1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
|
|
24 | |
23 | #include <assert.h> |
25 | #include <assert.h> |
24 | #include <global.h> |
26 | #include <global.h> |
25 | #include <living.h> |
27 | #include <living.h> |
26 | #include <material.h> |
28 | #include <material.h> |
27 | #include <skills.h> |
29 | #include <skills.h> |
28 | |
|
|
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
|
|
31 | #endif |
|
|
32 | |
|
|
33 | #include <sounds.h> |
30 | #include <sounds.h> |
|
|
31 | #include <sproto.h> |
34 | |
32 | |
35 | typedef struct att_msg_str |
33 | typedef struct att_msg_str |
36 | { |
34 | { |
37 | char *msg1; |
35 | char *msg1; |
38 | char *msg2; |
36 | char *msg2; |
… | |
… | |
44 | * its magical benefits. |
42 | * its magical benefits. |
45 | */ |
43 | */ |
46 | void |
44 | void |
47 | cancellation (object *op) |
45 | cancellation (object *op) |
48 | { |
46 | { |
49 | object *tmp; |
|
|
50 | |
|
|
51 | if (op->invisible) |
47 | if (op->invisible) |
52 | return; |
48 | return; |
53 | |
49 | |
54 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
50 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) |
55 | { |
51 | { |
56 | /* Recur through the inventory */ |
52 | /* Recurse through the inventory */ |
57 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
53 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
58 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
54 | if (!did_make_save_item (tmp, AT_CANCELLATION, op)) |
59 | cancellation (tmp); |
55 | cancellation (tmp); |
60 | } |
56 | } |
61 | else if (FABS (op->magic) <= (rndm (0, 5))) |
57 | else if (FABS (op->magic) <= rndm (0, 5)) |
62 | { |
58 | { |
63 | /* Nullify this object. This code could probably be more complete */ |
59 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
60 | /* in what abilities it should cancel */ |
65 | op->magic = 0; |
61 | op->magic = 0; |
|
|
62 | |
66 | CLEAR_FLAG (op, FLAG_DAMNED); |
63 | CLEAR_FLAG (op, FLAG_DAMNED); |
67 | CLEAR_FLAG (op, FLAG_CURSED); |
64 | CLEAR_FLAG (op, FLAG_CURSED); |
68 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
65 | CLEAR_FLAG (op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
66 | CLEAR_FLAG (op, FLAG_KNOWN_CURSED); |
|
|
67 | |
70 | if (op->env && op->env->type == PLAYER) |
68 | if (op->env && op->env->type == PLAYER) |
71 | { |
|
|
72 | esrv_send_item (op->env, op); |
69 | esrv_send_item (op->env, op); |
73 | } |
|
|
74 | } |
70 | } |
75 | } |
71 | } |
76 | |
|
|
77 | |
|
|
78 | |
72 | |
79 | /* did_make_save_item just checks to make sure the item actually |
73 | /* 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 |
74 | * made its saving throw based on the tables. It does not take |
81 | * any further action (like destroying the item). |
75 | * any further action (like destroying the item). |
82 | */ |
76 | */ |
83 | |
|
|
84 | int |
77 | int |
85 | did_make_save_item (object *op, int type, object *originator) |
78 | did_make_save_item (object *op, int type, object *originator) |
86 | { |
79 | { |
87 | int i, roll, saves = 0, attacks = 0, number; |
80 | int i, roll, saves = 0, attacks = 0, number; |
88 | materialtype_t *mt; |
81 | materialtype_t *mt; |
89 | |
82 | |
90 | if (op->materialname == NULL) |
83 | if (op->materialname == NULL) |
91 | { |
84 | { |
92 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
85 | for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) |
93 | { |
|
|
94 | if (op->material & mt->material) |
86 | if (op->materials & mt->material) |
95 | break; |
87 | break; |
96 | } |
|
|
97 | } |
88 | } |
98 | else |
89 | else |
99 | mt = name_to_material (op->materialname); |
90 | mt = name_to_material (op->materialname); |
|
|
91 | |
100 | if (mt == NULL) |
92 | if (mt == NULL) |
101 | return TRUE; |
93 | return TRUE; |
|
|
94 | |
102 | roll = rndm (1, 20); |
95 | roll = rndm (1, 20); |
103 | |
96 | |
104 | /* the attacktypes have no meaning for object saves |
97 | /* the attacktypes have no meaning for object saves |
105 | * If the type is only magic, don't adjust type - basically, if |
98 | * 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 |
99 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
135 | saves++; |
128 | saves++; |
136 | } |
129 | } |
137 | |
130 | |
138 | if (saves == attacks || attacks == 0) |
131 | if (saves == attacks || attacks == 0) |
139 | return TRUE; |
132 | return TRUE; |
|
|
133 | |
140 | if ((saves == 0) || (rndm (1, attacks) > saves)) |
134 | if (saves == 0 || (rndm (1, attacks) > saves)) |
141 | return FALSE; |
135 | return FALSE; |
|
|
136 | |
142 | return TRUE; |
137 | return TRUE; |
143 | } |
138 | } |
144 | |
139 | |
145 | /* This function calls did_make_save_item. It then performs the |
140 | /* This function calls did_make_save_item. It then performs the |
146 | * appropriate actions to the item (such as burning the item up, |
141 | * appropriate actions to the item (such as burning the item up, |
147 | * calling cancellation, etc.) |
142 | * calling cancellation, etc.) |
148 | */ |
143 | */ |
149 | |
|
|
150 | void |
144 | void |
151 | save_throw_object (object *op, int type, object *originator) |
145 | save_throw_object (object *op, int type, object *originator) |
152 | { |
146 | { |
153 | if (!did_make_save_item (op, type, originator)) |
147 | if (!did_make_save_item (op, type, originator)) |
154 | { |
148 | { |
… | |
… | |
168 | * function if the object doesnt contain a material that can burn. |
162 | * function if the object doesnt contain a material that can burn. |
169 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | * So forget lighting magical swords on fire with this!) -b.t. |
170 | */ |
164 | */ |
171 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
165 | if (type & (AT_FIRE | AT_ELECTRICITY) && op->other_arch && QUERY_FLAG (op, FLAG_IS_LIGHTABLE)) |
172 | { |
166 | { |
173 | const char *arch = op->other_arch->name; |
167 | const char *arch = op->other_arch->archname; |
174 | |
168 | |
175 | op = decrease_ob_nr (op, 1); |
169 | op = decrease_ob_nr (op, 1); |
176 | |
170 | |
177 | if (op) |
171 | if (op) |
178 | fix_stopped_item (op, m, originator); |
172 | fix_stopped_item (op, m, originator); |
… | |
… | |
212 | } |
206 | } |
213 | else |
207 | else |
214 | { |
208 | { |
215 | if (op->env) |
209 | if (op->env) |
216 | { |
210 | { |
217 | object *tmp = is_player_inv (op->env); |
211 | object *tmp = op->in_player (); |
218 | |
212 | |
219 | if (tmp) |
213 | if (tmp) |
220 | esrv_del_item (tmp->contr, op->count); |
214 | esrv_del_item (tmp->contr, op->count); |
221 | } |
215 | } |
222 | |
216 | |
223 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
217 | op->destroy (); |
224 | remove_ob (op); |
|
|
225 | |
|
|
226 | free_object (op); |
|
|
227 | } |
218 | } |
228 | |
219 | |
229 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
220 | if (type & (AT_FIRE | AT_ELECTRICITY)) |
230 | if (env) |
221 | if (env) |
231 | { |
222 | { |
… | |
… | |
264 | tmp->move_slow = 0; |
255 | tmp->move_slow = 0; |
265 | insert_ob_in_map (tmp, op->map, originator, 0); |
256 | insert_ob_in_map (tmp, op->map, originator, 0); |
266 | } |
257 | } |
267 | |
258 | |
268 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
259 | if (!QUERY_FLAG (op, FLAG_REMOVED)) |
269 | remove_ob (op); |
260 | op->remove (); |
270 | |
261 | |
271 | insert_ob_in_ob (op, tmp); |
262 | insert_ob_in_ob (op, tmp); |
272 | return; |
263 | return; |
273 | } |
264 | } |
274 | } |
265 | } |
… | |
… | |
277 | * op is going in direction 'dir' |
268 | * op is going in direction 'dir' |
278 | * type is the attacktype of the object. |
269 | * type is the attacktype of the object. |
279 | * full_hit is set if monster area does not matter. |
270 | * full_hit is set if monster area does not matter. |
280 | * returns 1 if it hits something, 0 otherwise. |
271 | * returns 1 if it hits something, 0 otherwise. |
281 | */ |
272 | */ |
282 | |
|
|
283 | int |
273 | int |
284 | hit_map (object *op, int dir, int type, int full_hit) |
274 | hit_map (object *op, int dir, int type, int full_hit) |
285 | { |
275 | { |
286 | object *tmp, *next; |
|
|
287 | maptile *map; |
276 | maptile *map; |
288 | sint16 x, y; |
277 | sint16 x, y; |
289 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
278 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
290 | |
279 | |
291 | if (QUERY_FLAG (op, FLAG_FREED)) |
280 | if (QUERY_FLAG (op, FLAG_FREED)) |
… | |
… | |
294 | return 0; |
283 | return 0; |
295 | } |
284 | } |
296 | |
285 | |
297 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
286 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) |
298 | { |
287 | { |
299 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->name, &op->name); |
288 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", &op->arch->archname, &op->name); |
300 | return 0; |
289 | return 0; |
301 | } |
290 | } |
302 | |
291 | |
303 | if (!op->map) |
292 | if (!op->map) |
304 | { |
293 | { |
… | |
… | |
311 | |
300 | |
312 | map = op->map; |
301 | map = op->map; |
313 | x = op->x + freearr_x[dir]; |
302 | x = op->x + freearr_x[dir]; |
314 | y = op->y + freearr_y[dir]; |
303 | y = op->y + freearr_y[dir]; |
315 | |
304 | |
316 | int mflags = get_map_flags (map, &map, x, y, &x, &y); |
305 | if (!xy_normalise (map, x, y)) |
|
|
306 | return 0; |
317 | |
307 | |
318 | // elmex: a safe map tile can't be hit! |
308 | // elmex: a safe map tile can't be hit! |
319 | // this should prevent most harmful effects on items and players there. |
309 | // this should prevent most harmful effects on items and players there. |
320 | if (mflags & (P_OUT_OF_MAP | P_SAFE)) |
310 | mapspace &ms = map->at (x, y); |
|
|
311 | |
|
|
312 | if (ms.flags () & P_SAFE) |
321 | return 0; |
313 | return 0; |
322 | |
314 | |
323 | /* peterm: a few special cases for special attacktypes --counterspell |
315 | /* peterm: a few special cases for special attacktypes --counterspell |
324 | * must be out here because it strikes things which are not alive |
316 | * must be out here because it strikes things which are not alive |
325 | */ |
317 | */ |
326 | |
318 | if (type & (AT_COUNTERSPELL | AT_CHAOS)) |
|
|
319 | { |
327 | if (type & AT_COUNTERSPELL) |
320 | if (type & AT_COUNTERSPELL) |
328 | { |
321 | { |
329 | counterspell (op, dir); /* see spell_effect.c */ |
322 | counterspell (op, dir); /* see spell_effect.c */ |
330 | |
323 | |
331 | /* If the only attacktype is counterspell or magic, don't need |
324 | /* If the only attacktype is counterspell or magic, don't need |
332 | * to do any further processing. |
325 | * 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 | */ |
326 | */ |
362 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
327 | if (!(type & ~(AT_COUNTERSPELL | AT_MAGIC))) |
363 | break; |
328 | return 0; |
|
|
329 | |
|
|
330 | type &= ~AT_COUNTERSPELL; |
|
|
331 | } |
|
|
332 | |
|
|
333 | if (type & AT_CHAOS) |
364 | } |
334 | { |
|
|
335 | shuffle_attack (op, 1); /* flag tells it to change the face */ |
|
|
336 | update_object (op, UP_OBJ_FACE); |
|
|
337 | type &= ~AT_CHAOS; |
|
|
338 | } |
|
|
339 | } |
365 | |
340 | |
|
|
341 | /* There may still be objects that were above 'next', but there is no |
|
|
342 | * simple way to find out short of copying all object references and |
|
|
343 | * tags into a temporary array before we start processing the first |
|
|
344 | * object. That's why we just abort on destroy. |
|
|
345 | * |
|
|
346 | * This happens whenever attack spells (like fire) hit a pile |
|
|
347 | * of objects. This is not a bug - nor an error. |
|
|
348 | */ |
|
|
349 | for (object *next = ms.bot; next && !next->destroyed (); ) |
|
|
350 | { |
366 | tmp = next; |
351 | object *tmp = next; |
367 | next = tmp->above; |
352 | next = tmp->above; |
368 | |
|
|
369 | if (tmp->destroyed ()) |
|
|
370 | { |
|
|
371 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
|
|
372 | break; |
|
|
373 | } |
|
|
374 | |
353 | |
375 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
354 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
376 | * For example, 'tmp' was put in an icecube. |
355 | * For example, 'tmp' was put in an icecube. |
377 | * This is one of the few cases where on_same_map should not be used. |
356 | * This is one of the few cases where on_same_map should not be used. |
378 | */ |
357 | */ |
… | |
… | |
381 | |
360 | |
382 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
361 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
383 | { |
362 | { |
384 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
363 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
385 | retflag |= 1; |
364 | retflag |= 1; |
|
|
365 | |
386 | if (op->destroyed ()) |
366 | if (op->destroyed ()) |
387 | break; |
367 | break; |
388 | } |
368 | } |
389 | |
|
|
390 | /* Here we are potentially destroying an object. If the object has |
369 | /* 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 |
370 | * 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 |
371 | * that weak walls have is_alive set, which prevent objects from |
393 | * passing over/through them. We don't care what type of movement |
372 | * passing over/through them. We don't care what type of movement |
394 | * the wall blocks - if it blocks any type of movement, can't be |
373 | * the wall blocks - if it blocks any type of movement, can't be |
395 | * destroyed right now. |
374 | * destroyed right now. |
396 | */ |
375 | */ |
397 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
376 | else if (tmp->materialname && op->stats.dam > 0 && !tmp->move_block) |
398 | { |
377 | { |
399 | save_throw_object (tmp, type, op); |
378 | save_throw_object (tmp, type, op); |
|
|
379 | |
400 | if (op->destroyed ()) |
380 | if (op->destroyed ()) |
401 | break; |
381 | break; |
402 | } |
382 | } |
403 | } |
383 | } |
404 | |
384 | |
… | |
… | |
435 | sprintf (buf1, "missed %s", &op->name); |
415 | sprintf (buf1, "missed %s", &op->name); |
436 | sprintf (buf2, " misses"); |
416 | sprintf (buf2, " misses"); |
437 | found++; |
417 | found++; |
438 | } |
418 | } |
439 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
419 | else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
440 | hitter->type == POISONING || (type & AT_POISON && IS_LIVE (op))) && !found) |
420 | hitter->type == POISONING || (type & AT_POISON && op->is_alive ())) && !found) |
441 | { |
421 | { |
442 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
422 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; i++) |
443 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
423 | if (dam < attack_mess[ATM_SUFFER][i].level || attack_mess[ATM_SUFFER][i + 1].level == -1) |
444 | { |
424 | { |
445 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
425 | sprintf (buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, &op->name, attack_mess[ATM_SUFFER][i].buf2); |
… | |
… | |
457 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
437 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
458 | found++; |
438 | found++; |
459 | break; |
439 | break; |
460 | } |
440 | } |
461 | } |
441 | } |
462 | else if (hitter->type == PLAYER && IS_LIVE (op)) |
442 | else if (hitter->type == PLAYER && op->is_alive ()) |
463 | { |
443 | { |
464 | if (USING_SKILL (hitter, SK_KARATE)) |
444 | if (USING_SKILL (hitter, SK_KARATE)) |
465 | { |
445 | { |
466 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
446 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; i++) |
467 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
447 | if (dam < attack_mess[ATM_KARATE][i].level || attack_mess[ATM_KARATE][i + 1].level == -1) |
… | |
… | |
493 | found++; |
473 | found++; |
494 | break; |
474 | break; |
495 | } |
475 | } |
496 | } |
476 | } |
497 | } |
477 | } |
|
|
478 | |
498 | if (found) |
479 | if (found) |
499 | { |
480 | { |
500 | /* done */ |
481 | /* done */ |
501 | } |
482 | } |
502 | else if (IS_ARROW (hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) |
483 | else if (hitter->is_arrow () && (type == AT_PHYSICAL || type == AT_MAGIC)) |
503 | { |
484 | { |
504 | sprintf (buf1, "hit"); /* just in case */ |
485 | sprintf (buf1, "hit"); /* just in case */ |
505 | for (i = 0; i < MAXATTACKMESS; i++) |
486 | for (i = 0; i < MAXATTACKMESS; i++) |
506 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
487 | if (dam < attack_mess[ATM_ARROW][i].level || attack_mess[ATM_ARROW][i + 1].level == -1) |
507 | { |
488 | { |
508 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
489 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
509 | found++; |
490 | found++; |
510 | break; |
491 | break; |
511 | } |
492 | } |
512 | } |
493 | } |
513 | else if (type & AT_DRAIN && IS_LIVE (op)) |
494 | else if (type & AT_DRAIN && op->is_alive ()) |
514 | { |
495 | { |
515 | /* drain is first, because some items have multiple attypes */ |
496 | /* drain is first, because some items have multiple attypes */ |
516 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
497 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; i++) |
517 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
498 | if (dam < attack_mess[ATM_DRAIN][i].level || attack_mess[ATM_DRAIN][i + 1].level == -1) |
518 | { |
499 | { |
… | |
… | |
520 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
501 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
521 | found++; |
502 | found++; |
522 | break; |
503 | break; |
523 | } |
504 | } |
524 | } |
505 | } |
525 | else if (type & AT_ELECTRICITY && IS_LIVE (op)) |
506 | else if (type & AT_ELECTRICITY && op->is_alive ()) |
526 | { |
507 | { |
527 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
508 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; i++) |
528 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
509 | if (dam < attack_mess[ATM_ELEC][i].level || attack_mess[ATM_ELEC][i + 1].level == -1) |
529 | { |
510 | { |
530 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
511 | sprintf (buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, &op->name, attack_mess[ATM_ELEC][i].buf2); |
531 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
512 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
532 | found++; |
513 | found++; |
533 | break; |
514 | break; |
534 | } |
515 | } |
535 | } |
516 | } |
536 | else if (type & AT_COLD && IS_LIVE (op)) |
517 | else if (type & AT_COLD && op->is_alive ()) |
537 | { |
518 | { |
538 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
519 | for (i = 0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; i++) |
539 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
520 | if (dam < attack_mess[ATM_COLD][i].level || attack_mess[ATM_COLD][i + 1].level == -1) |
540 | { |
521 | { |
541 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
522 | sprintf (buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, &op->name, attack_mess[ATM_COLD][i].buf2); |
… | |
… | |
618 | strcpy (buf1, "hit"); |
599 | strcpy (buf1, "hit"); |
619 | strcpy (buf2, " hits"); |
600 | strcpy (buf2, " hits"); |
620 | } |
601 | } |
621 | |
602 | |
622 | /* bail out if a monster is casting spells */ |
603 | /* bail out if a monster is casting spells */ |
623 | if (!(hitter->type == PLAYER || (get_owner (hitter) != NULL && hitter->owner->type == PLAYER))) |
604 | if (!(hitter->type == PLAYER || (hitter->owner != NULL && hitter->owner->type == PLAYER))) |
624 | return; |
605 | return; |
625 | |
606 | |
626 | /* scale down magic considerably. */ |
607 | /* scale down magic considerably. */ |
627 | if (type & AT_MAGIC && rndm (0, 5)) |
608 | if (type & AT_MAGIC && rndm (0, 5)) |
628 | return; |
609 | return; |
629 | |
610 | |
630 | /* Did a player hurt another player? Inform both! */ |
611 | /* Did a player hurt another player? Inform both! */ |
631 | if (op->type == PLAYER && (get_owner (hitter) == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
612 | if (op->type == PLAYER && (hitter->owner == NULL ? hitter->type : hitter->owner->type) == PLAYER) |
632 | { |
613 | { |
633 | if (get_owner (hitter) != NULL) |
614 | if (hitter->owner != NULL) |
634 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
615 | sprintf (buf, "%s's %s%s you.", &hitter->owner->name, &hitter->name, buf2); |
635 | else |
616 | else |
636 | { |
617 | { |
637 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
618 | sprintf (buf, "%s%s you.", &hitter->name, buf2); |
638 | if (dam != 0) |
619 | if (dam != 0) |
… | |
… | |
660 | else |
641 | else |
661 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
642 | play_sound_player_only (hitter->contr, SOUND_PLAYER_HITS3, 0, 0); |
662 | } |
643 | } |
663 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
644 | new_draw_info (NDI_BLACK, 0, hitter, buf); |
664 | } |
645 | } |
665 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
646 | else if (hitter->owner != NULL && hitter->owner->type == PLAYER) |
666 | { |
647 | { |
667 | /* look for stacked spells and start reducing the message chances */ |
648 | /* 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)) |
649 | if (hitter->type == SPELL_EFFECT && (hitter->subtype == SP_EXPLOSION || hitter->subtype == SP_BULLET || hitter->subtype == SP_CONE)) |
669 | { |
650 | { |
670 | i = 4; |
651 | i = 4; |
671 | map = hitter->map; |
652 | map = hitter->map; |
672 | if (out_of_map (map, hitter->x, hitter->y)) |
653 | if (out_of_map (map, hitter->x, hitter->y)) |
673 | return; |
654 | return; |
|
|
655 | |
674 | next = get_map_ob (map, hitter->x, hitter->y); |
656 | next = GET_MAP_OB (map, hitter->x, hitter->y); |
675 | if (next) |
657 | if (next) |
676 | while (next) |
658 | while (next) |
677 | { |
659 | { |
678 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
660 | if (next->type == SPELL_EFFECT && (next->subtype == SP_EXPLOSION || next->subtype == SP_BULLET || next->subtype == SP_CONE)) |
679 | i *= 3; |
661 | i *= 3; |
680 | tmp = next; |
662 | tmp = next; |
681 | next = tmp->above; |
663 | next = tmp->above; |
682 | } |
664 | } |
|
|
665 | |
683 | if (i < 0) |
666 | if (i < 0) |
684 | return; |
667 | return; |
|
|
668 | |
685 | if (rndm (0, i) != 0) |
669 | if (rndm (0, i) != 0) |
686 | return; |
670 | return; |
687 | } |
671 | } |
688 | else if (rndm (0, 5) != 0) |
672 | else if (rndm (0, 5) != 0) |
689 | return; |
673 | return; |
|
|
674 | |
690 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
675 | sprintf (buf, "Your %s%s %s.", &hitter->name, buf2, &op->name); |
691 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
676 | play_sound_map (op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
692 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
677 | new_draw_info (NDI_BLACK, 0, hitter->owner, buf); |
693 | } |
678 | } |
694 | } |
679 | } |
… | |
… | |
712 | return 0; |
697 | return 0; |
713 | } |
698 | } |
714 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
699 | if (QUERY_FLAG (*target, FLAG_REMOVED) |
715 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
700 | || QUERY_FLAG (*hitter, FLAG_REMOVED) || (*hitter)->map == NULL || !on_same_map ((*hitter), (*target))) |
716 | { |
701 | { |
717 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->name, &(*hitter)->name); |
702 | LOG (llevError, "BUG: hitter (arch %s, name %s) with no relation to " "target\n", &(*hitter)->arch->archname, &(*hitter)->name); |
718 | return 1; |
703 | return 1; |
719 | } |
704 | } |
720 | *simple_attack = 0; |
705 | *simple_attack = 0; |
721 | return 0; |
706 | return 0; |
722 | } |
707 | } |
… | |
… | |
760 | |
745 | |
761 | /* |
746 | /* |
762 | * A little check to make it more difficult to dance forward and back |
747 | * A little check to make it more difficult to dance forward and back |
763 | * to avoid ever being hit by monsters. |
748 | * to avoid ever being hit by monsters. |
764 | */ |
749 | */ |
765 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > -(FABS (op->speed)) * 0.3) |
750 | if (!simple_attack && QUERY_FLAG (op, FLAG_MONSTER) && op->speed_left > abs (op->speed) * -0.3f) |
766 | { |
751 | { |
767 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
752 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
768 | * infinite loop occurs, with process_object calling move_monster, |
753 | * infinite loop occurs, with process_object calling move_monster, |
769 | * which then gets here again. By decreasing the speed before |
754 | * which then gets here again. By decreasing the speed before |
770 | * we call process_object, the 'if' statement above will fail. |
755 | * we call process_object, the 'if' statement above will fail. |
771 | */ |
756 | */ |
772 | op->speed_left--; |
757 | --op->speed_left; |
773 | process_object (op); |
758 | process_object (op); |
|
|
759 | |
774 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
760 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
775 | goto error; |
761 | goto error; |
776 | } |
762 | } |
777 | |
763 | |
778 | op_name = op->name; |
764 | op_name = op->name; |
… | |
… | |
786 | /* See if we hit the creature */ |
772 | /* See if we hit the creature */ |
787 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
773 | if (roll == 20 || op->stats.ac >= base_wc - roll) |
788 | { |
774 | { |
789 | int hitdam = base_dam; |
775 | int hitdam = base_dam; |
790 | |
776 | |
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) |
777 | if (!simple_attack) |
809 | { |
778 | { |
810 | /* If you hit something, the victim should *always* wake up. |
779 | /* If you hit something, the victim should *always* wake up. |
811 | * Before, invisible hitters could avoid doing this. |
780 | * Before, invisible hitters could avoid doing this. |
812 | * -b.t. */ |
781 | * -b.t. */ |
813 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
782 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
814 | CLEAR_FLAG (op, FLAG_SLEEP); |
783 | CLEAR_FLAG (op, FLAG_SLEEP); |
815 | |
784 | |
816 | /* If the victim can't see the attacker, it may alert others |
785 | /* If the victim can't see the attacker, it may alert others |
817 | * for help. */ |
786 | * for help. */ |
818 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !get_owner (op) && rndm (0, op->stats.Int)) |
787 | if (op->type != PLAYER && !can_see_enemy (op, hitter) && !op->owner && rndm (0, op->stats.Int)) |
819 | npc_call_help (op); |
788 | npc_call_help (op); |
820 | |
789 | |
821 | /* if you were hidden and hit by a creature, you are discovered */ |
790 | /* if you were hidden and hit by a creature, you are discovered */ |
822 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
791 | if (op->hide && QUERY_FLAG (hitter, FLAG_ALIVE)) |
823 | { |
792 | { |
824 | make_visible (op); |
793 | make_visible (op); |
|
|
794 | |
825 | if (op->type == PLAYER) |
795 | if (op->type == PLAYER) |
826 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
796 | new_draw_info (NDI_UNIQUE, 0, op, "You were hit by a wild attack. " "You are no longer hidden!"); |
827 | } |
797 | } |
828 | |
798 | |
829 | /* thrown items (hitter) will have various effects |
799 | /* thrown items (hitter) will have various effects |
830 | * when they hit the victim. For things like thrown daggers, |
800 | * when they hit the victim. For things like thrown daggers, |
831 | * this sets 'hitter' to the actual dagger, and not the |
801 | * this sets 'hitter' to the actual dagger, and not the |
832 | * wrapper object. |
802 | * wrapper object. |
833 | */ |
803 | */ |
834 | thrown_item_effect (hitter, op); |
804 | thrown_item_effect (hitter, op); |
|
|
805 | |
835 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
806 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
836 | goto leave; |
807 | goto leave; |
837 | } |
808 | } |
838 | |
809 | |
839 | /* Need to do at least 1 damage, otherwise there is no point |
810 | /* Need to do at least 1 damage, otherwise there is no point |
… | |
… | |
882 | } |
853 | } |
883 | |
854 | |
884 | int |
855 | int |
885 | attack_ob (object *op, object *hitter) |
856 | attack_ob (object *op, object *hitter) |
886 | { |
857 | { |
887 | |
|
|
888 | if (hitter->head) |
|
|
889 | hitter = hitter->head; |
858 | hitter = hitter->head_ (); |
|
|
859 | |
890 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
860 | return attack_ob_simple (op, hitter, hitter->stats.dam, hitter->stats.wc); |
891 | } |
861 | } |
892 | |
862 | |
893 | /* op is the arrow, tmp is what is stopping the arrow. |
863 | /* op is the arrow, tmp is what is stopping the arrow. |
894 | * |
864 | * |
… | |
… | |
903 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
873 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
904 | * stick around. |
874 | * stick around. |
905 | */ |
875 | */ |
906 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
876 | if (op->weight <= 5000 && tmp->stats.hp >= 0) |
907 | { |
877 | { |
908 | if (tmp->head != NULL) |
|
|
909 | tmp = tmp->head; |
878 | tmp = tmp->head_ (); |
910 | |
879 | |
911 | remove_ob (op); |
880 | op->remove (); |
912 | op = insert_ob_in_ob (op, tmp); |
881 | op = insert_ob_in_ob (op, tmp); |
913 | |
882 | |
914 | if (tmp->type == PLAYER) |
883 | if (tmp->type == PLAYER) |
915 | esrv_send_item (tmp, op); |
884 | esrv_send_item (tmp, op); |
916 | |
885 | |
… | |
… | |
935 | /* Disassemble missile */ |
904 | /* Disassemble missile */ |
936 | if (op->inv) |
905 | if (op->inv) |
937 | { |
906 | { |
938 | container = op; |
907 | container = op; |
939 | hitter = op->inv; |
908 | hitter = op->inv; |
940 | remove_ob (hitter); |
909 | hitter->remove (); |
941 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
910 | insert_ob_in_map (hitter, container->map, hitter, INS_NO_MERGE | INS_NO_WALK_ON); |
942 | /* Note that we now have an empty THROWN_OBJ on the map. Code that |
911 | /* 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 |
912 | * 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 |
913 | * removed at the end of this function must be able to deal with empty |
945 | * THROWN_OBJs. */ |
914 | * THROWN_OBJs. */ |
… | |
… | |
961 | */ |
930 | */ |
962 | if (hitter->destroyed () || hitter->env != NULL) |
931 | if (hitter->destroyed () || hitter->env != NULL) |
963 | { |
932 | { |
964 | if (container) |
933 | if (container) |
965 | { |
934 | { |
966 | remove_ob (container); |
935 | container->remove (); |
967 | free_object (container); |
936 | container->destroy (); |
968 | } |
937 | } |
969 | |
938 | |
970 | return 0; |
939 | return 0; |
971 | } |
940 | } |
972 | |
941 | |
… | |
… | |
982 | hitter = fix_stopped_arrow (hitter); |
951 | hitter = fix_stopped_arrow (hitter); |
983 | if (!hitter) |
952 | if (!hitter) |
984 | return 0; |
953 | return 0; |
985 | } |
954 | } |
986 | else |
955 | else |
987 | { |
956 | container->destroy (); |
988 | remove_ob (container); |
|
|
989 | free_object (container); |
|
|
990 | } |
|
|
991 | |
957 | |
992 | /* Try to stick arrow into victim */ |
958 | /* Try to stick arrow into victim */ |
993 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
959 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
994 | return 0; |
960 | return 0; |
995 | |
961 | |
… | |
… | |
1000 | * can fly over but not otherwise move over. What is the correct |
966 | * can fly over but not otherwise move over. What is the correct |
1001 | * way to handle those otherwise? |
967 | * way to handle those otherwise? |
1002 | */ |
968 | */ |
1003 | if (victim->x != hitter->x || victim->y != hitter->y) |
969 | if (victim->x != hitter->x || victim->y != hitter->y) |
1004 | { |
970 | { |
1005 | remove_ob (hitter); |
971 | hitter->remove (); |
1006 | hitter->x = victim->x; |
972 | hitter->x = victim->x; |
1007 | hitter->y = victim->y; |
973 | hitter->y = victim->y; |
1008 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
974 | insert_ob_in_map (hitter, victim->map, hitter, 0); |
1009 | } |
975 | } |
1010 | else |
976 | else |
… | |
… | |
1018 | op->speed -= 1.0; |
984 | op->speed -= 1.0; |
1019 | |
985 | |
1020 | /* Missile missed victim - reassemble missile */ |
986 | /* Missile missed victim - reassemble missile */ |
1021 | if (container) |
987 | if (container) |
1022 | { |
988 | { |
1023 | remove_ob (hitter); |
989 | hitter->remove (); |
1024 | insert_ob_in_ob (hitter, container); |
990 | insert_ob_in_ob (hitter, container); |
1025 | } |
991 | } |
1026 | |
992 | |
1027 | return op; |
993 | return op; |
1028 | } |
994 | } |
1029 | |
|
|
1030 | |
995 | |
1031 | void |
996 | void |
1032 | tear_down_wall (object *op) |
997 | tear_down_wall (object *op) |
1033 | { |
998 | { |
1034 | int perc = 0; |
999 | int perc = 0; |
… | |
… | |
1040 | } |
1005 | } |
1041 | else if (!GET_ANIM_ID (op)) |
1006 | else if (!GET_ANIM_ID (op)) |
1042 | { |
1007 | { |
1043 | /* Object has been called - no animations, so remove it */ |
1008 | /* Object has been called - no animations, so remove it */ |
1044 | if (op->stats.hp < 0) |
1009 | if (op->stats.hp < 0) |
|
|
1010 | op->destroy (); |
1045 | { |
1011 | |
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 */ |
1012 | return; /* no animations, so nothing more to do */ |
1052 | } |
1013 | } |
|
|
1014 | |
1053 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
1015 | perc = NUM_ANIMATIONS (op) - ((int) NUM_ANIMATIONS (op) * op->stats.hp) / op->stats.maxhp; |
|
|
1016 | |
1054 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1017 | if (perc >= (int) NUM_ANIMATIONS (op)) |
1055 | perc = NUM_ANIMATIONS (op) - 1; |
1018 | perc = NUM_ANIMATIONS (op) - 1; |
1056 | else if (perc < 1) |
1019 | else if (perc < 1) |
1057 | perc = 1; |
1020 | perc = 1; |
|
|
1021 | |
1058 | SET_ANIMATION (op, perc); |
1022 | SET_ANIMATION (op, perc); |
1059 | update_object (op, UP_OBJ_FACE); |
1023 | update_object (op, UP_OBJ_FACE); |
|
|
1024 | |
1060 | if (perc == NUM_ANIMATIONS (op) - 1) |
1025 | if (perc == NUM_ANIMATIONS (op) - 1) |
1061 | { /* Reached the last animation */ |
1026 | { /* Reached the last animation */ |
1062 | if (op->face == blank_face) |
1027 | if (op->face == blank_face) |
1063 | { |
|
|
1064 | /* If the last face is blank, remove the ob */ |
1028 | /* If the last face is blank, remove the ob */ |
1065 | remove_ob (op); /* Should update LOS */ |
1029 | 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 |
1030 | else |
1073 | { /* The last face was not blank, leave an image */ |
1031 | { /* The last face was not blank, leave an image */ |
1074 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1032 | CLEAR_FLAG (op, FLAG_BLOCKSVIEW); |
1075 | update_all_los (op->map, op->x, op->y); |
1033 | update_all_los (op->map, op->x, op->y); |
1076 | op->move_block = 0; |
1034 | op->move_block = 0; |
… | |
… | |
1080 | } |
1038 | } |
1081 | |
1039 | |
1082 | void |
1040 | void |
1083 | scare_creature (object *target, object *hitter) |
1041 | scare_creature (object *target, object *hitter) |
1084 | { |
1042 | { |
1085 | object *owner = get_owner (hitter); |
1043 | object *owner = hitter->owner; |
1086 | |
1044 | |
1087 | if (!owner) |
1045 | if (!owner) |
1088 | owner = hitter; |
1046 | owner = hitter; |
1089 | |
1047 | |
1090 | SET_FLAG (target, FLAG_SCARED); |
1048 | SET_FLAG (target, FLAG_SCARED); |
1091 | if (!target->enemy) |
1049 | if (!target->enemy) |
1092 | target->enemy = owner; |
1050 | target->enemy = owner; |
1093 | } |
1051 | } |
1094 | |
|
|
1095 | |
1052 | |
1096 | /* This returns the amount of damage hitter does to op with the |
1053 | /* This returns the amount of damage hitter does to op with the |
1097 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1054 | * appropriate attacktype. Only 1 attacktype should be set at a time. |
1098 | * This doesn't damage the player, but returns how much it should |
1055 | * This doesn't damage the player, but returns how much it should |
1099 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1056 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1100 | * Note - changed for PR code - we now pass the attack number and not |
1057 | * Note - changed for PR code - we now pass the attack number and not |
1101 | * the attacktype. Makes it easier for the PR code. */ |
1058 | * the attacktype. Makes it easier for the PR code. */ |
1102 | |
|
|
1103 | int |
1059 | int |
1104 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1060 | hit_player_attacktype (object *op, object *hitter, int dam, uint32 attacknum, int magic) |
1105 | { |
1061 | { |
1106 | |
|
|
1107 | int doesnt_slay = 1; |
1062 | int doesnt_slay = 1; |
1108 | |
1063 | |
1109 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1064 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1110 | if (attacknum >= NROFATTACKS) |
1065 | if (attacknum >= NROFATTACKS) |
1111 | { |
1066 | { |
… | |
… | |
1113 | return 0; |
1068 | return 0; |
1114 | } |
1069 | } |
1115 | |
1070 | |
1116 | if (dam < 0) |
1071 | if (dam < 0) |
1117 | { |
1072 | { |
1118 | LOG (llevError, "hit_player_attacktype called with negative damage: %d\n", dam); |
1073 | LOG (llevError, "hit_player_attacktype called with negative damage %d (hitter %s, target %s)\n", |
|
|
1074 | dam, hitter->debug_desc (), op->debug_desc ()); |
1119 | return 0; |
1075 | return 0; |
1120 | } |
1076 | } |
1121 | |
1077 | |
1122 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1078 | /* 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. */ |
1079 | * people can't mess with that or it otherwise get confused. */ |
1124 | if (attacknum == ATNR_INTERNAL) |
1080 | if (attacknum == ATNR_INTERNAL) |
1125 | return dam; |
1081 | return dam; |
1126 | |
1082 | |
1127 | if (hitter->slaying) |
1083 | if (hitter->slaying) |
1128 | { |
1084 | { |
1129 | if (((op->race != NULL) && strstr (hitter->slaying, op->race)) || |
1085 | if ((op->race && strstr (hitter->slaying, op->race)) |
1130 | (op->arch && (op->arch->name != NULL) && strstr (op->arch->name, hitter->slaying))) |
1086 | || (op->arch && op->arch->archname && strstr (op->arch->archname, hitter->slaying))) |
1131 | { |
1087 | { |
1132 | doesnt_slay = 0; |
1088 | doesnt_slay = 0; |
1133 | dam *= 3; |
1089 | dam *= 3; |
1134 | } |
1090 | } |
1135 | } |
1091 | } |
… | |
… | |
1149 | /* Special hack. By default, if immune to something, you |
1105 | /* Special hack. By default, if immune to something, you |
1150 | * shouldn't need to worry. However, acid is an exception, since |
1106 | * shouldn't need to worry. However, acid is an exception, since |
1151 | * it can still damage your items. Only include attacktypes if |
1107 | * it can still damage your items. Only include attacktypes if |
1152 | * special processing is needed */ |
1108 | * special processing is needed */ |
1153 | |
1109 | |
1154 | if ((op->resist[attacknum] >= 100) && doesnt_slay && (attacknum != ATNR_ACID)) |
1110 | if (op->resist[attacknum] >= 100 |
|
|
1111 | && doesnt_slay |
|
|
1112 | && attacknum != ATNR_ACID) |
1155 | return 0; |
1113 | return 0; |
1156 | |
1114 | |
1157 | /* Keep this in order - makes things easier to find */ |
1115 | /* Keep this in order - makes things easier to find */ |
1158 | |
1116 | |
1159 | switch (attacknum) |
1117 | switch (attacknum) |
1160 | { |
1118 | { |
1161 | case ATNR_PHYSICAL: |
1119 | case ATNR_PHYSICAL: |
1162 | /* here also check for diseases */ |
1120 | /* here also check for diseases */ |
1163 | check_physically_infect (op, hitter); |
1121 | check_physically_infect (op, hitter); |
1164 | break; |
1122 | break; |
1165 | |
1123 | |
1166 | /* Don't need to do anything for: |
1124 | /* Don't need to do anything for: |
1167 | magic, |
1125 | magic, |
1168 | fire, |
1126 | fire, |
1169 | electricity, |
1127 | electricity, |
1170 | cold */ |
1128 | cold */ |
1171 | |
1129 | |
1172 | case ATNR_CONFUSION: |
1130 | case ATNR_CONFUSION: |
1173 | case ATNR_POISON: |
1131 | case ATNR_POISON: |
1174 | case ATNR_SLOW: |
1132 | case ATNR_SLOW: |
1175 | case ATNR_PARALYZE: |
1133 | case ATNR_PARALYZE: |
1176 | case ATNR_FEAR: |
1134 | case ATNR_FEAR: |
1177 | case ATNR_CANCELLATION: |
1135 | case ATNR_CANCELLATION: |
1178 | case ATNR_DEPLETE: |
1136 | case ATNR_DEPLETE: |
1179 | case ATNR_BLIND: |
1137 | case ATNR_BLIND: |
1180 | { |
1138 | { |
1181 | /* chance for inflicting a special attack depends on the |
1139 | /* chance for inflicting a special attack depends on the |
1182 | * difference between attacker's and defender's level |
1140 | * difference between attacker's and defender's level |
1183 | */ |
1141 | */ |
1184 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1142 | int level_diff = MIN (110, MAX (0, op->level - hitter->level)); |
1185 | |
1143 | |
1186 | /* First, only creatures/players with speed can be affected. |
1144 | /* First, only creatures/players with speed can be affected. |
1187 | * Second, just getting hit doesn't mean it always affects |
1145 | * Second, just getting hit doesn't mean it always affects |
1188 | * you. Third, you still get a saving through against the |
1146 | * you. Third, you still get a saving through against the |
1189 | * effect. |
1147 | * effect. |
1190 | */ |
1148 | */ |
1191 | if (op->speed && |
1149 | if (op->speed && |
1192 | (QUERY_FLAG (op, FLAG_MONSTER) || op->type == PLAYER) && |
1150 | (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)) |
1151 | !(rndm (0, (attacknum == ATNR_SLOW ? 6 : 3) - 1)) && !did_make_save (op, level_diff, op->resist[attacknum] / 10)) |
1194 | { |
1152 | { |
1195 | |
1153 | |
1196 | /* Player has been hit by something */ |
1154 | /* Player has been hit by something */ |
1197 | if (attacknum == ATNR_CONFUSION) |
1155 | if (attacknum == ATNR_CONFUSION) |
1198 | confuse_player (op, hitter, dam); |
1156 | confuse_player (op, hitter, dam); |
1199 | else if (attacknum == ATNR_POISON) |
1157 | else if (attacknum == ATNR_POISON) |
1200 | poison_player (op, hitter, dam); |
1158 | poison_player (op, hitter, dam); |
1201 | else if (attacknum == ATNR_SLOW) |
1159 | else if (attacknum == ATNR_SLOW) |
1202 | slow_player (op, hitter, dam); |
1160 | slow_player (op, hitter, dam); |
1203 | else if (attacknum == ATNR_PARALYZE) |
1161 | else if (attacknum == ATNR_PARALYZE) |
1204 | paralyze_player (op, hitter, dam); |
1162 | paralyze_player (op, hitter, dam); |
1205 | else if (attacknum == ATNR_FEAR) |
1163 | else if (attacknum == ATNR_FEAR) |
1206 | scare_creature (op, hitter); |
1164 | scare_creature (op, hitter); |
1207 | else if (attacknum == ATNR_CANCELLATION) |
1165 | else if (attacknum == ATNR_CANCELLATION) |
1208 | cancellation (op); |
1166 | cancellation (op); |
1209 | else if (attacknum == ATNR_DEPLETE) |
1167 | else if (attacknum == ATNR_DEPLETE) |
1210 | drain_stat (op); |
1168 | op->drain_stat (); |
1211 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1169 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG (op, FLAG_UNDEAD) && !QUERY_FLAG (op, FLAG_GENERATOR)) |
1212 | blind_player (op, hitter, dam); |
1170 | blind_player (op, hitter, dam); |
1213 | } |
1171 | } |
|
|
1172 | |
1214 | dam = 0; /* These are all effects and don't do real damage */ |
1173 | dam = 0; /* These are all effects and don't do real damage */ |
1215 | } |
1174 | } |
1216 | break; |
1175 | break; |
|
|
1176 | |
1217 | case ATNR_ACID: |
1177 | case ATNR_ACID: |
1218 | { |
1178 | { |
1219 | int flag = 0; |
1179 | int flag = 0; |
1220 | |
1180 | |
1221 | /* Items only get corroded if you're not on a battleground and |
1181 | /* Items only get corroded if you're not on a battleground and |
1222 | * if your acid resistance is below 50%. */ |
1182 | * if your acid resistance is below 50%. */ |
1223 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1183 | if (!op_on_battleground (op, NULL, NULL) && (op->resist[ATNR_ACID] < 50)) |
1224 | { |
1184 | { |
1225 | object *tmp; |
|
|
1226 | |
|
|
1227 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1185 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1228 | { |
1186 | { |
1229 | if (tmp->invisible) |
1187 | if (tmp->invisible) |
1230 | continue; |
1188 | continue; |
1231 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1189 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || (tmp->resist[ATNR_ACID] >= 10)) |
1232 | /* >= 10% acid res. on itmes will protect these */ |
1190 | /* >= 10% acid res. on items will protect these */ |
1233 | continue; |
1191 | continue; |
1234 | if (!(tmp->material & M_IRON)) |
1192 | if (!(tmp->materials & M_IRON)) |
1235 | continue; |
1193 | continue; |
1236 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1194 | if (tmp->magic < -4) /* Let's stop at -5 */ |
1237 | continue; |
1195 | continue; |
1238 | if (tmp->type == RING || |
1196 | if (tmp->type == RING |
1239 | /* removed boots and gloves from exclusion list in |
1197 | /* removed boots and gloves from exclusion list in PR */ |
1240 | PR */ |
1198 | || tmp->type == GIRDLE |
1241 | tmp->type == GIRDLE || tmp->type == AMULET || tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1199 | || tmp->type == AMULET |
|
|
1200 | || tmp->type == WAND |
|
|
1201 | || tmp->type == ROD |
|
|
1202 | || tmp->type == HORN) |
1242 | continue; /* To avoid some strange effects */ |
1203 | continue; /* To avoid some strange effects */ |
1243 | |
1204 | |
1244 | /* High damage acid has better chance of corroding |
1205 | /* High damage acid has better chance of corroding |
1245 | objects */ |
1206 | objects */ |
1246 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1207 | if (rndm (0, dam + 4) > random_roll (0, 39, op, PREFER_HIGH) + 2 * tmp->magic) |
1247 | { |
1208 | { |
1248 | if (op->type == PLAYER) |
1209 | if (op->type == PLAYER) |
1249 | /* Make this more visible */ |
1210 | /* Make this more visible */ |
1250 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1211 | new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, op, |
1251 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1212 | "The %s's acid corrodes your %s!", query_name (hitter), query_name (tmp)); |
1252 | flag = 1; |
1213 | flag = 1; |
1253 | tmp->magic--; |
1214 | tmp->magic--; |
1254 | if (op->type == PLAYER) |
1215 | if (op->type == PLAYER) |
1255 | esrv_send_item (op, tmp); |
1216 | esrv_send_item (op, tmp); |
1256 | } |
1217 | } |
1257 | } |
1218 | } |
1258 | if (flag) |
|
|
1259 | fix_player (op); /* Something was corroded */ |
|
|
1260 | } |
1219 | |
|
|
1220 | if (flag) |
|
|
1221 | op->update_stats (); /* Something was corroded */ |
1261 | } |
1222 | } |
|
|
1223 | } |
1262 | break; |
1224 | break; |
|
|
1225 | |
1263 | case ATNR_DRAIN: |
1226 | case ATNR_DRAIN: |
1264 | { |
1227 | { |
1265 | /* rate is the proportion of exp drained. High rate means |
1228 | /* rate is the proportion of exp drained. High rate means |
1266 | * not much is drained, low rate means a lot is drained. |
1229 | * not much is drained, low rate means a lot is drained. |
1267 | */ |
1230 | */ |
1268 | int rate; |
1231 | int rate; |
1269 | |
1232 | |
1270 | if (op->resist[ATNR_DRAIN] >= 0) |
1233 | if (op->resist[ATNR_DRAIN] >= 0) |
1271 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1234 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1272 | else |
1235 | else |
1273 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1236 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1274 | |
1237 | |
1275 | if (op->stats.exp <= rate) |
1238 | if (op->stats.exp <= rate) |
1276 | { |
1239 | { |
1277 | if (op->type == GOLEM) |
1240 | if (op->type == GOLEM) |
1278 | dam = 999; /* Its force is "sucked" away. 8) */ |
1241 | dam = 999; /* Its force is "sucked" away. 8) */ |
1279 | else |
1242 | else |
1280 | /* If we can't drain, lets try to do physical damage */ |
1243 | /* If we can't drain, lets try to do physical damage */ |
1281 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1244 | dam = hit_player_attacktype (op, hitter, dam, ATNR_PHYSICAL, magic); |
1282 | } |
1245 | } |
1283 | else |
1246 | else |
1284 | { |
1247 | { |
1285 | /* Randomly give the hitter some hp */ |
1248 | /* Randomly give the hitter some hp */ |
1286 | if (hitter->stats.hp < hitter->stats.maxhp && |
1249 | if (hitter->stats.hp < hitter->stats.maxhp && |
1287 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1250 | (op->level > hitter->level) && random_roll (0, (op->level - hitter->level + 2), hitter, PREFER_HIGH) > 3) |
1288 | hitter->stats.hp++; |
1251 | hitter->stats.hp++; |
1289 | |
1252 | |
1290 | /* Can't do drains on battleground spaces. |
1253 | /* Can't do drains on battleground spaces. |
1291 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1254 | * 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, |
1255 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1293 | * nothing happens. |
1256 | * nothing happens. |
1294 | * Try to credit the owner. We try to display player -> player drain |
1257 | * Try to credit the owner. We try to display player -> player drain |
1295 | * attacks, hence all the != PLAYER checks. |
1258 | * attacks, hence all the != PLAYER checks. |
1296 | */ |
1259 | */ |
1297 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1260 | if (!op_on_battleground (hitter, NULL, NULL) && !QUERY_FLAG (op, FLAG_WIZ)) |
1298 | { |
1261 | { |
1299 | object *owner = get_owner (hitter); |
1262 | object *owner = hitter->owner; |
1300 | |
1263 | |
1301 | if (owner && owner != hitter) |
1264 | if (owner && owner != hitter) |
1302 | { |
1265 | { |
1303 | if (op->type != PLAYER || owner->type != PLAYER) |
1266 | if (op->type != PLAYER || owner->type != PLAYER) |
1304 | change_exp (owner, op->stats.exp / (rate * 2), |
1267 | change_exp (owner, op->stats.exp / (rate * 2), |
1305 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1268 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, SK_EXP_TOTAL); |
1306 | } |
1269 | } |
1307 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1270 | else if (op->type != PLAYER || hitter->type != PLAYER) |
1308 | { |
|
|
1309 | change_exp (hitter, op->stats.exp / (rate * 2), |
1271 | change_exp (hitter, op->stats.exp / (rate * 2), |
1310 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1272 | hitter->chosen_skill ? hitter->chosen_skill->skill : (const char *) 0, 0); |
1311 | } |
1273 | |
1312 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1274 | change_exp (op, -op->stats.exp / rate, NULL, 0); |
1313 | } |
1275 | } |
|
|
1276 | |
1314 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1277 | 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, |
1278 | * drain attack, you won't know that you are actually sucking out EXP, |
1316 | * as the messages will say you missed |
1279 | * as the messages will say you missed |
1317 | */ |
1280 | */ |
1318 | } |
1281 | } |
1319 | } |
1282 | } |
1320 | break; |
1283 | break; |
|
|
1284 | |
1321 | case ATNR_TURN_UNDEAD: |
1285 | case ATNR_TURN_UNDEAD: |
1322 | { |
1286 | { |
1323 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1287 | if (QUERY_FLAG (op, FLAG_UNDEAD)) |
1324 | { |
1288 | { |
1325 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1289 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1326 | object *god = find_god (determine_god (owner)); |
1290 | object *god = find_god (determine_god (owner)); |
1327 | int div = 1; |
1291 | int div = 1; |
1328 | |
1292 | |
1329 | /* if undead are not an enemy of your god, you turn them |
1293 | /* if undead are not an enemy of your god, you turn them |
1330 | * at half strength */ |
1294 | * at half strength */ |
1331 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1295 | if (!god || !god->slaying || strstr (god->slaying, undead_name) == NULL) |
1332 | div = 2; |
1296 | div = 2; |
|
|
1297 | |
1333 | /* Give a bonus if you resist turn undead */ |
1298 | /* 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))) |
1299 | if (op->level * div < (turn_bonus[owner->stats.Wis] + owner->level + (op->resist[ATNR_TURN_UNDEAD] / 100))) |
1335 | scare_creature (op, owner); |
1300 | scare_creature (op, owner); |
1336 | } |
1301 | } |
1337 | else |
1302 | else |
1338 | dam = 0; /* don't damage non undead - should we damage |
1303 | dam = 0; /* don't damage non undead - should we damage |
1339 | undead? */ |
1304 | undead? */ |
1340 | } |
1305 | } |
1341 | break; |
1306 | break; |
|
|
1307 | |
1342 | case ATNR_DEATH: |
1308 | case ATNR_DEATH: |
1343 | deathstrike_player (op, hitter, &dam); |
1309 | deathstrike_player (op, hitter, &dam); |
1344 | break; |
1310 | break; |
|
|
1311 | |
1345 | case ATNR_CHAOS: |
1312 | case ATNR_CHAOS: |
1346 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", query_name (op), query_name (hitter)); |
1313 | LOG (llevError, "%s was hit by %s with non-specific chaos.\n", op->debug_desc (), hitter->debug_desc ()); |
1347 | dam = 0; |
1314 | dam = 0; |
1348 | break; |
1315 | break; |
|
|
1316 | |
1349 | case ATNR_COUNTERSPELL: |
1317 | case ATNR_COUNTERSPELL: |
1350 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", query_name (op), query_name (hitter)); |
1318 | LOG (llevError, "%s was hit by %s with counterspell attack.\n", op->debug_desc (), hitter->debug_desc ()); |
1351 | dam = 0; |
1319 | dam = 0; |
1352 | /* This should never happen. Counterspell is handled |
1320 | /* This should never happen. Counterspell is handled |
1353 | * seperately and filtered out. If this does happen, |
1321 | * seperately and filtered out. If this does happen, |
1354 | * Counterspell has no effect on anything but spells, so it |
1322 | * Counterspell has no effect on anything but spells, so it |
1355 | * does no damage. */ |
1323 | * does no damage. */ |
1356 | break; |
1324 | break; |
|
|
1325 | |
1357 | case ATNR_HOLYWORD: |
1326 | case ATNR_HOLYWORD: |
1358 | { |
1327 | { |
1359 | /* This has already been handled by hit_player, |
1328 | /* This has already been handled by hit_player, |
1360 | * no need to check twice -- DAMN */ |
1329 | * no need to check twice -- DAMN */ |
1361 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1330 | object *owner = hitter->owner ? (object *)hitter->owner : hitter; |
1362 | |
1331 | |
1363 | /* As with turn undead above, give a bonus on the saving throw */ |
1332 | /* 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]) |
1333 | if ((op->level + (op->resist[ATNR_HOLYWORD] / 100)) < owner->level + turn_bonus[owner->stats.Wis]) |
1365 | scare_creature (op, owner); |
1334 | scare_creature (op, owner); |
1366 | } |
1335 | } |
1367 | break; |
1336 | break; |
|
|
1337 | |
1368 | case ATNR_LIFE_STEALING: |
1338 | case ATNR_LIFE_STEALING: |
1369 | { |
1339 | { |
1370 | int new_hp; |
1340 | int new_hp; |
1371 | |
1341 | |
1372 | /* this is replacement to drain for players, instead of taking |
1342 | /* this is replacement to drain for players, instead of taking |
1373 | * exp it takes hp. It is geared for players, probably not |
1343 | * exp it takes hp. It is geared for players, probably not |
1374 | * much use giving it to monsters |
1344 | * much use giving it to monsters |
1375 | * |
1345 | * |
1376 | * life stealing doesn't do a lot of damage, but it gives the |
1346 | * life stealing doesn't do a lot of damage, but it gives the |
1377 | * damage it does do to the player. Given that, |
1347 | * damage it does do to the player. Given that, |
1378 | * it only does 1/10'th normal damage (hence the divide by |
1348 | * it only does 1/10'th normal damage (hence the divide by |
1379 | * 1000). |
1349 | * 1000). |
1380 | */ |
1350 | */ |
1381 | /* You can't steal life from something undead */ |
1351 | /* You can't steal life from something undead */ |
1382 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1352 | if ((op->type == GOLEM) || (QUERY_FLAG (op, FLAG_UNDEAD))) |
1383 | return 0; |
1353 | return 0; |
|
|
1354 | |
1384 | /* If drain protection is higher than life stealing, use that */ |
1355 | /* If drain protection is higher than life stealing, use that */ |
1385 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1356 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1386 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1357 | dam = (dam * (100 - op->resist[ATNR_DRAIN])) / 3000; |
1387 | else |
1358 | else |
1388 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1359 | dam = (dam * (100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
|
|
1360 | |
1389 | /* You die at -1 hp, not zero. */ |
1361 | /* You die at -1 hp, not zero. */ |
1390 | if (dam > (op->stats.hp + 1)) |
1362 | if (dam > (op->stats.hp + 1)) |
1391 | dam = op->stats.hp + 1; |
1363 | dam = op->stats.hp + 1; |
|
|
1364 | |
1392 | new_hp = hitter->stats.hp + dam; |
1365 | new_hp = hitter->stats.hp + dam; |
1393 | if (new_hp > hitter->stats.maxhp) |
1366 | if (new_hp > hitter->stats.maxhp) |
1394 | new_hp = hitter->stats.maxhp; |
1367 | new_hp = hitter->stats.maxhp; |
|
|
1368 | |
1395 | if (new_hp > hitter->stats.hp) |
1369 | if (new_hp > hitter->stats.hp) |
1396 | hitter->stats.hp = new_hp; |
1370 | hitter->stats.hp = new_hp; |
1397 | } |
1371 | } |
1398 | } |
1372 | } |
|
|
1373 | |
1399 | return dam; |
1374 | return dam; |
1400 | } |
1375 | } |
1401 | |
|
|
1402 | |
1376 | |
1403 | /* GROS: This code comes from hit_player. It has been made external to |
1377 | /* 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. |
1378 | * allow script procedures to "kill" objects in a combat-like fashion. |
1405 | * It was initially used by (kill-object) developed for the Collector's |
1379 | * It was initially used by (kill-object) developed for the Collector's |
1406 | * Sword. Note that nothing has been changed from the original version |
1380 | * Sword. Note that nothing has been changed from the original version |
… | |
… | |
1421 | char buf[MAX_BUF]; |
1395 | char buf[MAX_BUF]; |
1422 | const char *skill; |
1396 | const char *skill; |
1423 | int maxdam = 0; |
1397 | int maxdam = 0; |
1424 | int battleg = 0; /* true if op standing on battleground */ |
1398 | int battleg = 0; /* true if op standing on battleground */ |
1425 | int pk = 0; /* true if op and what controls hitter are both players */ |
1399 | int pk = 0; /* true if op and what controls hitter are both players */ |
1426 | object *owner = NULL; |
1400 | object *owner = 0; |
1427 | object *skop = NULL; |
1401 | object *skop = 0; |
1428 | |
1402 | |
1429 | if (op->stats.hp >= 0) |
1403 | if (op->stats.hp >= 0) |
1430 | return -1; |
1404 | return -1; |
1431 | |
1405 | |
1432 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1406 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
… | |
… | |
1441 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1415 | if (QUERY_FLAG (op, FLAG_BLOCKSVIEW)) |
1442 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1416 | update_all_los (op->map, op->x, op->y); /* makes sure los will be recalculated */ |
1443 | |
1417 | |
1444 | if (op->type == DOOR) |
1418 | if (op->type == DOOR) |
1445 | { |
1419 | { |
1446 | op->speed = 0.1; |
1420 | op->set_speed (0.1f); |
1447 | update_ob_speed (op); |
|
|
1448 | op->speed_left = -0.05; |
1421 | op->speed_left = -0.05f; |
1449 | return maxdam; |
1422 | return maxdam; |
1450 | } |
1423 | } |
1451 | |
1424 | |
1452 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1425 | if (QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) |
1453 | { |
1426 | { |
1454 | remove_friendly_object (op); |
1427 | op->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; |
1428 | return maxdam; |
1462 | } |
1429 | } |
1463 | |
1430 | |
1464 | /* Now lets start dealing with experience we get for killing something */ |
1431 | /* Now lets start dealing with experience we get for killing something */ |
1465 | |
1432 | |
1466 | owner = get_owner (hitter); |
1433 | owner = hitter->owner; |
1467 | if (!owner) |
1434 | if (!owner) |
1468 | owner = hitter; |
1435 | owner = hitter; |
1469 | |
1436 | |
1470 | /* is the victim (op) standing on battleground? */ |
1437 | /* is the victim (op) standing on battleground? */ |
1471 | if (op_on_battleground (op, NULL, NULL)) |
1438 | if (op_on_battleground (op, NULL, NULL)) |
… | |
… | |
1492 | char buf[256]; |
1459 | char buf[256]; |
1493 | |
1460 | |
1494 | tmv = localtime (&t); |
1461 | tmv = localtime (&t); |
1495 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1462 | strftime (buf, 256, "%a %b %d %H:%M:%S %Y", tmv); |
1496 | |
1463 | |
1497 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->socket.host, query_name (op)); |
1464 | LOG (llevInfo, "%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", buf, &owner->name, owner->contr->ns->host, query_name (op)); |
1498 | } |
1465 | } |
1499 | |
1466 | |
1500 | /* try to filter some things out - basically, if you are |
1467 | /* try to filter some things out - basically, if you are |
1501 | * killing a level 1 creature and your level 20, you |
1468 | * killing a level 1 creature and your level 20, you |
1502 | * probably don't want to see that. |
1469 | * probably don't want to see that. |
… | |
… | |
1520 | * player that the object belonged to - so if you killed another player |
1487 | * player that the object belonged to - so if you killed another player |
1521 | * with spells, pets, whatever, there was no penalty. |
1488 | * with spells, pets, whatever, there was no penalty. |
1522 | * Changed to make luck penalty configurable in settings. |
1489 | * Changed to make luck penalty configurable in settings. |
1523 | */ |
1490 | */ |
1524 | if (op->type == PLAYER && owner != op && !battleg) |
1491 | if (op->type == PLAYER && owner != op && !battleg) |
1525 | change_luck (owner, -settings.pk_luck_penalty); |
1492 | owner->change_luck (-settings.pk_luck_penalty); |
1526 | |
1493 | |
1527 | /* This code below deals with finding the appropriate skill |
1494 | /* This code below deals with finding the appropriate skill |
1528 | * to credit exp to. This is a bit problematic - we should |
1495 | * to credit exp to. This is a bit problematic - we should |
1529 | * probably never really have to look at current_weapon->skill |
1496 | * probably never really have to look at current_weapon->skill |
1530 | */ |
1497 | */ |
1531 | skill = 0; |
1498 | skill = 0; |
1532 | |
1499 | |
1533 | if (hitter->skill && hitter->type != PLAYER) |
1500 | if (hitter->skill && hitter->type != PLAYER) |
1534 | skill = hitter->skill; |
1501 | skill = hitter->skill; |
1535 | else if (owner->chosen_skill) |
1502 | else if (owner->chosen_skill) |
1536 | { |
1503 | { |
1537 | skill = owner->chosen_skill->skill; |
|
|
1538 | skop = owner->chosen_skill; |
1504 | skop = owner->chosen_skill; |
|
|
1505 | skill = skop->skill; |
1539 | } |
1506 | } |
1540 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1507 | else if (QUERY_FLAG (owner, FLAG_READY_WEAPON)) |
1541 | skill = owner->current_weapon->skill; |
1508 | skill = owner->current_weapon->skill; |
1542 | else |
1509 | else |
1543 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1510 | LOG (llevError, "kill_object - unable to find skill that killed monster\n"); |
1544 | |
1511 | |
1545 | /* We have the skill we want to credit to - now find the object this goes |
1512 | /* 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! |
1513 | * to. Make sure skop is an actual skill, and not a skill tool! |
1547 | */ |
1514 | */ |
1548 | if ((!skop || skop->type != SKILL) && skill) |
1515 | if ((!skop || skop->type != SKILL) && skill) |
1549 | { |
1516 | { |
1550 | int i; |
1517 | int i; |
1551 | |
1518 | |
… | |
… | |
1577 | skill = skop->skill; |
1544 | skill = skop->skill; |
1578 | |
1545 | |
1579 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1546 | new_draw_info (NDI_ALL, op->type == PLAYER ? 1 : 10, NULL, buf); |
1580 | |
1547 | |
1581 | /* If you didn't kill yourself, and your not the wizard */ |
1548 | /* If you didn't kill yourself, and your not the wizard */ |
1582 | if (owner != op && !QUERY_FLAG (op, FLAG_WAS_WIZ)) |
1549 | if (owner != op && !QUERY_FLAG (op, FLAG_WIZ)) |
1583 | { |
1550 | { |
1584 | int exp; |
1551 | int exp; |
1585 | |
1552 | |
1586 | /* Really don't give much experience for killing other players */ |
1553 | /* Really don't give much experience for killing other players */ |
1587 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
1554 | // schmorp: temporarily? reduce the amount of exp gained for pking enourmously |
… | |
… | |
1614 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1581 | if (owner->type != PLAYER || owner->contr->party == NULL) |
1615 | change_exp (owner, exp, skill, 0); |
1582 | change_exp (owner, exp, skill, 0); |
1616 | else |
1583 | else |
1617 | { |
1584 | { |
1618 | int shares = 0, count = 0; |
1585 | int shares = 0, count = 0; |
1619 | player *pl; |
|
|
1620 | partylist *party = owner->contr->party; |
1586 | partylist *party = owner->contr->party; |
1621 | |
1587 | |
1622 | #ifdef PARTY_KILL_LOG |
|
|
1623 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1588 | add_kill_to_party (party, query_name (owner), query_name (op), exp); |
1624 | #endif |
1589 | |
1625 | for (pl = first_player; pl != NULL; pl = pl->next) |
1590 | for_all_players (pl) |
1626 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1591 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1627 | { |
1592 | { |
1628 | count++; |
1593 | count++; |
1629 | shares += (pl->ob->level + 4); |
1594 | shares += (pl->ob->level + 4); |
1630 | } |
1595 | } |
… | |
… | |
1633 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1598 | change_exp (owner, exp, skill, SK_EXP_TOTAL); |
1634 | else |
1599 | else |
1635 | { |
1600 | { |
1636 | int share = exp / shares, given = 0, nexp; |
1601 | int share = exp / shares, given = 0, nexp; |
1637 | |
1602 | |
1638 | for (pl = first_player; pl != NULL; pl = pl->next) |
1603 | for_all_players (pl) |
1639 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1604 | if (party && pl->ob->contr->party == party && on_same_map (pl->ob, owner)) |
1640 | { |
1605 | { |
1641 | nexp = (pl->ob->level + 4) * share; |
1606 | nexp = (pl->ob->level + 4) * share; |
1642 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1607 | change_exp (pl->ob, nexp, skill, SK_EXP_TOTAL); |
1643 | given += nexp; |
1608 | given += nexp; |
… | |
… | |
1652 | |
1617 | |
1653 | if (op->type != PLAYER) |
1618 | if (op->type != PLAYER) |
1654 | { |
1619 | { |
1655 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1620 | if (QUERY_FLAG (op, FLAG_FRIENDLY)) |
1656 | { |
1621 | { |
1657 | object *owner1 = get_owner (op); |
1622 | object *owner1 = op->owner; |
1658 | |
1623 | |
1659 | if (owner1 && owner1->type == PLAYER) |
1624 | if (owner1 && owner1->type == PLAYER) |
1660 | { |
1625 | { |
1661 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1626 | play_sound_player_only (owner1->contr, SOUND_PET_IS_KILLED, 0, 0); |
1662 | /* Maybe we should include the owner that killed this, maybe not */ |
1627 | /* Maybe we should include the owner that killed this, maybe not */ |
… | |
… | |
1664 | } |
1629 | } |
1665 | |
1630 | |
1666 | remove_friendly_object (op); |
1631 | remove_friendly_object (op); |
1667 | } |
1632 | } |
1668 | |
1633 | |
1669 | remove_ob (op); |
1634 | op->destroy (); |
1670 | free_object (op); |
|
|
1671 | } |
1635 | } |
1672 | else |
1636 | else |
1673 | { |
1637 | { |
1674 | /* Player has been killed! */ |
1638 | /* Player has been killed! */ |
1675 | if (owner->type == PLAYER) |
1639 | if (owner->type == PLAYER) |
… | |
… | |
1685 | } |
1649 | } |
1686 | |
1650 | |
1687 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1651 | /* Find out if this is friendly fire (PVP and attacker is peaceful) or not |
1688 | * Returns 0 this is not friendly fire |
1652 | * Returns 0 this is not friendly fire |
1689 | */ |
1653 | */ |
1690 | |
|
|
1691 | int |
1654 | int |
1692 | friendly_fire (object *op, object *hitter) |
1655 | friendly_fire (object *op, object *hitter) |
1693 | { |
1656 | { |
1694 | object *owner; |
1657 | object *owner; |
1695 | int friendlyfire; |
1658 | int friendlyfire; |
… | |
… | |
1705 | return 0; |
1668 | return 0; |
1706 | |
1669 | |
1707 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1670 | if (hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1708 | return 1; |
1671 | return 1; |
1709 | |
1672 | |
1710 | if ((owner = get_owner (hitter)) != NULL) |
1673 | if ((owner = hitter->owner) != NULL) |
1711 | { |
1674 | { |
1712 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1675 | if (owner->type == PLAYER && owner->contr->peaceful == 1) |
1713 | friendlyfire = 2; |
1676 | friendlyfire = 2; |
1714 | } |
1677 | } |
1715 | |
1678 | |
1716 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1679 | if (hitter->type == SPELL || hitter->type == POISONING || hitter->type == DISEASE || hitter->type == RUNE) |
1717 | friendlyfire = 0; |
1680 | friendlyfire = 0; |
1718 | } |
1681 | } |
|
|
1682 | |
1719 | return friendlyfire; |
1683 | return friendlyfire; |
1720 | } |
1684 | } |
1721 | |
1685 | |
1722 | |
1686 | |
1723 | /* This isn't used just for players, but in fact most objects. |
1687 | /* This isn't used just for players, but in fact most objects. |
… | |
… | |
1725 | * is what is hitting the object, type is the attacktype, and |
1689 | * is what is hitting the object, type is the attacktype, and |
1726 | * full_hit is set if monster area does not matter. |
1690 | * full_hit is set if monster area does not matter. |
1727 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1691 | * dam is base damage - protections/vulnerabilities/slaying matches can |
1728 | * modify it. |
1692 | * modify it. |
1729 | */ |
1693 | */ |
1730 | |
|
|
1731 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1694 | /* Oct 95 - altered the following slightly for MULTIPLE_GODS hack |
1732 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1695 | * which needs new attacktype AT_HOLYWORD to work . b.t. */ |
1733 | |
|
|
1734 | int |
1696 | int |
1735 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1697 | hit_player (object *op, int dam, object *hitter, int type, int full_hit) |
1736 | { |
1698 | { |
1737 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1699 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1738 | int maxattacktype, attacknum; |
1700 | int maxattacktype, attacknum; |
… | |
… | |
1746 | |
1708 | |
1747 | /* very simple: if our target has no_damage 1 set or is wiz, we can't hurt him */ |
1709 | /* 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)) |
1710 | if (QUERY_FLAG (op, FLAG_WIZ) || QUERY_FLAG (op, FLAG_NO_DAMAGE)) |
1749 | return 0; |
1711 | return 0; |
1750 | |
1712 | |
1751 | #ifdef PROHIBIT_PLAYERKILL |
1713 | // only allow pk for hostile players |
1752 | if (op->type == PLAYER) |
1714 | if (op->type == PLAYER) |
1753 | { |
1715 | { |
1754 | object *owner = get_owner (hitter); |
1716 | object *owner = hitter->owner; |
1755 | |
1717 | |
1756 | if (!owner) |
1718 | if (!owner) |
1757 | owner = hitter; |
1719 | owner = hitter; |
1758 | |
1720 | |
1759 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1721 | if (owner->type == PLAYER |
|
|
1722 | && (!op_on_battleground (op, 0, 0) |
|
|
1723 | && (op->contr->peaceful || owner->contr->peaceful)) |
|
|
1724 | && op != owner) |
1760 | return 0; |
1725 | return 0; |
1761 | } |
1726 | } |
1762 | #endif |
|
|
1763 | |
1727 | |
1764 | if (body_attack) |
1728 | if (body_attack) |
1765 | { |
1729 | { |
1766 | /* slow and paralyze must hit the head. But we don't want to just |
1730 | /* 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 |
1731 | * return - we still need to process other attacks the spell still |
… | |
… | |
1781 | } |
1745 | } |
1782 | } |
1746 | } |
1783 | |
1747 | |
1784 | if (!simple_attack && op->type == DOOR) |
1748 | if (!simple_attack && op->type == DOOR) |
1785 | { |
1749 | { |
1786 | object *tmp; |
|
|
1787 | |
|
|
1788 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1750 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1789 | if (tmp->type == RUNE || tmp->type == TRAP) |
1751 | if (tmp->type == RUNE || tmp->type == TRAP) |
1790 | { |
1752 | { |
1791 | spring_trap (tmp, hitter); |
1753 | spring_trap (tmp, hitter); |
|
|
1754 | |
1792 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1755 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1793 | return 0; |
1756 | return 0; |
|
|
1757 | |
1794 | break; |
1758 | break; |
1795 | } |
1759 | } |
1796 | } |
1760 | } |
1797 | |
1761 | |
1798 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1762 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1799 | { |
1763 | { |
1800 | /* FIXME: If a player is killed by a rune in a door, the |
1764 | /* FIXME: If a player is killed by a rune in a door, the |
1801 | * destroyed() check above doesn't return, and might get here. |
1765 | * destroyed() check above doesn't return, and might get here. |
1802 | */ |
1766 | */ |
|
|
1767 | |
|
|
1768 | /* FIXME: This for example happens when a dead door is on a mover and |
|
|
1769 | gets it's speed_left raised on each mover-tick. |
|
|
1770 | Doors are removed in a kinda funny way by giving them speed and speed_left |
|
|
1771 | and waiting for that to run out. |
|
|
1772 | */ |
1803 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1773 | LOG (llevDebug, "victim %s (%d) already dead in hit_player()\n", op->debug_desc (), op->stats.hp); |
1804 | return 0; |
1774 | return 0; |
1805 | } |
1775 | } |
1806 | |
1776 | |
1807 | #ifdef ATTACK_DEBUG |
1777 | #ifdef ATTACK_DEBUG |
1808 | LOG (llevDebug, "hit player: attacktype %d, dam %d\n", type, dam); |
1778 | 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 */ |
1784 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1815 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1785 | dam = dam * (100 - op->resist[ATNR_MAGIC]); |
1816 | if (dam >= 100) |
1786 | if (dam >= 100) |
1817 | dam /= 100; |
1787 | dam /= 100; |
1818 | else |
1788 | else |
1819 | dam = (dam > (rndm (0, 99))) ? 1 : 0; |
1789 | dam = (dam > rndm (0, 99)) ? 1 : 0; |
1820 | } |
1790 | } |
1821 | |
1791 | |
1822 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1792 | /* 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 |
1793 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1824 | */ |
1794 | */ |
… | |
… | |
1844 | (hitter->title != NULL |
1814 | (hitter->title != NULL |
1845 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1815 | && (god = find_god (determine_god (hitter))) != NULL && god->race != NULL && strstr (god->race, undead_name) != NULL))) |
1846 | return 0; |
1816 | return 0; |
1847 | } |
1817 | } |
1848 | |
1818 | |
1849 | maxattacktype = type; /* initialize this to something */ |
1819 | maxattacktype = type; /* initialise this to something */ |
1850 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1820 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++, attacktype = 1 << attacknum) |
1851 | { |
1821 | { |
1852 | /* Magic isn't really a true attack type - it gets combined with other |
1822 | /* 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 |
1823 | * attack types. As such, skip it over. However, if magic is |
1854 | * the only attacktype in the group, then still attack with it |
1824 | * the only attacktype in the group, then still attack with it |
… | |
… | |
1882 | */ |
1852 | */ |
1883 | friendlyfire = friendly_fire (op, hitter); |
1853 | friendlyfire = friendly_fire (op, hitter); |
1884 | if (friendlyfire && maxdam) |
1854 | if (friendlyfire && maxdam) |
1885 | { |
1855 | { |
1886 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1856 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1887 | #ifndef COZY_SERVER |
|
|
1888 | maxdam++; |
|
|
1889 | #endif |
|
|
1890 | |
1857 | |
1891 | #ifdef ATTACK_DEBUG |
1858 | #ifdef ATTACK_DEBUG |
1892 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1859 | LOG (llevDebug, "Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1893 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1860 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1894 | #endif |
1861 | #endif |
… | |
… | |
1907 | |
1874 | |
1908 | /* basically: maxdam /= area; we try to "simulate" a float |
1875 | /* basically: maxdam /= area; we try to "simulate" a float |
1909 | value-effect */ |
1876 | value-effect */ |
1910 | remainder = 100 * (maxdam % area) / area; |
1877 | remainder = 100 * (maxdam % area) / area; |
1911 | maxdam /= area; |
1878 | maxdam /= area; |
1912 | if (RANDOM () % 100 < remainder) |
1879 | if (rndm (100) < remainder) |
1913 | maxdam++; |
1880 | maxdam++; |
1914 | } |
1881 | } |
1915 | |
1882 | |
1916 | #ifdef ATTACK_DEBUG |
1883 | #ifdef ATTACK_DEBUG |
1917 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1884 | LOG (llevDebug, "Attacktype %d did %d damage\n", type, maxdam); |
1918 | #endif |
1885 | #endif |
1919 | |
1886 | |
1920 | if (get_owner (hitter)) |
1887 | // for now, only do this for active objects, otherwise they |
|
|
1888 | // keep a refcount for a long time and I see no usefulness |
|
|
1889 | // for an non-active objetc to know its enemy. |
|
|
1890 | if (op->active) |
|
|
1891 | if (hitter->owner) |
1921 | op->enemy = hitter->owner; |
1892 | op->enemy = hitter->owner; |
1922 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1893 | else if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
1923 | op->enemy = hitter; |
1894 | op->enemy = hitter; |
1924 | |
1895 | |
1925 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1896 | if (QUERY_FLAG (op, FLAG_UNAGGRESSIVE) && op->type != PLAYER) |
1926 | { |
1897 | { |
1927 | /* The unaggressives look after themselves 8) */ |
1898 | /* The unaggressives look after themselves 8) */ |
1928 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
1899 | CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); |
… | |
… | |
1950 | |
1921 | |
1951 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1922 | if (QUERY_FLAG (op, FLAG_TEAR_DOWN)) |
1952 | { |
1923 | { |
1953 | if (maxdam) |
1924 | if (maxdam) |
1954 | tear_down_wall (op); |
1925 | tear_down_wall (op); |
|
|
1926 | |
1955 | return maxdam; /* nothing more to do for wall */ |
1927 | return maxdam; /* nothing more to do for wall */ |
1956 | } |
1928 | } |
1957 | |
1929 | |
1958 | /* See if the creature has been killed */ |
1930 | /* See if the creature has been killed */ |
1959 | rtn_kill = kill_object (op, maxdam, hitter, type); |
1931 | rtn_kill = kill_object (op, maxdam, hitter, type); |
… | |
… | |
1964 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1936 | /* 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 |
1937 | * that before if the player was immune to ghosthit, the monster |
1966 | * remained - that is no longer the case. |
1938 | * remained - that is no longer the case. |
1967 | */ |
1939 | */ |
1968 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1940 | if (QUERY_FLAG (hitter, FLAG_ONE_HIT)) |
1969 | { |
1941 | hitter->destroy (); |
1970 | if (QUERY_FLAG (hitter, FLAG_FRIENDLY)) |
1942 | |
1971 | remove_friendly_object (hitter); |
|
|
1972 | remove_ob (hitter); |
|
|
1973 | free_object (hitter); |
|
|
1974 | } |
|
|
1975 | /* Lets handle creatures that are splitting now */ |
1943 | /* Lets handle creatures that are splitting now */ |
1976 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1944 | else if (type & AT_PHYSICAL && !QUERY_FLAG (op, FLAG_FREED) && QUERY_FLAG (op, FLAG_SPLITTING)) |
1977 | { |
1945 | { |
1978 | int i; |
1946 | int i; |
1979 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1947 | int friendly = QUERY_FLAG (op, FLAG_FRIENDLY); |
1980 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1948 | int unaggressive = QUERY_FLAG (op, FLAG_UNAGGRESSIVE); |
1981 | object *owner = get_owner (op); |
1949 | object *owner = op->owner; |
1982 | |
1950 | |
1983 | if (!op->other_arch) |
1951 | if (!op->other_arch) |
1984 | { |
1952 | { |
1985 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1953 | LOG (llevError, "SPLITTING without other_arch error.\n"); |
1986 | return maxdam; |
1954 | return maxdam; |
1987 | } |
1955 | } |
|
|
1956 | |
1988 | remove_ob (op); |
1957 | op->remove (); |
|
|
1958 | |
1989 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1959 | for (i = 0; i < NROFNEWOBJS (op); i++) |
1990 | { /* This doesn't handle op->more yet */ |
1960 | { /* This doesn't handle op->more yet */ |
1991 | object *tmp = arch_to_object (op->other_arch); |
1961 | object *tmp = arch_to_object (op->other_arch); |
1992 | int j; |
1962 | int j; |
1993 | |
1963 | |
1994 | tmp->stats.hp = op->stats.hp; |
1964 | tmp->stats.hp = op->stats.hp; |
|
|
1965 | |
1995 | if (friendly) |
1966 | if (friendly) |
1996 | { |
1967 | { |
1997 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
1998 | add_friendly_object (tmp); |
1968 | add_friendly_object (tmp); |
1999 | tmp->attack_movement = PETMOVE; |
1969 | tmp->attack_movement = PETMOVE; |
|
|
1970 | |
2000 | if (owner != NULL) |
1971 | if (owner) |
2001 | set_owner (tmp, owner); |
1972 | tmp->set_owner (owner); |
2002 | } |
1973 | } |
|
|
1974 | |
2003 | if (unaggressive) |
1975 | if (unaggressive) |
2004 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
1976 | SET_FLAG (tmp, FLAG_UNAGGRESSIVE); |
|
|
1977 | |
2005 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
1978 | j = find_first_free_spot (tmp, op->map, op->x, op->y); |
|
|
1979 | |
2006 | if (j == -1) /* No spot to put this monster */ |
1980 | if (j == -1) /* No spot to put this monster */ |
2007 | free_object (tmp); |
1981 | tmp->destroy (); |
2008 | else |
1982 | else |
2009 | { |
1983 | { |
2010 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
1984 | tmp->x = op->x + freearr_x[j], tmp->y = op->y + freearr_y[j]; |
2011 | insert_ob_in_map (tmp, op->map, NULL, 0); |
1985 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2012 | } |
1986 | } |
2013 | } |
1987 | } |
2014 | if (friendly) |
1988 | |
2015 | remove_friendly_object (op); |
1989 | op->destroy (); |
2016 | free_object (op); |
|
|
2017 | } |
1990 | } |
2018 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
1991 | else if (type & AT_DRAIN && hitter->type == GRIMREAPER && hitter->value++ > 10) |
2019 | { |
1992 | hitter->destroy (); |
2020 | remove_ob (hitter); |
1993 | |
2021 | free_object (hitter); |
|
|
2022 | } |
|
|
2023 | return maxdam; |
1994 | return maxdam; |
2024 | } |
1995 | } |
2025 | |
|
|
2026 | |
1996 | |
2027 | void |
1997 | void |
2028 | poison_player (object *op, object *hitter, int dam) |
1998 | poison_player (object *op, object *hitter, int dam) |
2029 | { |
1999 | { |
2030 | archetype *at = archetype::find ("poisoning"); |
2000 | archetype *at = archetype::find ("poisoning"); |
… | |
… | |
2048 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2018 | if (QUERY_FLAG (hitter, FLAG_ALIVE)) |
2049 | tmp->stats.dam += hitter->level / 2; |
2019 | tmp->stats.dam += hitter->level / 2; |
2050 | else |
2020 | else |
2051 | tmp->stats.dam = dam; |
2021 | tmp->stats.dam = dam; |
2052 | |
2022 | |
2053 | copy_owner (tmp, hitter); /* so we get credit for poisoning kills */ |
2023 | tmp->set_owner (hitter); /* so we get credit for poisoning kills */ |
2054 | if (hitter->skill && hitter->skill != tmp->skill) |
2024 | if (hitter->skill && hitter->skill != tmp->skill) |
2055 | { |
2025 | { |
2056 | tmp->skill = hitter->skill; |
2026 | tmp->skill = hitter->skill; |
2057 | } |
2027 | } |
2058 | |
2028 | |
… | |
… | |
2064 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2034 | tmp->stats.Con = MAX (-(dam / 4 + 1), -10); |
2065 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2035 | tmp->stats.Str = MAX (-(dam / 3 + 2), -10); |
2066 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2036 | tmp->stats.Dex = MAX (-(dam / 6 + 1), -10); |
2067 | tmp->stats.Int = MAX (-dam / 7, -10); |
2037 | tmp->stats.Int = MAX (-dam / 7, -10); |
2068 | SET_FLAG (tmp, FLAG_APPLIED); |
2038 | SET_FLAG (tmp, FLAG_APPLIED); |
2069 | fix_player (op); |
2039 | op->update_stats (); |
2070 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2040 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very ill."); |
2071 | } |
2041 | } |
|
|
2042 | |
2072 | if (hitter->type == PLAYER) |
2043 | if (hitter->type == PLAYER) |
2073 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2044 | new_draw_info_format (NDI_UNIQUE, 0, hitter, "You poison %s.", &op->name); |
2074 | else if (get_owner (hitter) != NULL && hitter->owner->type == PLAYER) |
2045 | 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); |
2046 | new_draw_info_format (NDI_UNIQUE, 0, hitter->owner, "Your %s poisons %s.", &hitter->name, &op->name); |
2076 | } |
2047 | } |
|
|
2048 | |
2077 | tmp->speed_left = 0; |
2049 | tmp->speed_left = 0; |
2078 | } |
2050 | } |
2079 | else |
2051 | else |
2080 | tmp->stats.food++; |
2052 | tmp->stats.food++; |
2081 | } |
2053 | } |
… | |
… | |
2085 | { |
2057 | { |
2086 | archetype *at = archetype::find ("slowness"); |
2058 | archetype *at = archetype::find ("slowness"); |
2087 | object *tmp; |
2059 | object *tmp; |
2088 | |
2060 | |
2089 | if (at == NULL) |
2061 | if (at == NULL) |
2090 | { |
|
|
2091 | LOG (llevError, "Can't find slowness archetype.\n"); |
2062 | LOG (llevError, "Can't find slowness archetype.\n"); |
2092 | } |
2063 | |
2093 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2064 | if ((tmp = present_arch_in_ob (at, op)) == NULL) |
2094 | { |
2065 | { |
2095 | tmp = arch_to_object (at); |
2066 | tmp = arch_to_object (at); |
2096 | tmp = insert_ob_in_ob (tmp, op); |
2067 | tmp = insert_ob_in_ob (tmp, op); |
2097 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2068 | new_draw_info (NDI_UNIQUE, 0, op, "The world suddenly moves very fast!"); |
2098 | } |
2069 | } |
2099 | else |
2070 | else |
2100 | tmp->stats.food++; |
2071 | tmp->stats.food++; |
|
|
2072 | |
2101 | SET_FLAG (tmp, FLAG_APPLIED); |
2073 | SET_FLAG (tmp, FLAG_APPLIED); |
2102 | tmp->speed_left = 0; |
2074 | tmp->speed_left = 0; |
2103 | fix_player (op); |
2075 | op->update_stats (); |
2104 | } |
2076 | } |
2105 | |
2077 | |
2106 | void |
2078 | void |
2107 | confuse_player (object *op, object *hitter, int dam) |
2079 | confuse_player (object *op, object *hitter, int dam) |
2108 | { |
2080 | { |
… | |
… | |
2122 | tmp->speed = 0.05; |
2094 | tmp->speed = 0.05; |
2123 | tmp->subtype = FORCE_CONFUSION; |
2095 | tmp->subtype = FORCE_CONFUSION; |
2124 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2096 | tmp->duration = 8 + MAX (1, 5 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2125 | tmp->name = "confusion"; |
2097 | tmp->name = "confusion"; |
2126 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
2098 | maxduration = MAX (2, 30 * (100 - op->resist[ATNR_CONFUSION]) / 100); |
|
|
2099 | |
2127 | if (tmp->duration > maxduration) |
2100 | if (tmp->duration > maxduration) |
2128 | tmp->duration = maxduration; |
2101 | tmp->duration = maxduration; |
2129 | |
2102 | |
2130 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2103 | if (op->type == PLAYER && !QUERY_FLAG (op, FLAG_CONFUSED)) |
2131 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
2104 | new_draw_info (NDI_UNIQUE, 0, op, "You suddenly feel very confused!"); |
|
|
2105 | |
2132 | SET_FLAG (op, FLAG_CONFUSED); |
2106 | SET_FLAG (op, FLAG_CONFUSED); |
2133 | } |
2107 | } |
2134 | |
2108 | |
2135 | void |
2109 | void |
2136 | blind_player (object *op, object *hitter, int dam) |
2110 | blind_player (object *op, object *hitter, int dam) |
… | |
… | |
2152 | */ |
2126 | */ |
2153 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2127 | tmp->speed = tmp->speed * (100.0 - (float) op->resist[ATNR_BLIND]) / 100; |
2154 | |
2128 | |
2155 | tmp = insert_ob_in_ob (tmp, op); |
2129 | tmp = insert_ob_in_ob (tmp, op); |
2156 | change_abil (op, tmp); /* Mostly to display any messages */ |
2130 | change_abil (op, tmp); /* Mostly to display any messages */ |
2157 | fix_player (op); /* This takes care of some other stuff */ |
2131 | op->update_stats (); /* This takes care of some other stuff */ |
2158 | |
2132 | |
2159 | if (hitter->owner) |
2133 | if (hitter->owner) |
2160 | owner = get_owner (hitter); |
2134 | owner = hitter->owner; |
2161 | else |
2135 | else |
2162 | owner = hitter; |
2136 | owner = hitter; |
2163 | |
2137 | |
2164 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2138 | new_draw_info_format (NDI_UNIQUE, 0, owner, "Your attack blinds %s!", query_name (op)); |
2165 | } |
2139 | } |
… | |
… | |
2202 | op->speed_left = (float) -(FABS (op->speed) * max); |
2176 | op->speed_left = (float) -(FABS (op->speed) * max); |
2203 | |
2177 | |
2204 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2178 | /* tmp->stats.food = (signed short) (max/FABS(op->speed)); */ |
2205 | } |
2179 | } |
2206 | |
2180 | |
2207 | |
|
|
2208 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2181 | /* Attempts to kill 'op'. hitter is the attack object, dam is |
2209 | * the computed damaged. |
2182 | * the computed damaged. |
2210 | */ |
2183 | */ |
2211 | void |
2184 | void |
2212 | deathstrike_player (object *op, object *hitter, int *dam) |
2185 | deathstrike_player (object *op, object *hitter, int *dam) |
… | |
… | |
2226 | return; |
2199 | return; |
2227 | |
2200 | |
2228 | def_lev = op->level; |
2201 | def_lev = op->level; |
2229 | if (def_lev < 1) |
2202 | if (def_lev < 1) |
2230 | { |
2203 | { |
2231 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->name, &op->name); |
2204 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", &op->arch->archname, &op->name); |
2232 | def_lev = 1; |
2205 | def_lev = 1; |
2233 | } |
2206 | } |
|
|
2207 | |
2234 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2208 | atk_lev = (hitter->chosen_skill ? hitter->chosen_skill->level : hitter->level) / 2; |
2235 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2209 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2236 | atk_lev, def_lev); */ |
2210 | atk_lev, def_lev); */ |
2237 | |
2211 | |
2238 | if (atk_lev >= def_lev) |
2212 | if (atk_lev >= def_lev) |
… | |
… | |
2253 | */ |
2227 | */ |
2254 | *dam *= kill_lev / def_lev; |
2228 | *dam *= kill_lev / def_lev; |
2255 | } |
2229 | } |
2256 | } |
2230 | } |
2257 | else |
2231 | else |
2258 | { |
|
|
2259 | *dam = 0; /* no harm done */ |
2232 | *dam = 0; /* no harm done */ |
2260 | } |
|
|
2261 | } |
2233 | } |
2262 | |
2234 | |
2263 | /* thrown_item_effect() - handles any special effects of thrown |
2235 | /* thrown_item_effect() - handles any special effects of thrown |
2264 | * items (like attacking living creatures--a potion thrown at a |
2236 | * items (like attacking living creatures--a potion thrown at a |
2265 | * monster). |
2237 | * monster). |
… | |
… | |
2294 | } |
2266 | } |
2295 | } |
2267 | } |
2296 | } |
2268 | } |
2297 | |
2269 | |
2298 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2270 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2299 | |
|
|
2300 | int |
2271 | int |
2301 | adj_attackroll (object *hitter, object *target) |
2272 | adj_attackroll (object *hitter, object *target) |
2302 | { |
2273 | { |
2303 | object *attacker = hitter; |
2274 | object *attacker = hitter; |
2304 | int adjust = 0; |
2275 | int adjust = 0; |
… | |
… | |
2311 | } |
2282 | } |
2312 | |
2283 | |
2313 | /* aimed missiles use the owning object's sight */ |
2284 | /* aimed missiles use the owning object's sight */ |
2314 | if (is_aimed_missile (hitter)) |
2285 | if (is_aimed_missile (hitter)) |
2315 | { |
2286 | { |
2316 | if ((attacker = get_owner (hitter)) == NULL) |
2287 | if ((attacker = hitter->owner) == NULL) |
2317 | attacker = hitter; |
2288 | attacker = hitter; |
2318 | /* A player who saves but hasn't quit still could have objects |
2289 | /* A player who saves but hasn't quit still could have objects |
2319 | * owned by him - need to handle that case to avoid crashes. |
2290 | * owned by him - need to handle that case to avoid crashes. |
2320 | */ |
2291 | */ |
2321 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
2292 | if (QUERY_FLAG (attacker, FLAG_REMOVED)) |
… | |
… | |
2369 | #endif |
2340 | #endif |
2370 | |
2341 | |
2371 | return adjust; |
2342 | return adjust; |
2372 | } |
2343 | } |
2373 | |
2344 | |
2374 | |
|
|
2375 | /* determine if the object is an 'aimed' missile */ |
2345 | /* determine if the object is an 'aimed' missile */ |
2376 | int |
2346 | int |
2377 | is_aimed_missile (object *op) |
2347 | is_aimed_missile (object *op) |
2378 | { |
2348 | { |
2379 | |
2349 | |
2380 | /* I broke what used to be one big if into a few nested |
2350 | /* 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. |
2351 | * ones so that figuring out the logic is at least possible. |
2382 | */ |
2352 | */ |
2383 | if (op && (op->move_type & MOVE_FLYING)) |
2353 | if (op && (op->move_type & MOVE_FLYING)) |
2384 | { |
|
|
2385 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2354 | if (op->type == ARROW || op->type == THROWN_OBJ) |
2386 | return 1; |
2355 | return 1; |
2387 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2356 | else if (op->type == SPELL_EFFECT && (op->subtype == SP_BULLET || op->subtype == SP_EXPLOSION)) |
2388 | return 1; |
2357 | return 1; |
2389 | } |
2358 | |
2390 | return 0; |
2359 | return 0; |
2391 | } |
2360 | } |