
1294 | /* Really don't give much experience for killing other players */ |
1587 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1295 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1588 | if (op->type == PLAYER) |
|
|
1589 | { |
|
|
1590 | if (battleg) |
1296 | if (battleg) |
|
|
1297 | { |
|
|
1298 | if (op->is_player ()) |
1591 | { |
1299 | { |
1592 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1300 | new_draw_info (NDI_UNIQUE, 0, owner, "Your foe has fallen!"); |
1593 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1301 | new_draw_info (NDI_UNIQUE, 0, owner, "VICTORY!!!"); |
1594 | } |
1302 | } |
1595 | else |
1303 | |
|
|
1304 | exp = 0; |
|
|
1305 | } |
|
|
1306 | else if (op->is_player ()) |
1596 | exp = op->stats.exp / 1000; |
1307 | exp = op->stats.exp / 1000; |
1597 | } |
|
|
1598 | else |
1308 | else |
1599 | exp = calc_skill_exp (owner, op, skop); |
1309 | exp = calc_skill_exp (owner, op, skop); |
1600 | |
|
|
1601 | /* if op is standing on "battleground" (arena), no way to gain |
|
|
1602 | * exp by killing him |
|
|
1603 | */ |
|
|
1604 | if (battleg) |
|
|
1605 | exp = 0; |
|
|
1606 | |
1310 | |
1607 | /* Don't know why this is set this way - doesn't make |
1311 | /* Don't know why this is set this way - doesn't make |
1608 | * sense to just divide everything by two for no reason. |
1312 | * sense to just divide everything by two for no reason. |
1609 | */ |
1313 | */ |
1610 | |
1314 | |
… | |
… | |
1614 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1318 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1615 | change_exp (owner, exp, skill, 0); |
1319 | change_exp (owner, exp, skill, 0); |
1616 | else |
1320 | else |
1617 | { |
1321 | { |
1618 | int shares = 0, count = 0; |
1322 | int shares = 0, count = 0; |
1619 | player *pl; |
|
|
1620 | partylist *party = owner->contr->party; |
1323 | partylist *party = owner->contr->party; |
1621 | |
1324 | |
1622 | #ifdef PARTY_KILL_LOG |
|
|
1623 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1325 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1624 | #endif |
1326 | |
1625 | for (pl = first_player; pl != NULL; pl = pl->next) |
1327 | for_all_players (pl) |
1626 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1328 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1627 | { |
1329 | { |
1628 | count++; |
1330 | count++; |
1629 | shares += (pl->ob->level + 4); |
1331 | shares += (pl->ob->level + 4); |
1630 | } |
1332 | } |
… | |
… | |
1633 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1335 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1634 | else |
1336 | else |
1635 | { |
1337 | { |
1636 | int share = exp / shares, given = 0, nexp; |
1338 | int share = exp / shares, given = 0, nexp; |
1637 | |
1339 | |
1638 | for (pl = first_player; pl != NULL; pl = pl->next) |
1340 | for_all_players (pl) |
1639 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1341 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1640 | { |
1342 | { |
1641 | nexp = (pl->ob->level + 4) * share; |
1343 | nexp = (pl->ob->level + 4) * share; |
1642 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1344 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1643 | given += nexp; |
1345 | given += nexp; |
… | |
… | |
1650 | } /* else part of a party */ |
1352 | } /* else part of a party */ |
1651 | } /* end if person didn't kill himself */ |
1353 | } /* end if person didn't kill himself */ |
1652 | |
1354 | |
1653 | if (op->type != PLAYER) |
1355 | if (op->type != PLAYER) |
1654 | { |
1356 | { |
1655 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1357 | if (op->flag [FLAG_FRIENDLY]) |
1656 | { |
1358 | { |
1657 | object *owner1 = get_owner (op); |
1359 | object *owner1 = op->owner; |
1658 | |
1360 | |
1659 | if (owner1 && owner1->type == PLAYER) |
1361 | if (owner1 && owner1->type == PLAYER) |
1660 | { |
1362 | { |
1661 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1363 | owner1->contr->play_sound (sound_find ("pet_is_killed")); |
1662 | /* Maybe we should include the owner that killed this, maybe not */ |
1364 | /* Maybe we should include the owner that killed this, maybe not */ |
1663 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, is killed by %s.", &op->name, &hitter->name); |
1365 | new_draw_info_format (NDI_UNIQUE, 0, owner1, "Your pet, the %s, was killed by %s.", &op->name, &hitter->name); |
1664 | } |
1366 | } |
1665 | |
1367 | |
1666 | remove_friendly_object (op); |
1368 | remove_friendly_object (op); |
1667 | } |
1369 | } |
1668 | |
1370 | |
1669 | remove_ob (op); |
1371 | op->drop_and_destroy (); |
1670 | free_object (op); |
|
|
1671 | } |
1372 | } |
1672 | else |
1373 | else |
1673 | { |
|
|
1674 | /* Player has been killed! */ |
1374 | /* Player has been killed! */ |
1675 | if (owner->type == PLAYER) |
1375 | op->contr->killer = owner->type == PLAYER ? owner : hitter; |
1676 | snprintf (op->contr->killer, sizeof (op->contr->killer), "%s the %s", &owner->name, owner->contr->title); |
|
|
1677 | else |
|
|
1678 | assign (op->contr->killer, hitter->name); |
|
|
1679 | } |
|
|
1680 | |
1376 | |
1681 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1377 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1682 | * continues in the calling function. |
1378 | * continues in the calling function. |
1683 | */ |
1379 | */ |
1684 | return maxdam; |
1380 | return maxdam; |
1685 | } |
1381 | } |
1686 | |
1382 | |
1687 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1383 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1688 | * Returns 0 this is not friendly fire |
1384 | * Returns 0 this is not friendly fire |
1689 | */ |
1385 | */ |
1690 | |
|
|
1691 | int |
1386 | int |
1692 | friendly_fire (object *op, object *hitter) |
1387 | friendly_fire (object *op, object *hitter) |
1693 | { |
1388 | { |
1694 | object *owner; |
1389 | object *owner; |
1695 | int friendlyfire; |
1390 | int friendlyfire; |
… | |
… | |
1705 | return 0; |
1400 | return 0; |
1706 | |
1401 | |
1707 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1402 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1708 | return 1; |
1403 | return 1; |
1709 | |
1404 | |
1710 | if ((owner = get_owner (hitter)) != NULL) |
1405 | if ((owner = hitter->owner) != NULL) |
1711 | { |
1406 | { |
1712 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1407 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1713 | friendlyfire = 2; |
1408 | friendlyfire = 2; |
1714 | } |
1409 | } |
1715 | |
1410 | |
1716 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1411 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1717 | friendlyfire = 0; |
1412 | friendlyfire = 0; |
1718 | } |
1413 | } |
|
|
1414 | |
1719 | return friendlyfire; |
1415 | return friendlyfire; |
1720 | } |
1416 | } |
1721 | |
|
|
1722 | |
1417 | |
1723 | /* This isn't used just for players, but in fact most objects. |
1418 | /* This isn't used just for players, but in fact most objects. |
1724 | * op is the object to be hit, dam is the amount of damage, hitter |
1419 | * op is the object to be hit, dam is the amount of damage, hitter |
1725 | * is what is hitting the object, type is the attacktype, and |
1420 | * is what is hitting the object, type is the attacktype, and |
1726 | * full_hit is set if monster area does not matter. |
1421 | * full_hit is set if monster area does not matter. |
1727 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1422 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1728 | * modify it. |
1423 | * modify it. |
1729 | */ |
1424 | */ |
1730 | |
|
|
1731 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1425 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1732 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1426 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1733 | |
|
|
1734 | int |
1427 | int |
1735 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1428 | hit_player (object *op, int dam, object *hitter, uint32_t type, int full_hit) |
1736 | { |
1429 | { |
1737 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1430 | int magic = type & AT_MAGIC; |
1738 | int maxattacktype, attacknum; |
|
|
1739 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1431 | int body_attack = op && op->head; /* Did we hit op's head? */ |
|
|
1432 | int maxdam = 0, ndam = 0; |
|
|
1433 | int maxattacktype; |
1740 | int simple_attack; |
1434 | int simple_attack; |
1741 | int rtn_kill = 0; |
1435 | int rtn_kill = 0; |
1742 | int friendlyfire; |
1436 | int friendlyfire; |
1743 | |
1437 | |
1744 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1438 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1745 | return 0; |
1439 | return 0; |
1746 | |
1440 | |
1747 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1441 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1748 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1442 | if (op->flag [FLAG_WIZ] || op->flag [FLAG_NO_DAMAGE]) |
1749 | return 0; |
1443 | return 0; |
1750 | |
1444 | |
1751 | #ifdef PROHIBIT_PLAYERKILL |
1445 | // only allow pk for hostile players |
1752 | if (op->type == PLAYER) |
1446 | if (op->type == PLAYER) |
1753 | { |
1447 | { |
1754 | object *owner = get_owner (hitter); |
1448 | object *owner = hitter->owner; |
1755 | |
1449 | |
1756 | if (!owner) |
1450 | if (!owner) |
1757 | owner = hitter; |
1451 | owner = hitter; |
1758 | |
1452 | |
1759 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1453 | if (owner->type == PLAYER |
|
|
1454 | && (!op_on_battleground (op, 0, 0) |
|
|
1455 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1456 | && op != owner) |
1760 | return 0; |
1457 | return 0; |
1761 | } |
1458 | } |
1762 | #endif |
|
|
1763 | |
1459 | |
1764 | if (body_attack) |
1460 | if (body_attack) |
1765 | { |
1461 | { |
1766 | /* slow and paralyze must hit the head. But we don't want to just |
1462 | /* slow and paralyze must hit the head. But we don't want to just |
1767 | * return - we still need to process other attacks the spell still |
1463 | * return - we still need to process other attacks the spell still |
… | |
… | |
1781 | } |
1477 | } |
1782 | } |
1478 | } |
1783 | |
1479 | |
1784 | if (!simple_attack && op->type == DOOR) |
1480 | if (!simple_attack && op->type == DOOR) |
1785 | { |
1481 | { |
1786 | object *tmp; |
|
|
1787 | |
|
|
1788 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1482 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1789 | if (tmp->type == RUNE || tmp->type == TRAP) |
1483 | if (tmp->type == RUNE || tmp->type == TRAP) |
1790 | { |
1484 | { |
1791 | spring_trap (tmp, hitter); |
1485 | spring_trap (tmp, hitter); |
|
|
1486 | |
1792 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1487 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1793 | return 0; |
1488 | return 0; |
|
|
1489 | |
1794 | break; |
1490 | break; |
1795 | } |
1491 | } |
1796 | } |
1492 | } |
1797 | |
1493 | |
1798 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1494 | if (!op->flag [FLAG_ALIVE] || op->stats.hp < 0) |
1799 | { |
1495 | { |
1800 | /* FIXME: If a player is killed by a rune in a door, the |
1496 | /* FIXME: If a player is killed by a rune in a door, the |
1801 | * destroyed() check above doesn't return, and might get here. |
1497 | * destroyed() check above doesn't return, and might get here. |
1802 | */ |
1498 | */ |
|
|
1499 | |
|
|
1500 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1501 | gets it's speed_left raised on each mover-tick. |
|
|
1502 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1503 | and waiting for that to run out. |
|
|
1504 | */ |
1803 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1505 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1804 | return 0; |
1506 | return 0; |
1805 | } |
1507 | } |
1806 | |
1508 | |
1807 | #ifdef ATTACK_DEBUG |
1509 | #ifdef ATTACK_DEBUG |
1808 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1510 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
… | |
… | |
1814 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1516 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1815 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1517 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1816 | if (dam >= 100) |
1518 | if (dam >= 100) |
1817 | dam /= 100; |
1519 | dam /= 100; |
1818 | else |
1520 | else |
1819 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1521 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1820 | } |
1522 | } |
1821 | |
1523 | |
1822 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1524 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1823 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1525 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1824 | */ |
1526 | */ |
… | |
… | |
1835 | */ |
1537 | */ |
1836 | if (type & AT_HOLYWORD) |
1538 | if (type & AT_HOLYWORD) |
1837 | { |
1539 | { |
1838 | object *god; |
1540 | object *god; |
1839 | |
1541 | |
1840 | if ((!hitter->slaying || |
1542 | if ((!hitter->slaying |
1841 | (!(op->race && strstr (hitter->slaying, op->race)) && |
1543 | || (!(op->race && hitter->slaying.contains (op->race)) |
1842 | !(op->name && strstr (hitter->slaying, op->name)))) && |
1544 | && !(op->name && hitter->slaying.contains (op->name)))) |
1843 | (!QUERY_FLAG (op, FLAG_UNDEAD) || |
1545 | && (!op->flag [FLAG_UNDEAD] |
1844 | (hitter->title != NULL |
1546 | || (hitter->title |
1845 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1547 | && (god = find_god (determine_god (hitter))) != NULL |
|
|
1548 | && god->race.contains (shstr_undead)))) |
1846 | return 0; |
1549 | return 0; |
1847 | } |
1550 | } |
1848 | |
1551 | |
1849 | maxattacktype = type; /* initialize this to something */ |
1552 | maxattacktype = type; /* initialise this to something */ |
1850 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1553 | for_all_bits_sparse_32 (type, attacknum) |
1851 | { |
1554 | { |
|
|
1555 | uint32_t attacktype = 1 << attacknum; |
|
|
1556 | |
1852 | /* Magic isn't really a true attack type - it gets combined with other |
1557 | /* Magic isn't really a true attack type - it gets combined with other |
1853 | * attack types. As such, skip it over. However, if magic is |
1558 | * attack types. As such, skip it over. However, if magic is |
1854 | * the only attacktype in the group, then still attack with it |
1559 | * the only attacktype in the group, then still attack with it |
1855 | */ |
1560 | */ |
1856 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
1561 | if ((attacktype == AT_MAGIC) && (type & ~AT_MAGIC)) |
… | |
… | |
1859 | /* Go through and hit the player with each attacktype, one by one. |
1564 | /* Go through and hit the player with each attacktype, one by one. |
1860 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1565 | * hit_player_attacktype only figures out the damage, doesn't inflict |
1861 | * it. It will do the appropriate action for attacktypes with |
1566 | * it. It will do the appropriate action for attacktypes with |
1862 | * effects (slow, paralization, etc. |
1567 | * effects (slow, paralization, etc. |
1863 | */ |
1568 | */ |
1864 | if (type & attacktype) |
|
|
1865 | { |
|
|
1866 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
1569 | ndam = hit_player_attacktype (op, hitter, dam, attacknum, magic); |
|
|
1570 | |
1867 | /* the >= causes us to prefer messages from special attacks, if |
1571 | /* the >= causes us to prefer messages from special attacks, if |
1868 | * the damage is equal. |
1572 | * the damage is equal. |
1869 | */ |
1573 | */ |
1870 | if (ndam >= maxdam) |
1574 | if (ndam >= maxdam) |
1871 | { |
1575 | { |
1872 | maxdam = ndam; |
1576 | maxdam = ndam; |
1873 | maxattacktype = 1 << attacknum; |
1577 | maxattacktype = 1 << attacknum; |
1874 | } |
|
|
1875 | } |
1578 | } |
1876 | } |
1579 | } |
1877 | |
1580 | |
1878 | /* if this is friendly fire then do a set % of damage only |
1581 | /* if this is friendly fire then do a set % of damage only |
1879 | * Note - put a check in to make sure this attack is actually |
1582 | * Note - put a check in to make sure this attack is actually |
… | |
… | |
1882 | */ |
1585 | */ |
1883 | friendlyfire = friendly_fire (op, hitter); |
1586 | friendlyfire = friendly_fire (op, hitter); |
1884 | if (friendlyfire && maxdam) |
1587 | if (friendlyfire && maxdam) |
1885 | { |
1588 | { |
1886 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1589 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1887 | #ifndef COZY_SERVER |
|
|
1888 | maxdam++; |
|
|
1889 | #endif |
|
|
1890 | |
1590 | |
1891 | #ifdef ATTACK_DEBUG |
1591 | #ifdef ATTACK_DEBUG |
1892 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1592 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1893 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1593 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1894 | #endif |
1594 | #endif |
1895 | } |
1595 | } |
1896 | |
1596 | |
1897 | if (!full_hit) |
1597 | if (!full_hit) |
1898 | { |
1598 | { |
1899 | archetype *at; |
|
|
1900 | int area; |
1599 | int area; |
1901 | int remainder; |
1600 | int remainder; |
1902 | |
1601 | |
1903 | area = 0; |
1602 | area = 0; |
1904 | for (at = op->arch; at != NULL; at = at->more) |
1603 | |
|
|
1604 | for (archetype *at = op->arch; at; at = (archetype *)at->more) |
1905 | area++; |
1605 | area++; |
|
|
1606 | |
1906 | assert (area > 0); |
1607 | assert (area > 0); |
1907 | |
1608 | |
1908 | /* basically: maxdam /= area; we try to "simulate" a float |
1609 | /* basically: maxdam /= area; we try to "simulate" a float |
1909 | value-effect */ |
1610 | value-effect */ |
1910 | remainder = 100 * (maxdam % area) / area; |
1611 | remainder = 100 * (maxdam % area) / area; |
1911 | maxdam /= area; |
1612 | maxdam /= area; |
1912 | if (RANDOM () % 100 < remainder) |
1613 | if (rndm (100) < remainder) |
1913 | maxdam++; |
1614 | maxdam++; |
1914 | } |
1615 | } |
1915 | |
1616 | |
1916 | #ifdef ATTACK_DEBUG |
1617 | #ifdef ATTACK_DEBUG |
1917 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1618 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1918 | #endif |
1619 | #endif |
1919 | |
1620 | |
1920 | if (get_owner (hitter)) |
1621 | // for now, only do this for active objects, otherwise they |
|
|
1622 | // keep a refcount for a long time and I see no usefulness |
|
|
1623 | // for an non-active objetc to know its enemy. |
|
|
1624 | if (op->active) |
|
|
1625 | if (hitter->owner) |
1921 | op->enemy = hitter->owner; |
1626 | op->enemy = hitter->owner; |
1922 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1627 | else if (hitter->flag [FLAG_ALIVE]) |
1923 | op->enemy = hitter; |
1628 | op->enemy = hitter; |
1924 | |
1629 | |
1925 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1630 | if (op->flag [FLAG_UNAGGRESSIVE] && op->type != PLAYER) |
1926 | { |
1631 | { |
1927 | /* The unaggressives look after themselves 8) */ |
1632 | /* The unaggressives look after themselves 8) */ |
1928 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1633 | op->clr_flag (FLAG_UNAGGRESSIVE); |
1929 | npc_call_help (op); |
1634 | npc_call_help (op); |
1930 | } |
1635 | } |
1931 | |
1636 | |
1932 | if (magic && did_make_save (op, op->level, 0)) |
1637 | if (magic && did_make_save (op, op->level, 0)) |
1933 | maxdam = maxdam / 2; |
1638 | maxdam = maxdam / 2; |
… | |
… | |
1935 | attack_message (maxdam, maxattacktype, op, hitter); |
1640 | attack_message (maxdam, maxattacktype, op, hitter); |
1936 | |
1641 | |
1937 | op->stats.hp -= maxdam; |
1642 | op->stats.hp -= maxdam; |
1938 | |
1643 | |
1939 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1644 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1940 | if ((op->stats.hp >= 0) && |
1645 | if (op->stats.hp >= 0 |
1941 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1646 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
1942 | op->stats.hp < (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
1647 | && op->stats.hp * 100 < op->stats.maxhp * op->run_away) |
1943 | { |
1648 | { |
1944 | |
1649 | |
1945 | if (QUERY_FLAG (op, FLAG_MONSTER)) |
1650 | if (op->flag [FLAG_MONSTER]) |
1946 | SET_FLAG (op, FLAG_RUN_AWAY); |
1651 | op->set_flag (FLAG_RUN_AWAY); |
1947 | else |
1652 | else |
1948 | scare_creature (op, hitter); |
1653 | scare_creature (op, hitter); |
1949 | } |
1654 | } |
1950 | |
1655 | |
1951 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1656 | if (op->flag [FLAG_TEAR_DOWN]) |
1952 | { |
1657 | { |
1953 | if (maxdam) |
1658 | if (maxdam) |
1954 | tear_down_wall (op); |
1659 | tear_down_wall (op); |
|
|
1660 | |
1955 | return maxdam; /* nothing more to do for wall */ |
1661 | return maxdam; /* nothing more to do for wall */ |
1956 | } |
1662 | } |
1957 | |
1663 | |
1958 | /* See if the creature has been killed */ |
1664 | /* See if the creature has been killed */ |
1959 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1665 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1960 | if (rtn_kill != -1) |
1666 | if (rtn_kill != -1) |
1961 | return rtn_kill; |
1667 | return rtn_kill; |
1962 | |
1668 | |
1963 | |
|
|
1964 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1669 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1965 | * that before if the player was immune to ghosthit, the monster |
1670 | * that before if the player was immune to ghosthit, the monster |
1966 | * remained - that is no longer the case. |
1671 | * remained - that is no longer the case. |
1967 | */ |
1672 | */ |
1968 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1673 | if (hitter->flag [FLAG_ONE_HIT]) |
1969 | { |
1674 | hitter->drop_and_destroy (); |
1970 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
|
|
1971 | remove_friendly_object (hitter); |
|
|
1972 | remove_ob (hitter); |
|
|
1973 | free_object (hitter); |
|
|
1974 | } |
|
|
1975 | /* Lets handle creatures that are splitting now */ |
1675 | /* Lets handle creatures that are splitting now */ |
1976 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1676 | else if (type & AT_PHYSICAL && !op->flag [FLAG_FREED] && op->flag [FLAG_SPLITTING]) |
1977 | { |
1677 | { |
1978 | int i; |
|
|
1979 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1678 | int friendly = op->flag [FLAG_FRIENDLY]; |
1980 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1679 | int unaggressive = op->flag [FLAG_UNAGGRESSIVE]; |
1981 | object *owner = get_owner (op); |
1680 | object *owner = op->owner; |
1982 | |
1681 | |
1983 | if (!op->other_arch) |
1682 | if (!op->other_arch) |
1984 | { |
1683 | { |
1985 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1684 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1986 | return maxdam; |
1685 | return maxdam; |
1987 | } |
1686 | } |
|
|
1687 | |
1988 | remove_ob (op); |
1688 | op->remove (); |
1989 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1689 | |
|
|
1690 | for (int i = 0; i < op->stats.food; i++) |
1990 | { /* This doesn't handle op->more yet */ |
1691 | { /* This doesn't handle op->more yet */ |
1991 | object *tmp = arch_to_object (op->other_arch); |
1692 | object *tmp = op->other_arch->instance (); |
1992 | int j; |
|
|
1993 | |
1693 | |
1994 | tmp->stats.hp = op->stats.hp; |
1694 | tmp->stats.hp = op->stats.hp; |
|
|
1695 | |
1995 | if (friendly) |
1696 | if (friendly) |
1996 | { |
1697 | { |
1997 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1998 | add_friendly_object (tmp); |
1698 | add_friendly_object (tmp); |
1999 | tmp->attack_movement = PETMOVE; |
1699 | tmp->attack_movement = PETMOVE; |
|
|
1700 | |
2000 | if (owner != NULL) |
1701 | if (owner) |
2001 | set_owner (tmp, owner); |
1702 | tmp->set_owner (owner); |
2002 | } |
1703 | } |
|
|
1704 | |
2003 | if (unaggressive) |
1705 | if (unaggressive) |
2004 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1706 | tmp->set_flag (FLAG_UNAGGRESSIVE); |
|
|
1707 | |
2005 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1708 | int j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1709 | |
2006 | if (j == -1) /* No spot to put this monster */ |
1710 | if (j == -1) /* No spot to put this monster */ |
2007 | free_object (tmp); |
1711 | tmp->destroy (); |
2008 | else |
1712 | else |
2009 | { |
1713 | { |
2010 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1714 | tmp->x = op->x + DIRX (j), tmp->y = op->y + DIRY (j); |
2011 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1715 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2012 | } |
1716 | } |
2013 | } |
1717 | } |
2014 | if (friendly) |
1718 | |
2015 | remove_friendly_object (op); |
1719 | op->destroy (); |
2016 | free_object (op); |
|
|
2017 | } |
1720 | } |
2018 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1721 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2019 | { |
1722 | hitter->drop_and_destroy (); |
2020 | remove_ob (hitter); |
1723 | |
2021 | free_object (hitter); |
|
|
2022 | } |
|
|
2023 | return maxdam; |
1724 | return maxdam; |
2024 | } |
1725 | } |
2025 | |
1726 | |
2026 | |
1727 | static void |
2027 | void |
|
|
2028 | poison_player (object *op, object *hitter, int dam) |
1728 | poison_player (object *op, object *hitter, int dam) |
2029 | { |
1729 | { |
2030 | archetype *at = archetype::find ("poisoning"); |
1730 | archetype *at = archetype::find (shstr_poisoning); |
2031 | object *tmp = present_arch_in_ob (at, op); |
1731 | object *tmp = present_arch_in_ob (at, op); |
2032 | |
1732 | |
2033 | if (tmp == NULL) |
1733 | if (!tmp) |
2034 | { |
1734 | { |
2035 | if ((tmp = arch_to_object (at)) == NULL) |
1735 | tmp = insert_ob_in_ob (at->instance (), op); |
2036 | LOG (llevError, "Failed to clone arch poisoning.\n"); |
1736 | /* peterm: give poisoning some teeth. It should |
|
|
1737 | * be able to kill things better than it does: |
|
|
1738 | * damage should be dependent something--I choose to |
|
|
1739 | * do this: if it's a monster, the damage from the |
|
|
1740 | * poisoning goes as the level of the monster/2. |
|
|
1741 | * If anything else, goes as damage. |
|
|
1742 | */ |
|
|
1743 | |
|
|
1744 | if (hitter->flag [FLAG_ALIVE]) |
|
|
1745 | tmp->stats.dam += hitter->level / 2; |
2037 | else |
1746 | else |
2038 | { |
|
|
2039 | tmp = insert_ob_in_ob (tmp, op); |
|
|
2040 | /* peterm: give poisoning some teeth. It should |
|
|
2041 | * be able to kill things better than it does: |
|
|
2042 | * damage should be dependent something--I choose to |
|
|
2043 | * do this: if it's a monster, the damage from the |
|
|
2044 | * poisoning goes as the level of the monster/2. |
|
|
2045 | * If anything else, goes as damage. |
|
|
2046 | */ |
|
|
2047 | |
|
|
2048 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2049 | tmp->stats.dam += hitter->level / 2; |
|
|
2050 | else |
|
|
2051 | tmp->stats.dam = dam; |
1747 | tmp->stats.dam = dam; |
2052 | |
1748 | |
2053 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
1749 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2054 | if (hitter->skill && hitter->skill != tmp->skill) |
1750 | if (hitter->skill && hitter->skill != tmp->skill) |
2055 | { |
|
|
2056 | tmp->skill = hitter->skill; |
1751 | tmp->skill = hitter->skill; |
2057 | } |
|
|
2058 | |
1752 | |
2059 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
1753 | tmp->stats.food += dam; /* more damage, longer poisoning */ |
2060 | |
1754 | |
2061 | if (op->type == PLAYER) |
1755 | if (op->type == PLAYER) |
2062 | { |
1756 | { |
2063 | /* player looses stats, maximum is -10 of each */ |
1757 | /* player looses stats, maximum is -10 of each */ |
2064 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
1758 | tmp->stats.Con = max (-(dam / 4 + 1), -10); |
2065 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
1759 | tmp->stats.Str = max (-(dam / 3 + 2), -10); |
2066 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
1760 | tmp->stats.Dex = max (-(dam / 6 + 1), -10); |
2067 | tmp->stats.Int = MAX (-dam / 7, -10); |
1761 | tmp->stats.Int = max (-(dam / 7 ), -10); |
2068 | SET_FLAG (tmp, FLAG_APPLIED); |
1762 | tmp->set_flag (FLAG_APPLIED); |
2069 | fix_player (op); |
1763 | op->update_stats (); |
2070 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
1764 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
|
|
1765 | op->play_sound (tmp->sound); |
2071 | } |
1766 | } |
|
|
1767 | |
2072 | if (hitter->type == PLAYER) |
1768 | if (hitter->type == PLAYER) |
2073 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
1769 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2074 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
1770 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
2075 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
1771 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2076 | } |
1772 | |
2077 | tmp->speed_left = 0; |
1773 | tmp->speed_left = 0; |
2078 | } |
1774 | } |
2079 | else |
1775 | else |
2080 | tmp->stats.food++; |
1776 | tmp->stats.food++; |
2081 | } |
1777 | } |
2082 | |
1778 | |
2083 | void |
1779 | static void |
2084 | slow_player (object *op, object *hitter, int dam) |
1780 | slow_player (object *op, object *hitter, int dam) |
2085 | { |
1781 | { |
2086 | archetype *at = archetype::find ("slowness"); |
1782 | archetype *at = archetype::find (shstr_slowness); |
2087 | object *tmp; |
1783 | object *tmp; |
2088 | |
1784 | |
2089 | if (at == NULL) |
1785 | if (!at) |
2090 | { |
|
|
2091 | LOG (llevError, "Can't find slowness archetype.\n"); |
1786 | LOG (llevError, "Can't find slowness archetype.\n"); |
2092 | } |
1787 | |
2093 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
1788 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2094 | { |
1789 | { |
2095 | tmp = arch_to_object (at); |
1790 | tmp = at->instance (); |
2096 | tmp = insert_ob_in_ob (tmp, op); |
1791 | tmp = insert_ob_in_ob (tmp, op); |
2097 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
1792 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2098 | } |
1793 | } |
2099 | else |
1794 | else |
2100 | tmp->stats.food++; |
1795 | tmp->stats.food++; |
2101 | SET_FLAG (tmp, FLAG_APPLIED); |
1796 | |
|
|
1797 | tmp->set_flag (FLAG_APPLIED); |
2102 | tmp->speed_left = 0; |
1798 | tmp->speed_left = 0; |
2103 | fix_player (op); |
1799 | op->update_stats (); |
2104 | } |
1800 | } |
2105 | |
1801 | |
2106 | void |
1802 | void |
2107 | confuse_player (object *op, object *hitter, int dam) |
1803 | confuse_player (object *op, object *hitter, int dam) |
2108 | { |
1804 | { |
2109 | object *tmp; |
1805 | object *tmp; |
2110 | int maxduration; |
1806 | int maxduration; |
2111 | |
1807 | |
2112 | tmp = present_in_ob_by_name (FORCE, "confusion", op); |
1808 | tmp = present_in_ob_by_name (FORCE, shstr_confusion, op); |
2113 | if (!tmp) |
1809 | if (!tmp) |
2114 | { |
1810 | { |
2115 | tmp = get_archetype (FORCE_NAME); |
1811 | tmp = archetype::get (FORCE_NAME); |
2116 | tmp = insert_ob_in_ob (tmp, op); |
1812 | tmp = insert_ob_in_ob (tmp, op); |
2117 | } |
1813 | } |
2118 | |
1814 | |
2119 | /* Duration added per hit and max. duration of confusion both depend |
1815 | /* Duration added per hit and max. duration of confusion both depend |
2120 | * on the player's resistance |
1816 | * on the player's resistance |
2121 | */ |
1817 | */ |
2122 | tmp->speed = 0.05; |
1818 | tmp->set_speed (0.05); |
2123 | tmp->subtype = FORCE_CONFUSION; |
1819 | tmp->subtype = FORCE_CONFUSION; |
2124 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1820 | tmp->duration = 8 + max (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2125 | tmp->name = "confusion"; |
1821 | tmp->name = shstr_confusion; |
2126 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
1822 | maxduration = max (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
1823 | |
2127 | if (tmp->duration > maxduration) |
1824 | if (tmp->duration > maxduration) |
2128 | tmp->duration = maxduration; |
1825 | tmp->duration = maxduration; |
2129 | |
1826 | |
2130 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
1827 | if (op->type == PLAYER && !op->flag [FLAG_CONFUSED]) |
2131 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
1828 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2132 | SET_FLAG (op, FLAG_CONFUSED); |
1829 | |
|
|
1830 | op->set_flag (FLAG_CONFUSED); |
2133 | } |
1831 | } |
2134 | |
1832 | |
2135 | void |
1833 | void |
2136 | blind_player (object *op, object *hitter, int dam) |
1834 | blind_player (object *op, object *hitter, int dam) |
2137 | { |
1835 | { |
2138 | object *tmp, *owner; |
|
|
2139 | |
|
|
2140 | /* Save some work if we know it isn't going to affect the player */ |
1836 | /* Save some work if we know it isn't going to affect the player */ |
2141 | if (op->resist[ATNR_BLIND] == 100) |
1837 | if (op->resist[ATNR_BLIND] == 100) |
2142 | return; |
1838 | return; |
2143 | |
1839 | |
2144 | tmp = present_in_ob (BLINDNESS, op); |
1840 | object *tmp = present_in_ob (BLINDNESS, op); |
2145 | if (!tmp) |
1841 | if (!tmp) |
2146 | { |
1842 | { |
2147 | tmp = get_archetype ("blindness"); |
1843 | tmp = archetype::get (shstr_blindness); |
2148 | SET_FLAG (tmp, FLAG_BLIND); |
1844 | tmp->set_flag (FLAG_BLIND); |
2149 | SET_FLAG (tmp, FLAG_APPLIED); |
1845 | tmp->set_flag (FLAG_APPLIED); |
2150 | /* use floats so we don't lose too much precision due to rounding errors. |
1846 | // use floats so we don't lose too much precision due to rounding errors. |
2151 | * speed is a float anyways. |
1847 | tmp->set_speed (lerp<float> (op->resist [ATNR_BLIND], 0, 100, tmp->speed, MIN_ACTIVE_SPEED)); |
2152 | */ |
|
|
2153 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
|
|
2154 | |
1848 | |
2155 | tmp = insert_ob_in_ob (tmp, op); |
1849 | tmp = insert_ob_in_ob (tmp, op); |
2156 | change_abil (op, tmp); /* Mostly to display any messages */ |
1850 | change_abil (op, tmp); /* Mostly to display any messages */ |
2157 | fix_player (op); /* This takes care of some other stuff */ |
1851 | op->update_stats (); /* This takes care of some other stuff */ |
2158 | |
1852 | |
2159 | if (hitter->owner) |
|
|
2160 | owner = get_owner (hitter); |
|
|
2161 | else |
|
|
2162 | owner = hitter; |
|
|
2163 | |
|
|
2164 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
1853 | new_draw_info_format (NDI_UNIQUE, 0, hitter->outer_owner (), "Your attack blinds %s!", query_name (op)); |
2165 | } |
1854 | } |
|
|
1855 | |
2166 | tmp->stats.food += dam; |
1856 | tmp->stats.food += dam; |
2167 | if (tmp->stats.food > 10) |
1857 | min_it (tmp->stats.food, 10); |
2168 | tmp->stats.food = 10; |
|
|
2169 | } |
1858 | } |
2170 | |
1859 | |
2171 | void |
1860 | void |
2172 | paralyze_player (object *op, object *hitter, int dam) |
1861 | paralyze_player (object *op, object *hitter, int dam) |
2173 | { |
1862 | { |
2174 | float effect, max; |
|
|
2175 | |
|
|
2176 | /* object *tmp; */ |
|
|
2177 | |
|
|
2178 | /* This is strange stuff... someone knows for what this is |
1863 | /* This is strange stuff... someone knows for what this is |
2179 | * written? Well, i think this can and should be removed |
1864 | * written? Well, i think this can and should be removed |
2180 | */ |
1865 | */ |
2181 | |
1866 | |
2182 | /* |
1867 | /* |
2183 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
1868 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2184 | tmp=clone_arch(PARAIMAGE); |
1869 | tmp=clone_arch(PARAIMAGE); |
… | |
… | |
2186 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
1871 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2187 | } |
1872 | } |
2188 | */ |
1873 | */ |
2189 | |
1874 | |
2190 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
1875 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2191 | effect = (float) dam *3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
1876 | float effect = dam * 3.f * (100.f - op->resist[ATNR_PARALYZE]) / 100.f; |
2192 | |
1877 | |
2193 | if (effect == 0) |
|
|
2194 | return; |
|
|
2195 | |
|
|
2196 | op->speed_left -= FABS (op->speed) * effect; |
1878 | op->speed_left -= op->speed * effect; |
2197 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
1879 | /* tmp->stats.food+=(signed short) effect/op->speed; */ |
2198 | |
1880 | |
2199 | /* max number of ticks to be affected for. */ |
1881 | /* max number of ticks to be affected for. */ |
2200 | max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
1882 | float max = (100 - op->resist[ATNR_PARALYZE]) / 2; |
|
|
1883 | |
2201 | if (op->speed_left < -(FABS (op->speed) * max)) |
1884 | max_it (op->speed_left, -op->speed * max); |
2202 | op->speed_left = (float) -(FABS (op->speed) * max); |
|
|
2203 | |
1885 | |
2204 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
1886 | /* tmp->stats.food = (signed short) (max / op->speed); */ |
2205 | } |
1887 | } |
2206 | |
|
|
2207 | |
1888 | |
2208 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
1889 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2209 | * the computed damaged. |
1890 | * the computed damaged. |
2210 | */ |
1891 | */ |
2211 | void |
1892 | static void |
2212 | deathstrike_player (object *op, object *hitter, int *dam) |
1893 | deathstrike_player (object *op, object *hitter, int *dam) |
2213 | { |
1894 | { |
2214 | /* The intention of a death attack is to kill outright things |
1895 | /* The intention of a death attack is to kill outright things |
2215 | ** that are a lot weaker than the attacker, have a chance of killing |
1896 | ** that are a lot weaker than the attacker, have a chance of killing |
2216 | ** things somewhat weaker than the caster, and no chance of |
1897 | ** things somewhat weaker than the caster, and no chance of |
… | |
… | |
2220 | ** field of the deathstriking object */ |
1901 | ** field of the deathstriking object */ |
2221 | |
1902 | |
2222 | int atk_lev, def_lev, kill_lev; |
1903 | int atk_lev, def_lev, kill_lev; |
2223 | |
1904 | |
2224 | if (hitter->slaying) |
1905 | if (hitter->slaying) |
2225 | if (!((QUERY_FLAG (op, FLAG_UNDEAD) && strstr (hitter->slaying, undead_name)) || (op->race && strstr (hitter->slaying, op->race)))) |
1906 | if (!((op->flag [FLAG_UNDEAD] && hitter->slaying.contains (shstr_undead)) |
|
|
1907 | || (op->race && hitter->slaying.contains (op->race)))) |
2226 | return; |
1908 | return; |
2227 | |
1909 | |
2228 | def_lev = op->level; |
1910 | def_lev = op->level; |
2229 | if (def_lev < 1) |
1911 | if (def_lev < 1) |
2230 | { |
1912 | { |
2231 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
1913 | LOG (llevError, "BUG: arch %s with level < 1 (%s)\n", &op->arch->archname, op->debug_desc ()); |
2232 | def_lev = 1; |
1914 | def_lev = 1; |
2233 | } |
1915 | } |
|
|
1916 | |
2234 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
1917 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2235 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
1918 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2236 | atk_lev, def_lev); */ |
1919 | atk_lev, def_lev); */ |
2237 | |
1920 | |
2238 | if (atk_lev >= def_lev) |
1921 | if (atk_lev >= def_lev) |
… | |
… | |
2245 | * redone. |
1928 | * redone. |
2246 | */ |
1929 | */ |
2247 | if (kill_lev >= def_lev) |
1930 | if (kill_lev >= def_lev) |
2248 | { |
1931 | { |
2249 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
1932 | *dam = op->stats.hp + 10; /* take all hp. they can still save for 1/2 */ |
2250 | /* I think this doesn't really do much. Because of |
1933 | /* I think this doesn't really do much. Because of |
2251 | * integer rounding, this only makes any difference if the |
1934 | * integer rounding, this only makes any difference if the |
2252 | * attack level is double the defender level. |
1935 | * attack level is double the defender level. |
2253 | */ |
1936 | */ |
2254 | *dam *= kill_lev / def_lev; |
1937 | *dam *= kill_lev / def_lev; |
2255 | } |
1938 | } |
2256 | } |
1939 | } |
2257 | else |
1940 | else |
2258 | { |
|
|
2259 | *dam = 0; /* no harm done */ |
1941 | *dam = 0; /* no harm done */ |
|
|
1942 | } |
|
|
1943 | |
|
|
1944 | /* This returns the amount of damage hitter does to op with the |
|
|
1945 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
|
|
1946 | * This doesn't damage the player, but returns how much it should |
|
|
1947 | * take. However, it will do other effects (paralyzation, slow, etc.) |
|
|
1948 | * Note - changed for PR code - we now pass the attack number and not |
|
|
1949 | * the attacktype. Makes it easier for the PR code. */ |
|
|
1950 | int |
|
|
1951 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
|
|
1952 | { |
|
|
1953 | int doesnt_slay = 1; |
|
|
1954 | |
|
|
1955 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
|
|
1956 | if (attacknum >= NROFATTACKS) |
2260 | } |
1957 | { |
2261 | } |
1958 | LOG (llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
2262 | |
1959 | return 0; |
2263 | /* thrown_item_effect() - handles any special effects of thrown |
|
|
2264 | * items (like attacking living creatures--a potion thrown at a |
|
|
2265 | * monster). |
|
|
2266 | */ |
|
|
2267 | static void |
|
|
2268 | thrown_item_effect (object *hitter, object *victim) |
|
|
2269 | { |
|
|
2270 | if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2271 | { |
1960 | } |
2272 | /* May not need a switch for just 2 types, but this makes it |
1961 | |
2273 | * easier for expansion. |
1962 | if (dam < 0) |
|
|
1963 | { |
|
|
1964 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1965 | dam, hitter->debug_desc (), op->debug_desc ()); |
|
|
1966 | return 0; |
|
|
1967 | } |
|
|
1968 | |
|
|
1969 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
|
|
1970 | * people can't mess with that or it otherwise get confused. */ |
|
|
1971 | if (attacknum == ATNR_INTERNAL) |
|
|
1972 | return dam; |
|
|
1973 | |
|
|
1974 | if (hitter->slaying) |
|
|
1975 | { |
|
|
1976 | if ((op->race && hitter->slaying.contains (op->race)) |
|
|
1977 | || (op->arch && op->arch->archname.contains (hitter->slaying))) |
2274 | */ |
1978 | { |
2275 | switch (hitter->type) |
1979 | doesnt_slay = 0; |
|
|
1980 | dam *= 3; |
2276 | { |
1981 | } |
2277 | case POTION: |
1982 | } |
2278 | /* should player get a save throw instead of checking magic protection? */ |
1983 | |
2279 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_MAGIC] < 60)) |
1984 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
2280 | (void) apply_potion (victim, hitter); |
1985 | if (op->resist[attacknum]) |
|
|
1986 | { |
|
|
1987 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
|
|
1988 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
|
|
1989 | dam *= (100 - op->resist[attacknum]); |
|
|
1990 | if (dam >= 100) |
|
|
1991 | dam /= 100; |
|
|
1992 | else |
|
|
1993 | dam = (dam > (random_roll (0, 99, op, PREFER_LOW))) ? 1 : 0; |
|
|
1994 | } |
|
|
1995 | |
|
|
1996 | /* Special hack. By default, if immune to something, you |
|
|
1997 | * shouldn't need to worry. However, acid is an exception, since |
|
|
1998 | * it can still damage your items. Only include attacktypes if |
|
|
1999 | * special processing is needed */ |
|
|
2000 | |
|
|
2001 | if (op->resist[attacknum] >= 100 |
|
|
2002 | && doesnt_slay |
|
|
2003 | && attacknum != ATNR_ACID) |
|
|
2004 | return 0; |
|
|
2005 | |
|
|
2006 | /* Keep this in order - makes things easier to find */ |
|
|
2007 | |
|
|
2008 | switch (attacknum) |
|
|
2009 | { |
|
|
2010 | case ATNR_PHYSICAL: |
|
|
2011 | /* here also check for diseases */ |
|
|
2012 | check_physically_infect (op, hitter); |
2281 | break; |
2013 | break; |
2282 | |
2014 | |
2283 | case POISON: /* poison drinks */ |
2015 | /* Don't need to do anything for: |
2284 | /* As with potions, should monster get a save? */ |
2016 | magic, |
2285 | if (QUERY_FLAG (victim, FLAG_ALIVE) && !QUERY_FLAG (victim, FLAG_UNDEAD) && (victim->resist[ATNR_POISON] < 60)) |
2017 | fire, |
2286 | apply_poison (victim, hitter); |
2018 | electricity, |
|
|
2019 | cold */ |
|
|
2020 | |
|
|
2021 | case ATNR_CONFUSION: |
|
|
2022 | case ATNR_POISON: |
|
|
2023 | case ATNR_SLOW: |
|
|
2024 | case ATNR_PARALYZE: |
|
|
2025 | case ATNR_FEAR: |
|
|
2026 | case ATNR_CANCELLATION: |
|
|
2027 | case ATNR_DEPLETE: |
|
|
2028 | case ATNR_BLIND: |
|
|
2029 | { |
|
|
2030 | /* chance for inflicting a special attack depends on the |
|
|
2031 | * difference between attacker's and defender's level |
|
|
2032 | */ |
|
|
2033 | int level_diff = min (110, max (0, op->level - hitter->level)); |
|
|
2034 | |
|
|
2035 | /* First, only creatures/players with speed can be affected. |
|
|
2036 | * Second, just getting hit doesn't mean it always affects |
|
|
2037 | * you. Third, you still get a saving through against the |
|
|
2038 | * effect. |
|
|
2039 | */ |
|
|
2040 | if (op->has_active_speed () |
|
|
2041 | && (op->flag [FLAG_MONSTER] || op->type == PLAYER) |
|
|
2042 | && !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) |
|
|
2043 | && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
|
|
2044 | { |
|
|
2045 | |
|
|
2046 | /* Player has been hit by something */ |
|
|
2047 | if (attacknum == ATNR_CONFUSION) |
|
|
2048 | confuse_player (op, hitter, dam); |
|
|
2049 | else if (attacknum == ATNR_POISON) |
|
|
2050 | poison_player (op, hitter, dam); |
|
|
2051 | else if (attacknum == ATNR_SLOW) |
|
|
2052 | slow_player (op, hitter, dam); |
|
|
2053 | else if (attacknum == ATNR_PARALYZE) |
|
|
2054 | paralyze_player (op, hitter, dam); |
|
|
2055 | else if (attacknum == ATNR_FEAR) |
|
|
2056 | scare_creature (op, hitter); |
|
|
2057 | else if (attacknum == ATNR_CANCELLATION) |
|
|
2058 | cancellation (op); |
|
|
2059 | else if (attacknum == ATNR_DEPLETE) |
|
|
2060 | op->drain_stat (); |
|
|
2061 | else if (attacknum == ATNR_BLIND && !op->flag [FLAG_UNDEAD] && !op->flag [FLAG_GENERATOR]) |
|
|
2062 | blind_player (op, hitter, dam); |
|
|
2063 | } |
|
|
2064 | |
|
|
2065 | dam = 0; /* These are all effects and don't do real damage */ |
|
|
2066 | } |
2287 | break; |
2067 | break; |
2288 | |
2068 | |
2289 | /* Removed case statements that did nothing. |
2069 | case ATNR_ACID: |
2290 | * food may be poisonous, but monster must be willing to eat it, |
2070 | { |
2291 | * so we don't handle it here. |
2071 | int flag = 0; |
2292 | * Containers should perhaps break open, but that code was disabled. |
2072 | |
|
|
2073 | /* Items only get corroded if you're not on a battleground and |
|
|
2074 | * if your acid resistance is below 50%. */ |
|
|
2075 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
|
|
2076 | { |
|
|
2077 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
2078 | { |
|
|
2079 | if (tmp->invisible) |
|
|
2080 | continue; |
|
|
2081 | if (!tmp->flag [FLAG_APPLIED] || (tmp->resist[ATNR_ACID] >= 10)) |
|
|
2082 | /* >= 10% acid res. on items will protect these */ |
|
|
2083 | continue; |
|
|
2084 | if (!(tmp->materials & M_IRON)) |
|
|
2085 | continue; |
|
|
2086 | if (tmp->magic < -4) /* Let's stop at -5 */ |
|
|
2087 | continue; |
|
|
2088 | if (tmp->type == RING |
|
|
2089 | /* removed boots and gloves from exclusion list in PR */ |
|
|
2090 | || tmp->type == GIRDLE |
|
|
2091 | || tmp->type == AMULET |
|
|
2092 | || tmp->type == WAND |
|
|
2093 | || tmp->type == ROD |
|
|
2094 | || tmp->type == HORN) |
|
|
2095 | continue; /* To avoid some strange effects */ |
|
|
2096 | |
|
|
2097 | /* High damage acid has better chance of corroding |
|
|
2098 | objects */ |
|
|
2099 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
|
|
2100 | { |
|
|
2101 | flag = 1; |
|
|
2102 | tmp->magic--; |
|
|
2103 | |
|
|
2104 | if (object *pl = tmp->visible_to ()) |
|
|
2105 | { |
|
|
2106 | /* Make this more visible */ |
|
|
2107 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, pl, |
|
|
2108 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
|
|
2109 | |
|
|
2110 | esrv_send_item (op, tmp); //TODO: UPD_NAME should be enough (it's enough in other cases) |
|
|
2111 | } |
|
|
2112 | } |
|
|
2113 | } |
|
|
2114 | |
|
|
2115 | if (flag) |
|
|
2116 | op->update_stats (); /* Something was corroded */ |
|
|
2117 | } |
|
|
2118 | } |
|
|
2119 | break; |
|
|
2120 | |
|
|
2121 | case ATNR_DRAIN: |
|
|
2122 | { |
|
|
2123 | /* rate is the proportion of exp drained. High rate means |
|
|
2124 | * not much is drained, low rate means a lot is drained. |
|
|
2125 | */ |
|
|
2126 | int rate; |
|
|
2127 | |
|
|
2128 | if (op->resist[ATNR_DRAIN] >= 0) |
|
|
2129 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
|
|
2130 | else |
|
|
2131 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
|
|
2132 | |
|
|
2133 | if (op->stats.exp <= rate) |
|
|
2134 | { |
|
|
2135 | if (op->type == GOLEM) |
|
|
2136 | dam = 9998; /* Its force is "sucked" away. 8) */ |
|
|
2137 | else |
|
|
2138 | /* If we can't drain, lets try to do physical damage */ |
|
|
2139 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
|
|
2140 | } |
|
|
2141 | else |
|
|
2142 | { |
|
|
2143 | /* Randomly give the hitter some hp */ |
|
|
2144 | if (hitter->stats.hp < hitter->stats.maxhp && |
|
|
2145 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
|
|
2146 | hitter->stats.hp++; |
|
|
2147 | |
|
|
2148 | /* Can't do drains on battleground spaces. |
|
|
2149 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
|
|
2150 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
|
|
2151 | * nothing happens. |
|
|
2152 | * Try to credit the owner. We try to display player -> player drain |
|
|
2153 | * attacks, hence all the != PLAYER checks. |
2293 | */ |
2154 | */ |
|
|
2155 | if (!op_on_battleground (hitter, NULL, NULL) && !op->flag [FLAG_WIZ]) |
|
|
2156 | { |
|
|
2157 | object *owner = hitter->owner; |
|
|
2158 | |
|
|
2159 | if (owner && owner != hitter) |
|
|
2160 | { |
|
|
2161 | if (op->type != PLAYER || owner->type != PLAYER) |
|
|
2162 | change_exp (owner, op->stats.exp / (rate * 2), |
|
|
2163 | hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), SK_EXP_TOTAL); |
|
|
2164 | } |
|
|
2165 | else if (op->type != PLAYER || hitter->type != PLAYER) |
|
|
2166 | change_exp (hitter, op->stats.exp / (rate * 2), |
|
|
2167 | hitter->chosen_skill ? hitter->chosen_skill->skill : shstr (), 0); |
|
|
2168 | |
|
|
2169 | change_exp (op, -op->stats.exp / rate, shstr (), 0); |
|
|
2170 | } |
|
|
2171 | |
|
|
2172 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
|
|
2173 | * drain attack, you won't know that you are actually sucking out EXP, |
|
|
2174 | * as the messages will say you missed |
|
|
2175 | */ |
|
|
2176 | } |
|
|
2177 | } |
|
|
2178 | break; |
|
|
2179 | |
|
|
2180 | case ATNR_TURN_UNDEAD: |
2294 | } |
2181 | { |
2295 | } |
2182 | if (op->flag [FLAG_UNDEAD]) |
2296 | } |
2183 | { |
|
|
2184 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2185 | object *god = find_god (determine_god (owner)); |
|
|
2186 | int div = 1; |
2297 | |
2187 | |
2298 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2188 | /* if undead are not an enemy of your god, you turn them |
|
|
2189 | * at half strength */ |
|
|
2190 | if (!god || !god->slaying.contains (shstr_undead)) |
|
|
2191 | div = 2; |
2299 | |
2192 | |
2300 | int |
2193 | /* Give a bonus if you resist turn undead */ |
2301 | adj_attackroll (object *hitter, object *target) |
2194 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
2302 | { |
2195 | scare_creature (op, owner); |
2303 | object *attacker = hitter; |
2196 | } |
2304 | int adjust = 0; |
2197 | else |
|
|
2198 | dam = 0; /* don't damage non undead - should we damage |
|
|
2199 | undead? */ |
|
|
2200 | } |
|
|
2201 | break; |
2305 | |
2202 | |
2306 | /* safety */ |
2203 | case ATNR_DEATH: |
2307 | if (!target || !hitter || !hitter->map || !target->map || !on_same_map (hitter, target)) |
2204 | deathstrike_player (op, hitter, &dam); |
2308 | { |
2205 | break; |
2309 | LOG (llevError, "BUG: adj_attackroll(): hitter and target not on same " "map\n"); |
|
|
2310 | return 0; |
|
|
2311 | } |
|
|
2312 | |
2206 | |
2313 | /* aimed missiles use the owning object's sight */ |
2207 | case ATNR_CHAOS: |
2314 | if (is_aimed_missile (hitter)) |
2208 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
2315 | { |
2209 | dam = 0; |
2316 | if ((attacker = get_owner (hitter)) == NULL) |
2210 | break; |
2317 | attacker = hitter; |
2211 | |
2318 | /* A player who saves but hasn't quit still could have objects |
2212 | case ATNR_COUNTERSPELL: |
2319 | * owned by him - need to handle that case to avoid crashes. |
2213 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
|
|
2214 | dam = 0; |
|
|
2215 | /* This should never happen. Counterspell is handled |
|
|
2216 | * seperately and filtered out. If this does happen, |
|
|
2217 | * Counterspell has no effect on anything but spells, so it |
|
|
2218 | * does no damage. */ |
|
|
2219 | break; |
|
|
2220 | |
|
|
2221 | case ATNR_HOLYWORD: |
|
|
2222 | { |
|
|
2223 | /* This has already been handled by hit_player, |
|
|
2224 | * no need to check twice -- DAMN */ |
|
|
2225 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
|
|
2226 | |
|
|
2227 | /* As with turn undead above, give a bonus on the saving throw */ |
|
|
2228 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
|
|
2229 | scare_creature (op, owner); |
|
|
2230 | } |
|
|
2231 | break; |
|
|
2232 | |
|
|
2233 | case ATNR_LIFE_STEALING: |
|
|
2234 | { |
|
|
2235 | int new_hp; |
|
|
2236 | |
|
|
2237 | /* this is replacement to drain for players, instead of taking |
|
|
2238 | * exp it takes hp. It is geared for players, probably not |
|
|
2239 | * much use giving it to monsters |
|
|
2240 | * |
|
|
2241 | * life stealing doesn't do a lot of damage, but it gives the |
|
|
2242 | * damage it does do to the player. Given that, |
|
|
2243 | * it only does 1/10'th normal damage (hence the divide by |
|
|
2244 | * 1000). |
2320 | */ |
2245 | */ |
2321 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2246 | /* You can't steal life from something undead */ |
2322 | attacker = hitter; |
2247 | if ((op->type == GOLEM) || (op->flag [FLAG_UNDEAD])) |
2323 | } |
|
|
2324 | else if (!QUERY_FLAG (hitter, FLAG_ALIVE)) |
|
|
2325 | return 0; |
|
|
2326 | |
|
|
2327 | /* determine the condtions under which we make an attack. |
|
|
2328 | * Add more cases, as the need occurs. */ |
|
|
2329 | |
|
|
2330 | if (!can_see_enemy (attacker, target)) |
|
|
2331 | { |
|
|
2332 | /* target is unseen */ |
|
|
2333 | if (target->invisible || QUERY_FLAG (attacker, FLAG_BLIND)) |
|
|
2334 | adjust -= 10; |
|
|
2335 | /* dark map penalty for the hitter (lacks infravision if we got here). */ |
|
|
2336 | else if (target->map && target->map->darkness > 0 && !stand_in_light (target)) |
|
|
2337 | adjust -= target->map->darkness; |
|
|
2338 | } |
|
|
2339 | |
|
|
2340 | if (QUERY_FLAG (attacker, FLAG_SCARED)) |
|
|
2341 | adjust -= 3; |
|
|
2342 | |
|
|
2343 | if (QUERY_FLAG (target, FLAG_UNAGGRESSIVE)) |
|
|
2344 | adjust += 1; |
|
|
2345 | |
|
|
2346 | if (QUERY_FLAG (target, FLAG_SCARED)) |
|
|
2347 | adjust += 1; |
|
|
2348 | |
|
|
2349 | if (QUERY_FLAG (attacker, FLAG_CONFUSED)) |
|
|
2350 | adjust -= 3; |
|
|
2351 | |
|
|
2352 | /* if we attack at a different 'altitude' its harder */ |
|
|
2353 | if ((attacker->move_type & target->move_type) == 0) |
|
|
2354 | adjust -= 2; |
|
|
2355 | |
|
|
2356 | #if 0 |
|
|
2357 | /* slower attacks are less likely to succeed. We should use a |
|
|
2358 | * comparison between attacker/target speeds BUT, players have |
|
|
2359 | * a generally faster speed, so this will wind up being a HUGE |
|
|
2360 | * disadantage for the monsters! Too bad, because missiles which |
|
|
2361 | * fly fast should have a better chance of hitting a slower target. |
|
|
2362 | */ |
|
|
2363 | if (hitter->speed < target->speed) |
|
|
2364 | adjust += ((float) hitter->speed - target->speed); |
|
|
2365 | #endif |
|
|
2366 | |
|
|
2367 | #if 0 |
|
|
2368 | LOG (llevDebug, "adj_attackroll() returns %d (%d)\n", adjust, attacker->count); |
|
|
2369 | #endif |
|
|
2370 | |
|
|
2371 | return adjust; |
|
|
2372 | } |
|
|
2373 | |
|
|
2374 | |
|
|
2375 | /* determine if the object is an 'aimed' missile */ |
|
|
2376 | int |
|
|
2377 | is_aimed_missile (object *op) |
|
|
2378 | { |
|
|
2379 | |
|
|
2380 | /* I broke what used to be one big if into a few nested |
|
|
2381 | * ones so that figuring out the logic is at least possible. |
|
|
2382 | */ |
|
|
2383 | if (op && (op->move_type & MOVE_FLYING)) |
|
|
2384 | { |
|
|
2385 | if (op->type == ARROW || op->type == THROWN_OBJ) |
|
|
2386 | return 1; |
2248 | return 0; |
2387 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2249 | |
2388 | return 1; |
2250 | /* If drain protection is higher than life stealing, use that */ |
|
|
2251 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
|
|
2252 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
|
|
2253 | else |
|
|
2254 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
2255 | |
|
|
2256 | /* You die at -1 hp, not zero. */ |
|
|
2257 | if (dam > (op->stats.hp + 1)) |
|
|
2258 | dam = op->stats.hp + 1; |
|
|
2259 | |
|
|
2260 | new_hp = hitter->stats.hp + dam; |
|
|
2261 | if (new_hp > hitter->stats.maxhp) |
|
|
2262 | new_hp = hitter->stats.maxhp; |
|
|
2263 | |
|
|
2264 | if (new_hp > hitter->stats.hp) |
|
|
2265 | hitter->stats.hp = new_hp; |
|
|
2266 | } |
2389 | } |
2267 | } |
|
|
2268 | |
2390 | return 0; |
2269 | return dam; |
2391 | } |
2270 | } |
|
|
2271 | |