1 | /* |
1 | /* |
2 | * static char *rcsid_attack_c = |
2 | * static char *rcsid_attack_c = |
3 | * "$Id: attack.C,v 1.4 2006/08/29 07:34:00 root Exp $"; |
3 | * "$Id: attack.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; |
4 | */ |
4 | */ |
5 | /* |
5 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
6 | CrossFire, A Multiplayer game for X-windows |
7 | |
7 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
… | |
… | |
49 | void cancellation(object *op) |
49 | void cancellation(object *op) |
50 | { |
50 | { |
51 | object *tmp; |
51 | object *tmp; |
52 | |
52 | |
53 | if (op->invisible) |
53 | if (op->invisible) |
54 | return; |
54 | return; |
55 | |
55 | |
56 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
56 | if (QUERY_FLAG (op, FLAG_ALIVE) || op->type == CONTAINER || op->type == THROWN_OBJ) { |
57 | /* Recur through the inventory */ |
57 | /* Recur through the inventory */ |
58 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
58 | for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) |
59 | if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
59 | if (!did_make_save_item(tmp, AT_CANCELLATION,op)) |
60 | cancellation(tmp); |
60 | cancellation(tmp); |
61 | } |
61 | } |
62 | else if(FABS(op->magic)<=(rndm(0, 5))) { |
62 | else if(FABS(op->magic)<=(rndm(0, 5))) { |
63 | /* Nullify this object. This code could probably be more complete */ |
63 | /* Nullify this object. This code could probably be more complete */ |
64 | /* in what abilities it should cancel */ |
64 | /* in what abilities it should cancel */ |
65 | op->magic=0; |
65 | op->magic=0; |
66 | CLEAR_FLAG(op, FLAG_DAMNED); |
66 | CLEAR_FLAG(op, FLAG_DAMNED); |
67 | CLEAR_FLAG(op, FLAG_CURSED); |
67 | CLEAR_FLAG(op, FLAG_CURSED); |
68 | CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
68 | CLEAR_FLAG(op, FLAG_KNOWN_MAGICAL); |
69 | CLEAR_FLAG(op, FLAG_KNOWN_CURSED); |
69 | CLEAR_FLAG(op, FLAG_KNOWN_CURSED); |
70 | if (op->env && op->env->type == PLAYER) { |
70 | if (op->env && op->env->type == PLAYER) { |
71 | esrv_send_item (op->env, op); |
71 | esrv_send_item (op->env, op); |
72 | } |
72 | } |
73 | } |
73 | } |
74 | } |
74 | } |
75 | |
75 | |
76 | |
76 | |
77 | |
77 | |
… | |
… | |
90 | break; |
90 | break; |
91 | } |
91 | } |
92 | } else |
92 | } else |
93 | mt = name_to_material(op->materialname); |
93 | mt = name_to_material(op->materialname); |
94 | if (mt == NULL) |
94 | if (mt == NULL) |
95 | return TRUE; |
95 | return TRUE; |
96 | roll = rndm(1, 20); |
96 | roll = rndm(1, 20); |
97 | |
97 | |
98 | /* the attacktypes have no meaning for object saves |
98 | /* the attacktypes have no meaning for object saves |
99 | * If the type is only magic, don't adjust type - basically, if |
99 | * If the type is only magic, don't adjust type - basically, if |
100 | * pure magic is hitting an object, it should save. However, if it |
100 | * pure magic is hitting an object, it should save. However, if it |
… | |
… | |
102 | * magic type, and instead let the fire, cold, or whatever component |
102 | * magic type, and instead let the fire, cold, or whatever component |
103 | * destroy the item. Otherwise, you get the case of poisoncloud |
103 | * destroy the item. Otherwise, you get the case of poisoncloud |
104 | * destroying objects because it has magic attacktype. |
104 | * destroying objects because it has magic attacktype. |
105 | */ |
105 | */ |
106 | if (type != AT_MAGIC) |
106 | if (type != AT_MAGIC) |
107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
107 | type &= ~(AT_CONFUSION|AT_DRAIN|AT_GHOSTHIT|AT_POISON|AT_SLOW| |
108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
108 | AT_PARALYZE|AT_TURN_UNDEAD|AT_FEAR|AT_DEPLETE|AT_DEATH| |
109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
109 | AT_COUNTERSPELL|AT_HOLYWORD|AT_BLIND|AT_LIFE_STEALING| |
110 | AT_MAGIC); |
110 | AT_MAGIC); |
111 | |
111 | |
112 | if (type == 0) |
112 | if (type == 0) |
113 | return TRUE; |
113 | return TRUE; |
114 | if (roll == 20) |
114 | if (roll == 20) |
115 | return TRUE; |
115 | return TRUE; |
116 | if (roll == 1) |
116 | if (roll == 1) |
117 | return FALSE; |
117 | return FALSE; |
118 | |
118 | |
119 | for (number=0; number < NROFATTACKS; number++) { |
119 | for (number=0; number < NROFATTACKS; number++) { |
120 | i = 1<<number; |
120 | i = 1<<number; |
121 | if (!(i&type)) |
121 | if (!(i&type)) |
122 | continue; |
122 | continue; |
123 | attacks++; |
123 | attacks++; |
124 | if (op->resist[number] == 100) |
124 | if (op->resist[number] == 100) |
125 | saves++; |
125 | saves++; |
126 | else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
126 | else if (roll >= mt->save[number] - op->magic - op->resist[number]/100) |
127 | saves++; |
127 | saves++; |
128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
128 | else if ((20-mt->save[number])/3 > originator->stats.dam) |
129 | saves++; |
129 | saves++; |
130 | } |
130 | } |
131 | |
131 | |
132 | if (saves==attacks || attacks==0) |
132 | if (saves==attacks || attacks==0) |
133 | return TRUE; |
133 | return TRUE; |
134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
134 | if ((saves==0) || (rndm(1, attacks) > saves)) |
135 | return FALSE; |
135 | return FALSE; |
136 | return TRUE; |
136 | return TRUE; |
137 | } |
137 | } |
138 | |
138 | |
139 | /* This function calls did_make_save_item. It then performs the |
139 | /* This function calls did_make_save_item. It then performs the |
140 | * appropriate actions to the item (such as burning the item up, |
140 | * appropriate actions to the item (such as burning the item up, |
… | |
… | |
143 | |
143 | |
144 | void save_throw_object (object *op, int type, object *originator) |
144 | void save_throw_object (object *op, int type, object *originator) |
145 | { |
145 | { |
146 | if ( ! did_make_save_item (op, type,originator)) |
146 | if ( ! did_make_save_item (op, type,originator)) |
147 | { |
147 | { |
148 | object *env=op->env; |
148 | object *env=op->env; |
149 | int x=op->x,y=op->y; |
149 | int x=op->x,y=op->y; |
150 | mapstruct *m=op->map; |
150 | mapstruct *m=op->map; |
151 | |
151 | |
152 | op = stop_item (op); |
152 | op = stop_item (op); |
153 | if (op == NULL) |
153 | if (op == NULL) |
154 | return; |
154 | return; |
155 | |
155 | |
156 | /* Hacked the following so that type LIGHTER will work. |
156 | /* Hacked the following so that type LIGHTER will work. |
157 | * Also, objects which are potenital "lights" that are hit by |
157 | * Also, objects which are potenital "lights" that are hit by |
158 | * flame/elect attacks will be set to glow. "lights" are any |
158 | * flame/elect attacks will be set to glow. "lights" are any |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
159 | * object with +/- glow_radius and an "other_arch" to change to. |
160 | * (and please note that we cant fail our save and reach this |
160 | * (and please note that we cant fail our save and reach this |
161 | * function if the object doesnt contain a material that can burn. |
161 | * function if the object doesnt contain a material that can burn. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
162 | * So forget lighting magical swords on fire with this!) -b.t. |
163 | */ |
163 | */ |
164 | if(type&(AT_FIRE|AT_ELECTRICITY) |
164 | if(type&(AT_FIRE|AT_ELECTRICITY) |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
165 | &&op->other_arch&&QUERY_FLAG(op, FLAG_IS_LIGHTABLE)) { |
166 | const char *arch=op->other_arch->name; |
166 | const char *arch=op->other_arch->name; |
167 | |
167 | |
168 | op = decrease_ob_nr (op, 1); |
168 | op = decrease_ob_nr (op, 1); |
169 | if (op) |
169 | if (op) |
170 | fix_stopped_item (op, m, originator); |
170 | fix_stopped_item (op, m, originator); |
171 | if((op = get_archetype(arch))!=NULL) { |
171 | if((op = get_archetype(arch))!=NULL) { |
172 | if(env) { |
172 | if(env) { |
173 | op->x=env->x,op->y=env->y; |
173 | op->x=env->x,op->y=env->y; |
174 | insert_ob_in_ob(op,env); |
174 | insert_ob_in_ob(op,env); |
175 | if (env->contr) |
175 | if (env->contr) |
176 | esrv_send_item(env, op); |
176 | esrv_send_item(env, op); |
177 | } else { |
177 | } else { |
178 | op->x=x,op->y=y; |
178 | op->x=x,op->y=y; |
179 | insert_ob_in_map(op,m,originator,0); |
179 | insert_ob_in_map(op,m,originator,0); |
180 | } |
180 | } |
181 | } |
181 | } |
182 | return; |
182 | return; |
183 | } |
183 | } |
184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
184 | if(type&AT_CANCELLATION) { /* Cancellation. */ |
185 | cancellation(op); |
185 | cancellation(op); |
186 | fix_stopped_item (op, m, originator); |
186 | fix_stopped_item (op, m, originator); |
187 | return; |
187 | return; |
188 | } |
188 | } |
189 | if(op->nrof>1) { |
189 | if(op->nrof>1) { |
190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
190 | op = decrease_ob_nr(op,rndm(0, op->nrof-1)); |
191 | if (op) |
191 | if (op) |
192 | fix_stopped_item (op, m, originator); |
192 | fix_stopped_item (op, m, originator); |
193 | } else { |
193 | } else { |
194 | if (op->env) { |
194 | if (op->env) { |
195 | object *tmp= is_player_inv(op->env); |
195 | object *tmp= is_player_inv(op->env); |
196 | |
196 | |
197 | if (tmp) { |
197 | if (tmp) { |
198 | esrv_del_item(tmp->contr, op->count); |
198 | esrv_del_item(tmp->contr, op->count); |
199 | } |
199 | } |
200 | } |
200 | } |
201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
201 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
202 | remove_ob(op); |
202 | remove_ob(op); |
203 | free_object(op); |
203 | free_object(op); |
204 | } |
204 | } |
205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
205 | if(type&(AT_FIRE|AT_ELECTRICITY)) { |
206 | if(env) { |
206 | if(env) { |
207 | op=get_archetype("burnout"); |
207 | op=get_archetype("burnout"); |
208 | op->x=env->x,op->y=env->y; |
208 | op->x=env->x,op->y=env->y; |
209 | insert_ob_in_ob(op,env); |
209 | insert_ob_in_ob(op,env); |
210 | } else { |
210 | } else { |
211 | replace_insert_ob_in_map("burnout",originator); |
211 | replace_insert_ob_in_map("burnout",originator); |
|
|
212 | } |
212 | } |
213 | } |
213 | } |
214 | return; |
214 | return; |
|
|
215 | } |
215 | } |
216 | /* The value of 50 is arbitrary. */ |
216 | /* The value of 50 is arbitrary. */ |
217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
217 | if(type&AT_COLD &&(op->resist[ATNR_COLD]<50) && |
218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
218 | !QUERY_FLAG(op,FLAG_NO_PICK)&&(RANDOM()&2)) { |
219 | object *tmp; |
219 | object *tmp; |
… | |
… | |
222 | return; |
222 | return; |
223 | op = stop_item (op); |
223 | op = stop_item (op); |
224 | if (op == NULL) |
224 | if (op == NULL) |
225 | return; |
225 | return; |
226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
226 | if ((tmp = present_arch(at,op->map,op->x,op->y)) == NULL) { |
227 | tmp = arch_to_object(at); |
227 | tmp = arch_to_object(at); |
228 | tmp->x=op->x,tmp->y=op->y; |
228 | tmp->x=op->x,tmp->y=op->y; |
229 | /* This was in the old (pre new movement code) - |
229 | /* This was in the old (pre new movement code) - |
230 | * icecubes have slow_move set to 1 - don't want |
230 | * icecubes have slow_move set to 1 - don't want |
231 | * that for ones we create. |
231 | * that for ones we create. |
232 | */ |
232 | */ |
233 | tmp->move_slow_penalty=0; |
233 | tmp->move_slow_penalty=0; |
234 | tmp->move_slow=0; |
234 | tmp->move_slow=0; |
235 | insert_ob_in_map(tmp,op->map,originator,0); |
235 | insert_ob_in_map(tmp,op->map,originator,0); |
236 | } |
236 | } |
237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
237 | if ( ! QUERY_FLAG (op, FLAG_REMOVED)) |
238 | remove_ob(op); |
238 | remove_ob(op); |
239 | (void) insert_ob_in_ob(op,tmp); |
239 | (void) insert_ob_in_ob(op,tmp); |
240 | return; |
240 | return; |
… | |
… | |
255 | int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
255 | int retflag=0; /* added this flag.. will return 1 if it hits a monster */ |
256 | |
256 | |
257 | tag_t op_tag, next_tag=0; |
257 | tag_t op_tag, next_tag=0; |
258 | |
258 | |
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
259 | if (QUERY_FLAG (op, FLAG_FREED)) { |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
260 | LOG (llevError, "BUG: hit_map(): free object\n"); |
261 | return 0; |
261 | return 0; |
262 | } |
262 | } |
263 | |
263 | |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { |
264 | if (QUERY_FLAG (op, FLAG_REMOVED) || op->env != NULL) { |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
265 | LOG (llevError, "BUG: hit_map(): hitter (arch %s, name %s) not on a map\n", |
266 | op->arch->name, op->name); |
266 | op->arch->name, op->name); |
267 | return 0; |
267 | return 0; |
268 | } |
268 | } |
269 | |
269 | |
270 | if ( ! op->map) { |
270 | if ( ! op->map) { |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
271 | LOG (llevError,"BUG: hit_map(): %s has no map\n", op->name); |
272 | return 0; |
272 | return 0; |
273 | } |
273 | } |
274 | |
274 | |
275 | if (op->head) op=op->head; |
275 | if (op->head) op=op->head; |
276 | |
276 | |
277 | op_tag = op->count; |
277 | op_tag = op->count; |
278 | |
278 | |
279 | map = op->map; |
279 | map = op->map; |
280 | x = op->x + freearr_x[dir]; |
280 | x = op->x + freearr_x[dir]; |
281 | y = op->y + freearr_y[dir]; |
281 | y = op->y + freearr_y[dir]; |
282 | if (get_map_flags(map, &map, x, y, &x, &y) & P_OUT_OF_MAP) |
282 | |
283 | return 0; |
283 | int mflags = get_map_flags(map, &map, x, y, &x, &y); |
|
|
284 | // elmex: a safe map tile can't be hit! |
|
|
285 | // this should prevent most harmful effects on items and players there. |
|
|
286 | if ((mflags & P_OUT_OF_MAP) || (mflags & P_SAFE)) |
|
|
287 | return 0; |
284 | |
288 | |
285 | /* peterm: a few special cases for special attacktypes --counterspell |
289 | /* peterm: a few special cases for special attacktypes --counterspell |
286 | * must be out here because it strikes things which are not alive |
290 | * must be out here because it strikes things which are not alive |
287 | */ |
291 | */ |
288 | |
292 | |
289 | if (type & AT_COUNTERSPELL) { |
293 | if (type & AT_COUNTERSPELL) { |
290 | counterspell(op,dir); /* see spell_effect.c */ |
294 | counterspell(op,dir); /* see spell_effect.c */ |
291 | |
295 | |
292 | /* If the only attacktype is counterspell or magic, don't need |
296 | /* If the only attacktype is counterspell or magic, don't need |
293 | * to do any further processing. |
297 | * to do any further processing. |
294 | */ |
298 | */ |
295 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
299 | if(!(type & ~(AT_COUNTERSPELL|AT_MAGIC))){ |
296 | return 0; |
300 | return 0; |
297 | } |
301 | } |
298 | type &= ~AT_COUNTERSPELL; |
302 | type &= ~AT_COUNTERSPELL; |
299 | } |
303 | } |
300 | |
304 | |
301 | if(type & AT_CHAOS){ |
305 | if(type & AT_CHAOS){ |
302 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
306 | shuffle_attack(op,1); /*1 flag tells it to change the face */ |
303 | update_object(op,UP_OBJ_FACE); |
307 | update_object(op,UP_OBJ_FACE); |
304 | type &= ~AT_CHAOS; |
308 | type &= ~AT_CHAOS; |
305 | } |
309 | } |
306 | |
310 | |
307 | next = get_map_ob (map, x, y); |
311 | next = get_map_ob (map, x, y); |
308 | if (next) |
312 | if (next) |
309 | next_tag = next->count; |
313 | next_tag = next->count; |
310 | |
314 | |
311 | while (next) { |
315 | while (next) { |
312 | if (was_destroyed (next, next_tag)) { |
316 | if (was_destroyed (next, next_tag)) { |
313 | /* There may still be objects that were above 'next', but there is no |
317 | /* There may still be objects that were above 'next', but there is no |
314 | * simple way to find out short of copying all object references and |
318 | * simple way to find out short of copying all object references and |
315 | * tags into a temporary array before we start processing the first |
319 | * tags into a temporary array before we start processing the first |
316 | * object. That's why we just abort. |
320 | * object. That's why we just abort. |
317 | * |
321 | * |
318 | * This happens whenever attack spells (like fire) hit a pile |
322 | * This happens whenever attack spells (like fire) hit a pile |
319 | * of objects. This is not a bug - nor an error. The errormessage |
323 | * of objects. This is not a bug - nor an error. The errormessage |
320 | * below was spamming the logs for absolutely no reason. |
324 | * below was spamming the logs for absolutely no reason. |
321 | */ |
325 | */ |
322 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
326 | /* LOG (llevDebug, "hit_map(): next object destroyed\n"); */ |
323 | break; |
327 | break; |
324 | } |
328 | } |
325 | tmp = next; |
329 | tmp = next; |
326 | next = tmp->above; |
330 | next = tmp->above; |
327 | if (next) |
331 | if (next) |
328 | next_tag = next->count; |
332 | next_tag = next->count; |
329 | |
333 | |
330 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
334 | if (QUERY_FLAG (tmp, FLAG_FREED)) { |
331 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
335 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
332 | break; |
336 | break; |
333 | } |
337 | } |
334 | |
338 | |
335 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
339 | /* Something could have happened to 'tmp' while 'tmp->below' was processed. |
336 | * For example, 'tmp' was put in an icecube. |
340 | * For example, 'tmp' was put in an icecube. |
337 | * This is one of the few cases where on_same_map should not be used. |
341 | * This is one of the few cases where on_same_map should not be used. |
338 | */ |
342 | */ |
339 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
343 | if (tmp->map != map || tmp->x != x || tmp->y != y) |
340 | continue; |
344 | continue; |
341 | |
345 | |
342 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
346 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) { |
343 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
347 | hit_player(tmp,op->stats.dam,op,type,full_hit); |
344 | retflag |=1; |
348 | retflag |=1; |
345 | if (was_destroyed (op, op_tag)) |
349 | if (was_destroyed (op, op_tag)) |
346 | break; |
350 | break; |
347 | } |
351 | } |
348 | /* Here we are potentially destroying an object. If the object has |
352 | /* Here we are potentially destroying an object. If the object has |
349 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
353 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
350 | * that weak walls have is_alive set, which prevent objects from |
354 | * that weak walls have is_alive set, which prevent objects from |
351 | * passing over/through them. We don't care what type of movement |
355 | * passing over/through them. We don't care what type of movement |
352 | * the wall blocks - if it blocks any type of movement, can't be |
356 | * the wall blocks - if it blocks any type of movement, can't be |
353 | * destroyed right now. |
357 | * destroyed right now. |
354 | */ |
358 | */ |
355 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
359 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && |
356 | !tmp->move_block) { |
360 | !tmp->move_block) { |
357 | save_throw_object(tmp,type,op); |
361 | save_throw_object(tmp,type,op); |
358 | if (was_destroyed (op, op_tag)) |
362 | if (was_destroyed (op, op_tag)) |
359 | break; |
363 | break; |
360 | } |
364 | } |
361 | } |
365 | } |
362 | return 0; |
366 | return 0; |
363 | } |
367 | } |
364 | |
368 | |
365 | void attack_message(int dam, int type, object *op, object *hitter) { |
369 | void attack_message(int dam, int type, object *op, object *hitter) { |
… | |
… | |
372 | * a player might have. For example, fire, electric, cold, etc |
376 | * a player might have. For example, fire, electric, cold, etc |
373 | * [garbled 20010919] |
377 | * [garbled 20010919] |
374 | */ |
378 | */ |
375 | |
379 | |
376 | if (dam == 9998 && op->type == DOOR) { |
380 | if (dam == 9998 && op->type == DOOR) { |
377 | sprintf(buf1, "unlock %s", op->name); |
381 | sprintf(buf1, "unlock %s", op->name); |
378 | sprintf(buf2, " unlocks"); |
382 | sprintf(buf2, " unlocks"); |
379 | found++; |
383 | found++; |
380 | } |
384 | } |
381 | if(dam<0) { |
385 | if(dam<0) { |
382 | sprintf(buf1, "hit %s", op->name); |
386 | sprintf(buf1, "hit %s", op->name); |
383 | sprintf(buf2, " hits"); |
387 | sprintf(buf2, " hits"); |
384 | found++; |
388 | found++; |
385 | } else if(dam==0) { |
389 | } else if(dam==0) { |
386 | sprintf(buf1, "missed %s", op->name); |
390 | sprintf(buf1, "missed %s", op->name); |
387 | sprintf(buf2, " misses"); |
391 | sprintf(buf2, " misses"); |
388 | found++; |
392 | found++; |
389 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
393 | } else if ((hitter->type == DISEASE || hitter->type == SYMPTOM || |
390 | hitter->type == POISONING || |
394 | hitter->type == POISONING || |
391 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
395 | (type & AT_POISON && IS_LIVE(op))) && !found) { |
392 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
396 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_SUFFER][i].level != -1; |
393 | i++) |
397 | i++) |
394 | if (dam < attack_mess[ATM_SUFFER][i].level |
398 | if (dam < attack_mess[ATM_SUFFER][i].level |
395 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
399 | || attack_mess[ATM_SUFFER][i+1].level == -1) { |
396 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
400 | sprintf(buf1, "%s %s%s", attack_mess[ATM_SUFFER][i].buf1, |
397 | op->name, attack_mess[ATM_SUFFER][i].buf2); |
401 | op->name, attack_mess[ATM_SUFFER][i].buf2); |
398 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
402 | strcpy (buf2, attack_mess[ATM_SUFFER][i].buf3); |
399 | found++; |
403 | found++; |
400 | break; |
404 | break; |
401 | } |
405 | } |
402 | } else if (op->type == DOOR && !found) { |
406 | } else if (op->type == DOOR && !found) { |
403 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
407 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DOOR][i].level != -1; |
404 | i++) |
408 | i++) |
405 | if (dam < attack_mess[ATM_DOOR][i].level |
409 | if (dam < attack_mess[ATM_DOOR][i].level |
406 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
410 | || attack_mess[ATM_DOOR][i+1].level == -1) { |
407 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
411 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DOOR][i].buf1, |
408 | op->name, attack_mess[ATM_DOOR][i].buf2); |
412 | op->name, attack_mess[ATM_DOOR][i].buf2); |
409 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
413 | strcpy (buf2, attack_mess[ATM_DOOR][i].buf3); |
410 | found++; |
414 | found++; |
411 | break; |
415 | break; |
412 | } |
416 | } |
413 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
417 | } else if (hitter->type == PLAYER && IS_LIVE(op)) { |
414 | if (USING_SKILL(hitter, SK_KARATE)) { |
418 | if (USING_SKILL(hitter, SK_KARATE)) { |
415 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
419 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_KARATE][i].level != -1; |
416 | i++) |
420 | i++) |
417 | if (dam < attack_mess[ATM_KARATE][i].level |
421 | if (dam < attack_mess[ATM_KARATE][i].level |
418 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
422 | || attack_mess[ATM_KARATE][i+1].level == -1) { |
419 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
423 | sprintf(buf1, "%s %s%s", attack_mess[ATM_KARATE][i].buf1, |
420 | op->name, attack_mess[ATM_KARATE][i].buf2); |
424 | op->name, attack_mess[ATM_KARATE][i].buf2); |
421 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
425 | strcpy (buf2, attack_mess[ATM_KARATE][i].buf3); |
422 | found++; |
426 | found++; |
423 | break; |
427 | break; |
424 | } |
428 | } |
425 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
429 | } else if (USING_SKILL(hitter, SK_CLAWING)) { |
426 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
430 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_CLAW][i].level != -1; |
427 | i++) |
431 | i++) |
428 | if (dam < attack_mess[ATM_CLAW][i].level |
432 | if (dam < attack_mess[ATM_CLAW][i].level |
429 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
433 | || attack_mess[ATM_CLAW][i+1].level == -1) { |
430 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
434 | sprintf(buf1, "%s %s%s", attack_mess[ATM_CLAW][i].buf1, |
431 | op->name, attack_mess[ATM_CLAW][i].buf2); |
435 | op->name, attack_mess[ATM_CLAW][i].buf2); |
432 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
436 | strcpy (buf2, attack_mess[ATM_CLAW][i].buf3); |
433 | found++; |
437 | found++; |
434 | break; |
438 | break; |
435 | } |
439 | } |
436 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
440 | } else if (USING_SKILL(hitter, SK_PUNCHING)) { |
437 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
441 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_PUNCH][i].level != -1; |
438 | i++) |
442 | i++) |
439 | if (dam < attack_mess[ATM_PUNCH][i].level |
443 | if (dam < attack_mess[ATM_PUNCH][i].level |
440 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
444 | || attack_mess[ATM_PUNCH][i+1].level == -1) { |
441 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
445 | sprintf(buf1, "%s %s%s", attack_mess[ATM_PUNCH][i].buf1, |
442 | op->name, attack_mess[ATM_PUNCH][i].buf2); |
446 | op->name, attack_mess[ATM_PUNCH][i].buf2); |
443 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
447 | strcpy (buf2, attack_mess[ATM_PUNCH][i].buf3); |
444 | found++; |
448 | found++; |
445 | break; |
449 | break; |
|
|
450 | } |
446 | } |
451 | } |
447 | } |
|
|
448 | } |
452 | } |
449 | if (found) { |
453 | if (found) { |
450 | /* done */ |
454 | /* done */ |
451 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
455 | } else if (IS_ARROW(hitter) && (type == AT_PHYSICAL || type == AT_MAGIC)) { |
452 | sprintf(buf1, "hit"); /* just in case */ |
456 | sprintf(buf1, "hit"); /* just in case */ |
453 | for (i=0; i < MAXATTACKMESS; i++) |
457 | for (i=0; i < MAXATTACKMESS; i++) |
454 | if (dam < attack_mess[ATM_ARROW][i].level |
458 | if (dam < attack_mess[ATM_ARROW][i].level |
455 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
459 | || attack_mess[ATM_ARROW][i+1].level == -1) { |
456 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
460 | strcpy (buf2, attack_mess[ATM_ARROW][i].buf3); |
457 | found++; |
461 | found++; |
458 | break; |
462 | break; |
459 | } |
463 | } |
460 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
464 | } else if (type & AT_DRAIN && IS_LIVE(op)) { |
461 | /* drain is first, because some items have multiple attypes */ |
465 | /* drain is first, because some items have multiple attypes */ |
462 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
466 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_DRAIN][i].level != -1; |
463 | i++) |
467 | i++) |
464 | if (dam < attack_mess[ATM_DRAIN][i].level |
468 | if (dam < attack_mess[ATM_DRAIN][i].level |
465 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
469 | || attack_mess[ATM_DRAIN][i+1].level == -1) { |
466 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
470 | sprintf(buf1, "%s %s%s", attack_mess[ATM_DRAIN][i].buf1, |
467 | op->name, attack_mess[ATM_DRAIN][i].buf2); |
471 | op->name, attack_mess[ATM_DRAIN][i].buf2); |
468 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
472 | strcpy (buf2, attack_mess[ATM_DRAIN][i].buf3); |
469 | found++; |
473 | found++; |
470 | break; |
474 | break; |
471 | } |
475 | } |
472 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
476 | } else if (type & AT_ELECTRICITY && IS_LIVE(op)) { |
473 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
477 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_ELEC][i].level != -1; |
474 | i++) |
478 | i++) |
475 | if (dam < attack_mess[ATM_ELEC][i].level |
479 | if (dam < attack_mess[ATM_ELEC][i].level |
476 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
480 | || attack_mess[ATM_ELEC][i+1].level == -1) { |
477 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
481 | sprintf(buf1, "%s %s%s", attack_mess[ATM_ELEC][i].buf1, |
478 | op->name, attack_mess[ATM_ELEC][i].buf2); |
482 | op->name, attack_mess[ATM_ELEC][i].buf2); |
479 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
483 | strcpy (buf2, attack_mess[ATM_ELEC][i].buf3); |
480 | found++; |
484 | found++; |
481 | break; |
485 | break; |
482 | } |
486 | } |
483 | } else if (type & AT_COLD && IS_LIVE(op)) { |
487 | } else if (type & AT_COLD && IS_LIVE(op)) { |
484 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
488 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_COLD][i].level != -1; |
485 | i++) |
489 | i++) |
486 | if (dam < attack_mess[ATM_COLD][i].level |
490 | if (dam < attack_mess[ATM_COLD][i].level |
487 | || attack_mess[ATM_COLD][i+1].level == -1) { |
491 | || attack_mess[ATM_COLD][i+1].level == -1) { |
488 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
492 | sprintf(buf1, "%s %s%s", attack_mess[ATM_COLD][i].buf1, |
489 | op->name, attack_mess[ATM_COLD][i].buf2); |
493 | op->name, attack_mess[ATM_COLD][i].buf2); |
490 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
494 | strcpy (buf2, attack_mess[ATM_COLD][i].buf3); |
491 | found++; |
495 | found++; |
492 | break; |
496 | break; |
493 | } |
497 | } |
494 | } else if (type & AT_FIRE) { |
498 | } else if (type & AT_FIRE) { |
495 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
499 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_FIRE][i].level != -1; |
496 | i++) |
500 | i++) |
497 | if (dam < attack_mess[ATM_FIRE][i].level |
501 | if (dam < attack_mess[ATM_FIRE][i].level |
498 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
502 | || attack_mess[ATM_FIRE][i+1].level == -1) { |
499 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
503 | sprintf(buf1, "%s %s%s", attack_mess[ATM_FIRE][i].buf1, |
500 | op->name, attack_mess[ATM_FIRE][i].buf2); |
504 | op->name, attack_mess[ATM_FIRE][i].buf2); |
501 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
505 | strcpy (buf2, attack_mess[ATM_FIRE][i].buf3); |
502 | found++; |
506 | found++; |
503 | break; |
507 | break; |
504 | } |
508 | } |
505 | } else if (hitter->current_weapon != NULL) { |
509 | } else if (hitter->current_weapon != NULL) { |
506 | int mtype; |
510 | int mtype; |
507 | switch (hitter->current_weapon->weapontype) { |
511 | switch (hitter->current_weapon->weapontype) { |
508 | case WEAP_HIT: mtype = ATM_BASIC; break; |
512 | case WEAP_HIT: mtype = ATM_BASIC; break; |
509 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
513 | case WEAP_SLASH: mtype = ATM_SLASH; break; |
510 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
514 | case WEAP_PIERCE: mtype = ATM_PIERCE; break; |
511 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
515 | case WEAP_CLEAVE: mtype = ATM_CLEAVE; break; |
512 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
516 | case WEAP_SLICE: mtype = ATM_SLICE; break; |
513 | case WEAP_STAB: mtype = ATM_STAB; break; |
517 | case WEAP_STAB: mtype = ATM_STAB; break; |
514 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
518 | case WEAP_WHIP: mtype = ATM_WHIP; break; |
515 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
519 | case WEAP_CRUSH: mtype = ATM_CRUSH; break; |
516 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
520 | case WEAP_BLUD: mtype = ATM_BLUD; break; |
517 | default: mtype = ATM_BASIC; break; |
521 | default: mtype = ATM_BASIC; break; |
518 | } |
522 | } |
519 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
523 | for (i=0; i < MAXATTACKMESS && attack_mess[mtype][i].level != -1; |
520 | i++) |
524 | i++) |
521 | if (dam < attack_mess[mtype][i].level |
525 | if (dam < attack_mess[mtype][i].level |
522 | || attack_mess[mtype][i+1].level == -1) { |
526 | || attack_mess[mtype][i+1].level == -1) { |
523 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
527 | sprintf(buf1, "%s %s%s", attack_mess[mtype][i].buf1, |
524 | op->name, attack_mess[mtype][i].buf2); |
528 | op->name, attack_mess[mtype][i].buf2); |
525 | strcpy (buf2, attack_mess[mtype][i].buf3); |
529 | strcpy (buf2, attack_mess[mtype][i].buf3); |
526 | found++; |
530 | found++; |
527 | break; |
531 | break; |
528 | } |
532 | } |
529 | } else { |
533 | } else { |
530 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
534 | for (i=0; i < MAXATTACKMESS && attack_mess[ATM_BASIC][i].level != -1; |
531 | i++) |
535 | i++) |
532 | if (dam < attack_mess[ATM_BASIC][i].level |
536 | if (dam < attack_mess[ATM_BASIC][i].level |
533 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
537 | || attack_mess[ATM_BASIC][i+1].level == -1) { |
534 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
538 | sprintf(buf1, "%s %s%s", attack_mess[ATM_BASIC][i].buf1, |
535 | op->name, attack_mess[ATM_BASIC][i].buf2); |
539 | op->name, attack_mess[ATM_BASIC][i].buf2); |
536 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
540 | strcpy (buf2, attack_mess[ATM_BASIC][i].buf3); |
537 | found++; |
541 | found++; |
538 | break; |
542 | break; |
539 | } |
543 | } |
540 | } |
544 | } |
541 | |
545 | |
542 | if (!found) { |
546 | if (!found) { |
543 | strcpy (buf1, "hit"); |
547 | strcpy (buf1, "hit"); |
544 | strcpy (buf2, " hits"); |
548 | strcpy (buf2, " hits"); |
545 | } |
549 | } |
546 | |
550 | |
547 | /* bail out if a monster is casting spells */ |
551 | /* bail out if a monster is casting spells */ |
548 | if (!(hitter->type == PLAYER || |
552 | if (!(hitter->type == PLAYER || |
549 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
553 | (get_owner(hitter) != NULL && hitter->owner->type == PLAYER))) |
550 | return; |
554 | return; |
551 | |
555 | |
552 | /* scale down magic considerably. */ |
556 | /* scale down magic considerably. */ |
553 | if (type & AT_MAGIC && rndm(0, 5)) |
557 | if (type & AT_MAGIC && rndm(0, 5)) |
554 | return; |
558 | return; |
555 | |
559 | |
556 | /* Did a player hurt another player? Inform both! */ |
560 | /* Did a player hurt another player? Inform both! */ |
557 | if(op->type==PLAYER && |
561 | if(op->type==PLAYER && |
558 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
562 | (get_owner(hitter)==NULL?hitter->type:hitter->owner->type)==PLAYER) { |
559 | if(get_owner(hitter)!=NULL) |
563 | if(get_owner(hitter)!=NULL) |
560 | sprintf(buf,"%s's %s%s you.", |
564 | sprintf(buf,"%s's %s%s you.", |
561 | hitter->owner->name, hitter->name, buf2); |
565 | hitter->owner->name, hitter->name, buf2); |
562 | else { |
566 | else { |
563 | sprintf(buf,"%s%s you.",hitter->name, buf2); |
567 | sprintf(buf,"%s%s you.",hitter->name, buf2); |
564 | if (dam != 0) { |
568 | if (dam != 0) { |
565 | if (dam < 10) |
569 | if (dam < 10) |
566 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
570 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT1,0,0); |
567 | else if (dam < 20) |
571 | else if (dam < 20) |
568 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
572 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT2,0,0); |
569 | else |
573 | else |
570 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
574 | play_sound_player_only(op->contr, SOUND_PLAYER_IS_HIT3,0,0); |
571 | } |
575 | } |
572 | } |
576 | } |
573 | new_draw_info(NDI_BLACK, 0,op,buf); |
577 | new_draw_info(NDI_BLACK, 0,op,buf); |
574 | } /* end of player hitting player */ |
578 | } /* end of player hitting player */ |
575 | |
579 | |
576 | if(hitter->type==PLAYER) { |
580 | if(hitter->type==PLAYER) { |
577 | sprintf(buf,"You %s.",buf1); |
581 | sprintf(buf,"You %s.",buf1); |
578 | if (dam != 0) { |
582 | if (dam != 0) { |
579 | if (dam < 10) |
583 | if (dam < 10) |
580 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
584 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS1,0,0); |
581 | else if (dam < 20) |
585 | else if (dam < 20) |
582 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
586 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS2,0,0); |
583 | else |
587 | else |
584 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
588 | play_sound_player_only(hitter->contr, SOUND_PLAYER_HITS3,0,0); |
585 | } |
589 | } |
586 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
590 | new_draw_info(NDI_BLACK, 0, hitter, buf); |
587 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
591 | } else if(get_owner(hitter)!=NULL&&hitter->owner->type==PLAYER) { |
588 | /* look for stacked spells and start reducing the message chances */ |
592 | /* look for stacked spells and start reducing the message chances */ |
589 | if (hitter->type == SPELL_EFFECT && |
593 | if (hitter->type == SPELL_EFFECT && |
590 | (hitter->subtype == SP_EXPLOSION || |
594 | (hitter->subtype == SP_EXPLOSION || |
591 | hitter->subtype == SP_BULLET || |
595 | hitter->subtype == SP_BULLET || |
592 | hitter->subtype == SP_CONE)) { |
596 | hitter->subtype == SP_CONE)) { |
593 | i=4; |
597 | i=4; |
594 | map = hitter->map; |
598 | map = hitter->map; |
595 | if (out_of_map(map, hitter->x, hitter->y)) |
599 | if (out_of_map(map, hitter->x, hitter->y)) |
596 | return; |
600 | return; |
597 | next = get_map_ob(map, hitter->x, hitter->y); |
601 | next = get_map_ob(map, hitter->x, hitter->y); |
598 | if (next) |
602 | if (next) |
599 | while(next) { |
603 | while(next) { |
600 | if (next->type == SPELL_EFFECT && |
604 | if (next->type == SPELL_EFFECT && |
601 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
605 | (next->subtype == SP_EXPLOSION || next->subtype==SP_BULLET || |
602 | next->subtype == SP_CONE)) |
606 | next->subtype == SP_CONE)) |
603 | i*=3; |
607 | i*=3; |
604 | tmp = next; |
608 | tmp = next; |
605 | next = tmp->above; |
609 | next = tmp->above; |
606 | } |
610 | } |
607 | if (i < 0) |
611 | if (i < 0) |
608 | return; |
612 | return; |
609 | if (rndm(0, i) != 0) |
613 | if (rndm(0, i) != 0) |
610 | return; |
614 | return; |
611 | } else if (rndm(0, 5) != 0) |
615 | } else if (rndm(0, 5) != 0) |
612 | return; |
616 | return; |
613 | sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
617 | sprintf(buf,"Your %s%s %s.", hitter->name, buf2, op->name); |
614 | play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
618 | play_sound_map(op->map, op->x, op->y, SOUND_PLAYER_HITS4); |
615 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
619 | new_draw_info(NDI_BLACK, 0, hitter->owner, buf); |
616 | } |
620 | } |
617 | } |
621 | } |
618 | |
622 | |
619 | |
623 | |
620 | static int get_attack_mode (object **target, object **hitter, |
624 | static int get_attack_mode (object **target, object **hitter, |
621 | int *simple_attack) |
625 | int *simple_attack) |
622 | { |
626 | { |
623 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
627 | if (QUERY_FLAG (*target, FLAG_FREED) || QUERY_FLAG (*hitter, FLAG_FREED)) { |
624 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
628 | LOG (llevError, "BUG: get_attack_mode(): freed object\n"); |
625 | return 1; |
629 | return 1; |
626 | } |
630 | } |
… | |
… | |
663 | } |
667 | } |
664 | |
668 | |
665 | static void thrown_item_effect (object *, object *); |
669 | static void thrown_item_effect (object *, object *); |
666 | |
670 | |
667 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
671 | static int attack_ob_simple (object *op, object *hitter, int base_dam, |
668 | int base_wc) |
672 | int base_wc) |
669 | { |
673 | { |
670 | int simple_attack, roll, dam=0; |
674 | int simple_attack, roll, dam=0; |
671 | uint32 type; |
675 | uint32 type; |
672 | const char *op_name = NULL; |
676 | const char *op_name = NULL; |
673 | tag_t op_tag, hitter_tag; |
677 | tag_t op_tag, hitter_tag; |
… | |
… | |
690 | * to avoid ever being hit by monsters. |
694 | * to avoid ever being hit by monsters. |
691 | */ |
695 | */ |
692 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
696 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_MONSTER) |
693 | && op->speed_left > -(FABS(op->speed))*0.3) |
697 | && op->speed_left > -(FABS(op->speed))*0.3) |
694 | { |
698 | { |
695 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
699 | /* Decrease speed BEFORE calling process_object. Otherwise, an |
696 | * infinite loop occurs, with process_object calling move_monster, |
700 | * infinite loop occurs, with process_object calling move_monster, |
697 | * which then gets here again. By decreasing the speed before |
701 | * which then gets here again. By decreasing the speed before |
698 | * we call process_object, the 'if' statement above will fail. |
702 | * we call process_object, the 'if' statement above will fail. |
699 | */ |
703 | */ |
700 | op->speed_left--; |
704 | op->speed_left--; |
701 | process_object(op); |
705 | process_object(op); |
702 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
706 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
703 | || abort_attack (op, hitter, simple_attack)) |
707 | || abort_attack (op, hitter, simple_attack)) |
704 | goto error; |
708 | goto error; |
705 | } |
709 | } |
706 | |
710 | |
707 | add_refcount(op_name = op->name); |
711 | add_refcount(op_name = op->name); |
708 | |
712 | |
709 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
713 | roll=random_roll(1, 20, hitter, PREFER_HIGH); |
… | |
… | |
712 | if ( ! simple_attack) |
716 | if ( ! simple_attack) |
713 | roll += adj_attackroll(hitter,op); |
717 | roll += adj_attackroll(hitter,op); |
714 | |
718 | |
715 | /* See if we hit the creature */ |
719 | /* See if we hit the creature */ |
716 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
720 | if(roll==20 || op->stats.ac>=base_wc-roll) { |
717 | int hitdam = base_dam; |
721 | int hitdam = base_dam; |
718 | if (settings.casting_time == TRUE) { |
722 | if (settings.casting_time == TRUE) { |
719 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
723 | if ((hitter->type == PLAYER)&&(hitter->casting_time > -1)){ |
720 | hitter->casting_time = -1; |
724 | hitter->casting_time = -1; |
721 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
725 | new_draw_info(NDI_UNIQUE, 0,hitter,"You attacked and lost " |
722 | "your spell!"); |
726 | "your spell!"); |
723 | } |
727 | } |
724 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
728 | if ((op->casting_time > -1)&&(hitdam > 0)){ |
725 | op->casting_time = -1; |
729 | op->casting_time = -1; |
726 | if (op->type == PLAYER) { |
730 | if (op->type == PLAYER) { |
727 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
731 | new_draw_info(NDI_UNIQUE, 0,op,"You were hit and lost " |
728 | "your spell!"); |
732 | "your spell!"); |
729 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
733 | new_draw_info_format(NDI_ALL|NDI_UNIQUE,5,NULL, |
730 | "%s was hit by %s and lost a spell.", |
734 | "%s was hit by %s and lost a spell.", |
731 | op_name,hitter->name); |
735 | op_name,hitter->name); |
732 | } |
736 | } |
733 | } |
737 | } |
734 | } |
738 | } |
735 | if ( ! simple_attack) |
739 | if ( ! simple_attack) |
736 | { |
740 | { |
737 | /* If you hit something, the victim should *always* wake up. |
741 | /* If you hit something, the victim should *always* wake up. |
738 | * Before, invisible hitters could avoid doing this. |
742 | * Before, invisible hitters could avoid doing this. |
739 | * -b.t. */ |
743 | * -b.t. */ |
740 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
744 | if (QUERY_FLAG (op, FLAG_SLEEP)) |
… | |
… | |
765 | || was_destroyed (op, op_tag) |
769 | || was_destroyed (op, op_tag) |
766 | || abort_attack (op, hitter, simple_attack)) |
770 | || abort_attack (op, hitter, simple_attack)) |
767 | goto leave; |
771 | goto leave; |
768 | } |
772 | } |
769 | |
773 | |
770 | /* Need to do at least 1 damage, otherwise there is no point |
774 | /* Need to do at least 1 damage, otherwise there is no point |
771 | * to go further and it will cause FPE's below. |
775 | * to go further and it will cause FPE's below. |
772 | */ |
776 | */ |
773 | if (hitdam<=0) hitdam=1; |
777 | if (hitdam<=0) hitdam=1; |
774 | |
778 | |
775 | type=hitter->attacktype; |
779 | type=hitter->attacktype; |
776 | if(!type) type=AT_PHYSICAL; |
780 | if(!type) type=AT_PHYSICAL; |
777 | /* Handle monsters that hit back */ |
781 | /* Handle monsters that hit back */ |
778 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
782 | if ( ! simple_attack && QUERY_FLAG (op, FLAG_HITBACK) |
779 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
783 | && QUERY_FLAG (hitter, FLAG_ALIVE)) |
780 | { |
784 | { |
781 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
785 | if (op->attacktype & AT_ACID && hitter->type==PLAYER) |
782 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
786 | new_draw_info(NDI_UNIQUE, 0,hitter,"You are splashed by acid!\n"); |
783 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
787 | hit_player(hitter, random_roll(0, (op->stats.dam), hitter, |
784 | PREFER_LOW),op, op->attacktype, 1); |
788 | PREFER_LOW),op, op->attacktype, 1); |
785 | if (was_destroyed (op, op_tag) |
789 | if (was_destroyed (op, op_tag) |
786 | || was_destroyed (hitter, hitter_tag) |
790 | || was_destroyed (hitter, hitter_tag) |
787 | || abort_attack (op, hitter, simple_attack)) |
791 | || abort_attack (op, hitter, simple_attack)) |
788 | goto leave; |
792 | goto leave; |
789 | } |
793 | } |
790 | |
794 | |
791 | /* In the new attack code, it should handle multiple attack |
795 | /* In the new attack code, it should handle multiple attack |
792 | * types in its area, so remove it from here. |
796 | * types in its area, so remove it from here. |
793 | */ |
797 | */ |
794 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
798 | dam=hit_player(op, random_roll(1, hitdam, hitter, PREFER_HIGH), |
795 | hitter, type, 1); |
799 | hitter, type, 1); |
796 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
800 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) |
797 | || abort_attack (op, hitter, simple_attack)) |
801 | || abort_attack (op, hitter, simple_attack)) |
798 | goto leave; |
802 | goto leave; |
799 | } /* end of if hitter hit op */ |
803 | } /* end of if hitter hit op */ |
800 | /* if we missed, dam=0 */ |
804 | /* if we missed, dam=0 */ |
801 | |
805 | |
802 | /*attack_message(dam, type, op, hitter);*/ |
806 | /*attack_message(dam, type, op, hitter);*/ |
803 | |
807 | |
… | |
… | |
832 | * to the ground after a hit). What a good value for this is up to |
836 | * to the ground after a hit). What a good value for this is up to |
833 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
837 | * debate - 5000 is 5 kg, so arrows, knives, and other light weapons |
834 | * stick around. |
838 | * stick around. |
835 | */ |
839 | */ |
836 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
840 | if (op->weight <= 5000 && tmp->stats.hp >= 0) { |
837 | if(tmp->head != NULL) |
841 | if(tmp->head != NULL) |
838 | tmp = tmp->head; |
842 | tmp = tmp->head; |
839 | remove_ob (op); |
843 | remove_ob (op); |
840 | op = insert_ob_in_ob(op,tmp); |
844 | op = insert_ob_in_ob(op,tmp); |
841 | if (tmp->type== PLAYER) |
845 | if (tmp->type== PLAYER) |
842 | esrv_send_item (tmp, op); |
846 | esrv_send_item (tmp, op); |
843 | return 1; |
847 | return 1; |
844 | } else |
848 | } else |
845 | return 0; |
849 | return 0; |
846 | } |
850 | } |
847 | |
851 | |
848 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
852 | /* hit_with_arrow() disassembles the missile, attacks the victim and |
849 | * reassembles the missile. |
853 | * reassembles the missile. |
850 | * |
854 | * |
… | |
… | |
915 | if ( ! was_destroyed (victim, victim_tag) |
919 | if ( ! was_destroyed (victim, victim_tag) |
916 | && stick_arrow (hitter, victim)) |
920 | && stick_arrow (hitter, victim)) |
917 | return NULL; |
921 | return NULL; |
918 | |
922 | |
919 | /* Else try to put arrow on victim's map square |
923 | /* Else try to put arrow on victim's map square |
920 | * remove check for P_WALL here. If the arrow got to this |
924 | * remove check for P_WALL here. If the arrow got to this |
921 | * space, that is good enough - with the new movement code, |
925 | * space, that is good enough - with the new movement code, |
922 | * there is now the potential for lots of spaces where something |
926 | * there is now the potential for lots of spaces where something |
923 | * can fly over but not otherwise move over. What is the correct |
927 | * can fly over but not otherwise move over. What is the correct |
924 | * way to handle those otherwise? |
928 | * way to handle those otherwise? |
925 | */ |
929 | */ |
926 | if (victim_x != hitter->x || victim_y != hitter->y) { |
930 | if (victim_x != hitter->x || victim_y != hitter->y) { |
927 | remove_ob (hitter); |
931 | remove_ob (hitter); |
928 | hitter->x = victim_x; |
932 | hitter->x = victim_x; |
929 | hitter->y = victim_y; |
933 | hitter->y = victim_y; |
930 | insert_ob_in_map (hitter, victim->map, hitter,0); |
934 | insert_ob_in_map (hitter, victim->map, hitter,0); |
… | |
… | |
934 | } |
938 | } |
935 | return NULL; |
939 | return NULL; |
936 | } |
940 | } |
937 | |
941 | |
938 | if (hit_something && op->speed >= 10.0) |
942 | if (hit_something && op->speed >= 10.0) |
939 | op->speed -= 1.0; |
943 | op->speed -= 1.0; |
940 | |
944 | |
941 | /* Missile missed victim - reassemble missile */ |
945 | /* Missile missed victim - reassemble missile */ |
942 | if (container) { |
946 | if (container) { |
943 | remove_ob (hitter); |
947 | remove_ob (hitter); |
944 | insert_ob_in_ob (hitter, container); |
948 | insert_ob_in_ob (hitter, container); |
… | |
… | |
950 | void tear_down_wall(object *op) |
954 | void tear_down_wall(object *op) |
951 | { |
955 | { |
952 | int perc=0; |
956 | int perc=0; |
953 | |
957 | |
954 | if (!op->stats.maxhp) { |
958 | if (!op->stats.maxhp) { |
955 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
959 | LOG(llevError, "TEAR_DOWN wall %s had no maxhp.\n", op->name); |
956 | perc = 1; |
960 | perc = 1; |
957 | } else if(!GET_ANIM_ID(op)) { |
961 | } else if(!GET_ANIM_ID(op)) { |
958 | /* Object has been called - no animations, so remove it */ |
962 | /* Object has been called - no animations, so remove it */ |
959 | if(op->stats.hp<0) { |
963 | if(op->stats.hp<0) { |
960 | remove_ob(op); /* Should update LOS */ |
964 | remove_ob(op); /* Should update LOS */ |
961 | free_object(op); |
965 | free_object(op); |
962 | /* Don't know why this is here - remove_ob should do it for us */ |
966 | /* Don't know why this is here - remove_ob should do it for us */ |
963 | /*update_position(m, x, y);*/ |
967 | /*update_position(m, x, y);*/ |
964 | } |
968 | } |
965 | return; /* no animations, so nothing more to do */ |
969 | return; /* no animations, so nothing more to do */ |
966 | } |
970 | } |
967 | perc = NUM_ANIMATIONS(op) |
971 | perc = NUM_ANIMATIONS(op) |
968 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
972 | - ((int)NUM_ANIMATIONS(op)*op->stats.hp)/op->stats.maxhp; |
969 | if (perc >= (int) NUM_ANIMATIONS(op)) |
973 | if (perc >= (int) NUM_ANIMATIONS(op)) |
970 | perc = NUM_ANIMATIONS(op)-1; |
974 | perc = NUM_ANIMATIONS(op)-1; |
971 | else if (perc < 1) |
975 | else if (perc < 1) |
972 | perc = 1; |
976 | perc = 1; |
973 | SET_ANIMATION(op, perc); |
977 | SET_ANIMATION(op, perc); |
974 | update_object(op,UP_OBJ_FACE); |
978 | update_object(op,UP_OBJ_FACE); |
975 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
979 | if(perc==NUM_ANIMATIONS(op)-1) { /* Reached the last animation */ |
976 | if(op->face==blank_face) { |
980 | if(op->face==blank_face) { |
977 | /* If the last face is blank, remove the ob */ |
981 | /* If the last face is blank, remove the ob */ |
978 | remove_ob(op); /* Should update LOS */ |
982 | remove_ob(op); /* Should update LOS */ |
979 | free_object(op); |
983 | free_object(op); |
980 | |
984 | |
981 | /* remove_ob should call update_position for us */ |
985 | /* remove_ob should call update_position for us */ |
982 | /*update_position(m, x, y);*/ |
986 | /*update_position(m, x, y);*/ |
983 | |
987 | |
984 | } else { /* The last face was not blank, leave an image */ |
988 | } else { /* The last face was not blank, leave an image */ |
985 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
989 | CLEAR_FLAG(op, FLAG_BLOCKSVIEW); |
986 | update_all_los(op->map, op->x, op->y); |
990 | update_all_los(op->map, op->x, op->y); |
987 | op->move_block = 0; |
991 | op->move_block = 0; |
988 | CLEAR_FLAG(op, FLAG_ALIVE); |
992 | CLEAR_FLAG(op, FLAG_ALIVE); |
989 | } |
993 | } |
990 | } |
994 | } |
991 | } |
995 | } |
992 | |
996 | |
993 | void scare_creature(object *target, object *hitter) |
997 | void scare_creature(object *target, object *hitter) |
994 | { |
998 | { |
… | |
… | |
1007 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1011 | * take. However, it will do other effects (paralyzation, slow, etc.) |
1008 | * Note - changed for PR code - we now pass the attack number and not |
1012 | * Note - changed for PR code - we now pass the attack number and not |
1009 | * the attacktype. Makes it easier for the PR code. */ |
1013 | * the attacktype. Makes it easier for the PR code. */ |
1010 | |
1014 | |
1011 | int hit_player_attacktype(object *op, object *hitter, int dam, |
1015 | int hit_player_attacktype(object *op, object *hitter, int dam, |
1012 | uint32 attacknum, int magic) { |
1016 | uint32 attacknum, int magic) { |
1013 | |
1017 | |
1014 | int doesnt_slay = 1; |
1018 | int doesnt_slay = 1; |
1015 | |
1019 | |
1016 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1020 | /* Catch anyone that may be trying to send us a bitmask instead of the number */ |
1017 | if (attacknum >= NROFATTACKS) { |
1021 | if (attacknum >= NROFATTACKS) { |
1018 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1022 | LOG(llevError, "hit_player_attacktype: Invalid attacknumber passed: %u\n", attacknum); |
1019 | return 0; |
1023 | return 0; |
1020 | } |
1024 | } |
1021 | |
1025 | |
1022 | if (dam < 0) { |
1026 | if (dam < 0) { |
1023 | LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
1027 | LOG(llevError,"hit_player_attacktype called with negative damage: %d\n", dam); |
1024 | return 0; |
1028 | return 0; |
1025 | } |
1029 | } |
1026 | |
1030 | |
1027 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1031 | /* AT_INTERNAL is supposed to do exactly dam. Put a case here so |
1028 | * people can't mess with that or it otherwise get confused. */ |
1032 | * people can't mess with that or it otherwise get confused. */ |
1029 | if (attacknum == ATNR_INTERNAL) return dam; |
1033 | if (attacknum == ATNR_INTERNAL) return dam; |
1030 | |
1034 | |
1031 | if (hitter->slaying) { |
1035 | if (hitter->slaying) { |
1032 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1036 | if(((op->race != NULL) && strstr(hitter->slaying, op->race)) || |
1033 | (op->arch && (op->arch->name != NULL) && |
1037 | (op->arch && (op->arch->name != NULL) && |
1034 | strstr(op->arch->name, hitter->slaying)) |
1038 | strstr(op->arch->name, hitter->slaying)) |
1035 | ){ |
1039 | ){ |
1036 | doesnt_slay = 0; |
1040 | doesnt_slay = 0; |
1037 | dam *= 3; |
1041 | dam *= 3; |
1038 | } |
1042 | } |
1039 | } |
1043 | } |
1040 | |
1044 | |
1041 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1045 | /* Adjust the damage for resistance. Note that neg. values increase damage. */ |
1042 | if (op->resist[attacknum]) { |
1046 | if (op->resist[attacknum]) { |
1043 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1047 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1044 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1048 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1045 | dam *= (100-op->resist[attacknum]); |
1049 | dam *= (100-op->resist[attacknum]); |
1046 | if (dam >= 100) dam /= 100; |
1050 | if (dam >= 100) dam /= 100; |
1047 | else |
1051 | else |
1048 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1052 | dam = (dam > (random_roll(0, 99, op, PREFER_LOW))) ? 1 : 0; |
1049 | } |
1053 | } |
1050 | |
1054 | |
1051 | /* Special hack. By default, if immune to something, you |
1055 | /* Special hack. By default, if immune to something, you |
1052 | * shouldn't need to worry. However, acid is an exception, since |
1056 | * shouldn't need to worry. However, acid is an exception, since |
1053 | * it can still damage your items. Only include attacktypes if |
1057 | * it can still damage your items. Only include attacktypes if |
1054 | * special processing is needed */ |
1058 | * special processing is needed */ |
1055 | |
1059 | |
1056 | if ((op->resist[attacknum] >= 100) && |
1060 | if ((op->resist[attacknum] >= 100) && |
1057 | doesnt_slay && (attacknum != ATNR_ACID)) |
1061 | doesnt_slay && (attacknum != ATNR_ACID)) |
1058 | return 0; |
1062 | return 0; |
1059 | |
1063 | |
1060 | /* Keep this in order - makes things easier to find */ |
1064 | /* Keep this in order - makes things easier to find */ |
1061 | |
1065 | |
1062 | switch(attacknum) { |
1066 | switch(attacknum) { |
1063 | case ATNR_PHYSICAL: |
1067 | case ATNR_PHYSICAL: |
1064 | /* here also check for diseases */ |
1068 | /* here also check for diseases */ |
1065 | check_physically_infect(op, hitter); |
1069 | check_physically_infect(op, hitter); |
1066 | break; |
1070 | break; |
1067 | |
1071 | |
1068 | /* Don't need to do anything for: |
1072 | /* Don't need to do anything for: |
1069 | magic, |
1073 | magic, |
1070 | fire, |
1074 | fire, |
1071 | electricity, |
1075 | electricity, |
1072 | cold */ |
1076 | cold */ |
1073 | |
1077 | |
1074 | case ATNR_CONFUSION: |
1078 | case ATNR_CONFUSION: |
1075 | case ATNR_POISON: |
1079 | case ATNR_POISON: |
1076 | case ATNR_SLOW: |
1080 | case ATNR_SLOW: |
1077 | case ATNR_PARALYZE: |
1081 | case ATNR_PARALYZE: |
1078 | case ATNR_FEAR: |
1082 | case ATNR_FEAR: |
1079 | case ATNR_CANCELLATION: |
1083 | case ATNR_CANCELLATION: |
1080 | case ATNR_DEPLETE: |
1084 | case ATNR_DEPLETE: |
1081 | case ATNR_BLIND: |
1085 | case ATNR_BLIND: |
1082 | { |
1086 | { |
1083 | /* chance for inflicting a special attack depends on the |
1087 | /* chance for inflicting a special attack depends on the |
1084 | * difference between attacker's and defender's level |
1088 | * difference between attacker's and defender's level |
1085 | */ |
1089 | */ |
1086 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1090 | int level_diff = MIN(110, MAX(0, op->level - hitter->level)); |
1087 | |
1091 | |
1088 | /* First, only creatures/players with speed can be affected. |
1092 | /* First, only creatures/players with speed can be affected. |
1089 | * Second, just getting hit doesn't mean it always affects |
1093 | * Second, just getting hit doesn't mean it always affects |
1090 | * you. Third, you still get a saving through against the |
1094 | * you. Third, you still get a saving through against the |
1091 | * effect. |
1095 | * effect. |
1092 | */ |
1096 | */ |
1093 | if (op->speed && |
1097 | if (op->speed && |
1094 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1098 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type==PLAYER) && |
1095 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1099 | !(rndm(0, (attacknum == ATNR_SLOW?6:3)-1)) && |
1096 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1100 | !did_make_save(op, level_diff, op->resist[attacknum]/10)) { |
1097 | |
1101 | |
1098 | /* Player has been hit by something */ |
1102 | /* Player has been hit by something */ |
1099 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1103 | if (attacknum == ATNR_CONFUSION) confuse_player(op,hitter,dam); |
1100 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1104 | else if (attacknum == ATNR_POISON) poison_player(op,hitter,dam); |
1101 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1105 | else if (attacknum == ATNR_SLOW) slow_player(op,hitter,dam); |
1102 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1106 | else if (attacknum == ATNR_PARALYZE) paralyze_player(op,hitter,dam); |
1103 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1107 | else if (attacknum == ATNR_FEAR) scare_creature(op, hitter); |
1104 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1108 | else if (attacknum == ATNR_CANCELLATION) cancellation(op); |
1105 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1109 | else if (attacknum == ATNR_DEPLETE) drain_stat(op); |
1106 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1110 | else if (attacknum == ATNR_BLIND && !QUERY_FLAG(op,FLAG_UNDEAD) && |
1107 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1111 | !QUERY_FLAG(op,FLAG_GENERATOR)) blind_player(op,hitter,dam); |
1108 | } |
1112 | } |
1109 | dam = 0; /* These are all effects and don't do real damage */ |
1113 | dam = 0; /* These are all effects and don't do real damage */ |
1110 | } |
1114 | } |
1111 | break; |
1115 | break; |
1112 | case ATNR_ACID: |
1116 | case ATNR_ACID: |
1113 | { |
1117 | { |
1114 | int flag=0; |
1118 | int flag=0; |
1115 | |
1119 | |
1116 | /* Items only get corroded if you're not on a battleground and |
1120 | /* Items only get corroded if you're not on a battleground and |
1117 | * if your acid resistance is below 50%. */ |
1121 | * if your acid resistance is below 50%. */ |
1118 | if (!op_on_battleground(op, NULL, NULL) && |
1122 | if (!op_on_battleground(op, NULL, NULL) && |
1119 | (op->resist[ATNR_ACID] < 50)) |
1123 | (op->resist[ATNR_ACID] < 50)) |
1120 | { |
1124 | { |
1121 | object *tmp; |
1125 | object *tmp; |
1122 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1126 | for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { |
1123 | if(tmp->invisible) |
1127 | if(tmp->invisible) |
1124 | continue; |
1128 | continue; |
1125 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
1129 | if(!QUERY_FLAG(tmp, FLAG_APPLIED) || |
1126 | (tmp->resist[ATNR_ACID] >= 10)) |
1130 | (tmp->resist[ATNR_ACID] >= 10)) |
1127 | /* >= 10% acid res. on itmes will protect these */ |
1131 | /* >= 10% acid res. on itmes will protect these */ |
1128 | continue; |
1132 | continue; |
1129 | if(!(tmp->material & M_IRON)) |
1133 | if(!(tmp->material & M_IRON)) |
1130 | continue; |
1134 | continue; |
1131 | if(tmp->magic < -4) /* Let's stop at -5 */ |
1135 | if(tmp->magic < -4) /* Let's stop at -5 */ |
1132 | continue; |
1136 | continue; |
1133 | if(tmp->type==RING || |
1137 | if(tmp->type==RING || |
1134 | /* removed boots and gloves from exclusion list in |
1138 | /* removed boots and gloves from exclusion list in |
1135 | PR */ |
1139 | PR */ |
1136 | tmp->type==GIRDLE || |
1140 | tmp->type==GIRDLE || |
1137 | tmp->type==AMULET || |
1141 | tmp->type==AMULET || |
1138 | tmp->type==WAND || |
1142 | tmp->type==WAND || |
1139 | tmp->type==ROD || |
1143 | tmp->type==ROD || |
1140 | tmp->type==HORN) |
1144 | tmp->type==HORN) |
1141 | continue; /* To avoid some strange effects */ |
1145 | continue; /* To avoid some strange effects */ |
1142 | |
1146 | |
1143 | /* High damage acid has better chance of corroding |
1147 | /* High damage acid has better chance of corroding |
1144 | objects */ |
1148 | objects */ |
1145 | if(rndm(0, dam+4) > |
1149 | if(rndm(0, dam+4) > |
1146 | random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
1150 | random_roll(0, 39, op, PREFER_HIGH)+2*tmp->magic) { |
1147 | if(op->type == PLAYER) |
1151 | if(op->type == PLAYER) |
1148 | /* Make this more visible */ |
1152 | /* Make this more visible */ |
1149 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1153 | new_draw_info_format(NDI_UNIQUE|NDI_RED,0, op, |
1150 | "The %s's acid corrodes your %s!", |
1154 | "The %s's acid corrodes your %s!", |
1151 | query_name(hitter), query_name(tmp)); |
1155 | query_name(hitter), query_name(tmp)); |
1152 | flag = 1; |
1156 | flag = 1; |
1153 | tmp->magic--; |
1157 | tmp->magic--; |
1154 | if(op->type == PLAYER) |
1158 | if(op->type == PLAYER) |
1155 | esrv_send_item(op, tmp); |
1159 | esrv_send_item(op, tmp); |
1156 | } |
1160 | } |
1157 | } |
1161 | } |
1158 | if(flag) |
1162 | if(flag) |
1159 | fix_player(op); /* Something was corroded */ |
1163 | fix_player(op); /* Something was corroded */ |
1160 | } |
1164 | } |
1161 | } |
1165 | } |
1162 | break; |
1166 | break; |
1163 | case ATNR_DRAIN: |
1167 | case ATNR_DRAIN: |
1164 | { |
1168 | { |
1165 | /* rate is the proportion of exp drained. High rate means |
1169 | /* rate is the proportion of exp drained. High rate means |
1166 | * not much is drained, low rate means a lot is drained. |
1170 | * not much is drained, low rate means a lot is drained. |
1167 | */ |
1171 | */ |
1168 | int rate; |
1172 | int rate; |
1169 | |
1173 | |
1170 | if(op->resist[ATNR_DRAIN] >= 0) |
1174 | if(op->resist[ATNR_DRAIN] >= 0) |
1171 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1175 | rate = 400 + op->resist[ATNR_DRAIN] * 3; |
1172 | else |
1176 | else |
1173 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1177 | rate = 400 * 100 / (100 - op->resist[ATNR_DRAIN]); |
1174 | |
1178 | |
1175 | if(op->stats.exp <= rate) { |
1179 | if(op->stats.exp <= rate) { |
1176 | if(op->type == GOLEM) |
1180 | if(op->type == GOLEM) |
1177 | dam = 999; /* Its force is "sucked" away. 8) */ |
1181 | dam = 999; /* Its force is "sucked" away. 8) */ |
1178 | else |
1182 | else |
1179 | /* If we can't drain, lets try to do physical damage */ |
1183 | /* If we can't drain, lets try to do physical damage */ |
1180 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1184 | dam = hit_player_attacktype(op, hitter, dam, ATNR_PHYSICAL, magic); |
1181 | } else { |
1185 | } else { |
1182 | /* Randomly give the hitter some hp */ |
1186 | /* Randomly give the hitter some hp */ |
1183 | if(hitter->stats.hp<hitter->stats.maxhp && |
1187 | if(hitter->stats.hp<hitter->stats.maxhp && |
1184 | (op->level > hitter->level) && |
1188 | (op->level > hitter->level) && |
1185 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
1189 | random_roll(0, (op->level-hitter->level+2), hitter, PREFER_HIGH)>3) |
1186 | hitter->stats.hp++; |
1190 | hitter->stats.hp++; |
1187 | |
1191 | |
1188 | /* Can't do drains on battleground spaces. |
1192 | /* Can't do drains on battleground spaces. |
1189 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1193 | * Move the wiz check up here - before, the hitter wouldn't gain exp |
1190 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1194 | * exp, but the wiz would still lose exp! If drainee is a wiz, |
1191 | * nothing happens. |
1195 | * nothing happens. |
1192 | * Try to credit the owner. We try to display player -> player drain |
1196 | * Try to credit the owner. We try to display player -> player drain |
1193 | * attacks, hence all the != PLAYER checks. |
1197 | * attacks, hence all the != PLAYER checks. |
1194 | */ |
1198 | */ |
1195 | if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1199 | if (!op_on_battleground(hitter, NULL, NULL) && !QUERY_FLAG(op,FLAG_WAS_WIZ)) { |
1196 | object *owner = get_owner(hitter); |
1200 | object *owner = get_owner(hitter); |
1197 | |
1201 | |
1198 | if (owner && owner != hitter) { |
1202 | if (owner && owner != hitter) { |
1199 | if (op->type != PLAYER || owner->type != PLAYER) |
1203 | if (op->type != PLAYER || owner->type != PLAYER) |
1200 | change_exp(owner, op->stats.exp/(rate*2), |
1204 | change_exp(owner, op->stats.exp/(rate*2), |
1201 | hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1205 | hitter->chosen_skill? hitter->chosen_skill->skill:NULL, SK_EXP_TOTAL); |
1202 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
1206 | } else if (op->type != PLAYER || hitter->type != PLAYER) { |
1203 | change_exp(hitter, op->stats.exp/(rate*2), |
1207 | change_exp(hitter, op->stats.exp/(rate*2), |
1204 | hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1208 | hitter->chosen_skill?hitter->chosen_skill->skill:NULL, 0); |
1205 | } |
1209 | } |
1206 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
1210 | change_exp(op,-op->stats.exp/rate, NULL, 0); |
1207 | } |
1211 | } |
1208 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1212 | dam = 1; /* Drain is an effect. Still return 1 - otherwise, if you have pure |
1209 | * drain attack, you won't know that you are actually sucking out EXP, |
1213 | * drain attack, you won't know that you are actually sucking out EXP, |
1210 | * as the messages will say you missed |
1214 | * as the messages will say you missed |
1211 | */ |
1215 | */ |
1212 | } |
1216 | } |
1213 | } |
1217 | } |
1214 | break; |
1218 | break; |
1215 | case ATNR_TURN_UNDEAD: |
1219 | case ATNR_TURN_UNDEAD: |
1216 | { |
1220 | { |
1217 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1221 | if (QUERY_FLAG(op,FLAG_UNDEAD)) { |
1218 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1222 | object *owner = get_owner(hitter) == NULL ? hitter : get_owner(hitter); |
1219 | object *god = find_god (determine_god (owner)); |
1223 | object *god = find_god (determine_god (owner)); |
1220 | int div = 1; |
1224 | int div = 1; |
1221 | |
1225 | |
1222 | /* if undead are not an enemy of your god, you turn them |
1226 | /* if undead are not an enemy of your god, you turn them |
1223 | * at half strength */ |
1227 | * at half strength */ |
1224 | if (! god || ! god->slaying || |
1228 | if (! god || ! god->slaying || |
1225 | strstr (god->slaying, undead_name) == NULL) |
1229 | strstr (god->slaying, undead_name) == NULL) |
1226 | div = 2; |
1230 | div = 2; |
1227 | /* Give a bonus if you resist turn undead */ |
1231 | /* Give a bonus if you resist turn undead */ |
1228 | if (op->level * div < |
1232 | if (op->level * div < |
1229 | (turn_bonus[owner->stats.Wis]+owner->level + |
1233 | (turn_bonus[owner->stats.Wis]+owner->level + |
1230 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
1234 | (op->resist[ATNR_TURN_UNDEAD]/100))) |
1231 | scare_creature(op, owner); |
1235 | scare_creature(op, owner); |
1232 | } |
1236 | } |
1233 | else |
1237 | else |
1234 | dam = 0; /* don't damage non undead - should we damage |
1238 | dam = 0; /* don't damage non undead - should we damage |
1235 | undead? */ |
1239 | undead? */ |
1236 | } break; |
1240 | } break; |
1237 | case ATNR_DEATH: |
1241 | case ATNR_DEATH: |
1238 | deathstrike_player(op, hitter, &dam); |
1242 | deathstrike_player(op, hitter, &dam); |
1239 | break; |
1243 | break; |
1240 | case ATNR_CHAOS: |
1244 | case ATNR_CHAOS: |
1241 | LOG(llevError, |
1245 | LOG(llevError, |
1242 | "%s was hit by %s with non-specific chaos.\n", |
1246 | "%s was hit by %s with non-specific chaos.\n", |
1243 | query_name(op), |
1247 | query_name(op), |
1244 | query_name(hitter)); |
1248 | query_name(hitter)); |
1245 | dam = 0; |
1249 | dam = 0; |
1246 | break; |
1250 | break; |
1247 | case ATNR_COUNTERSPELL: |
1251 | case ATNR_COUNTERSPELL: |
1248 | LOG(llevError, |
1252 | LOG(llevError, |
1249 | "%s was hit by %s with counterspell attack.\n", |
1253 | "%s was hit by %s with counterspell attack.\n", |
1250 | query_name(op), |
1254 | query_name(op), |
1251 | query_name(hitter)); |
1255 | query_name(hitter)); |
1252 | dam = 0; |
1256 | dam = 0; |
1253 | /* This should never happen. Counterspell is handled |
1257 | /* This should never happen. Counterspell is handled |
1254 | * seperately and filtered out. If this does happen, |
1258 | * seperately and filtered out. If this does happen, |
1255 | * Counterspell has no effect on anything but spells, so it |
1259 | * Counterspell has no effect on anything but spells, so it |
1256 | * does no damage. */ |
1260 | * does no damage. */ |
1257 | break; |
1261 | break; |
1258 | case ATNR_HOLYWORD: |
1262 | case ATNR_HOLYWORD: |
1259 | { |
1263 | { |
1260 | /* This has already been handled by hit_player, |
1264 | /* This has already been handled by hit_player, |
1261 | * no need to check twice -- DAMN */ |
1265 | * no need to check twice -- DAMN */ |
1262 | |
1266 | |
1263 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1267 | object *owner = get_owner(hitter)==NULL?hitter:get_owner(hitter); |
1264 | |
1268 | |
1265 | /* As with turn undead above, give a bonus on the saving throw */ |
1269 | /* As with turn undead above, give a bonus on the saving throw */ |
1266 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1270 | if((op->level+(op->resist[ATNR_HOLYWORD]/100)) < |
1267 | owner->level+turn_bonus[owner->stats.Wis]) |
1271 | owner->level+turn_bonus[owner->stats.Wis]) |
1268 | scare_creature(op, owner); |
1272 | scare_creature(op, owner); |
1269 | } break; |
1273 | } break; |
1270 | case ATNR_LIFE_STEALING: |
1274 | case ATNR_LIFE_STEALING: |
1271 | { |
1275 | { |
1272 | int new_hp; |
1276 | int new_hp; |
1273 | /* this is replacement to drain for players, instead of taking |
1277 | /* this is replacement to drain for players, instead of taking |
1274 | * exp it takes hp. It is geared for players, probably not |
1278 | * exp it takes hp. It is geared for players, probably not |
1275 | * much use giving it to monsters |
1279 | * much use giving it to monsters |
1276 | * |
1280 | * |
1277 | * life stealing doesn't do a lot of damage, but it gives the |
1281 | * life stealing doesn't do a lot of damage, but it gives the |
1278 | * damage it does do to the player. Given that, |
1282 | * damage it does do to the player. Given that, |
1279 | * it only does 1/10'th normal damage (hence the divide by |
1283 | * it only does 1/10'th normal damage (hence the divide by |
1280 | * 1000). |
1284 | * 1000). |
1281 | */ |
1285 | */ |
1282 | /* You can't steal life from something undead */ |
1286 | /* You can't steal life from something undead */ |
1283 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1287 | if ((op->type == GOLEM) || (QUERY_FLAG(op, FLAG_UNDEAD))) return 0; |
1284 | /* If drain protection is higher than life stealing, use that */ |
1288 | /* If drain protection is higher than life stealing, use that */ |
1285 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1289 | if (op->resist[ATNR_DRAIN] >= op->resist[ATNR_LIFE_STEALING]) |
1286 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1290 | dam = (dam*(100 - op->resist[ATNR_DRAIN])) / 3000; |
1287 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1291 | else dam = (dam*(100 - op->resist[ATNR_LIFE_STEALING])) / 3000; |
1288 | /* You die at -1 hp, not zero. */ |
1292 | /* You die at -1 hp, not zero. */ |
1289 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1293 | if (dam > (op->stats.hp+1)) dam = op->stats.hp+1; |
1290 | new_hp = hitter->stats.hp + dam; |
1294 | new_hp = hitter->stats.hp + dam; |
1291 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1295 | if (new_hp > hitter->stats.maxhp) new_hp = hitter->stats.maxhp; |
1292 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1296 | if (new_hp > hitter->stats.hp) hitter->stats.hp = new_hp; |
1293 | } |
1297 | } |
1294 | } |
1298 | } |
1295 | return dam; |
1299 | return dam; |
1296 | } |
1300 | } |
1297 | |
1301 | |
… | |
… | |
1320 | int pk=0; /* true if op and what controls hitter are both players*/ |
1324 | int pk=0; /* true if op and what controls hitter are both players*/ |
1321 | object *owner=NULL; |
1325 | object *owner=NULL; |
1322 | object *skop=NULL; |
1326 | object *skop=NULL; |
1323 | |
1327 | |
1324 | if (op->stats.hp>=0) |
1328 | if (op->stats.hp>=0) |
1325 | return -1; |
1329 | return -1; |
1326 | |
1330 | |
1327 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1331 | if (INVOKE_OBJECT (KILL, op, ARG_OBJECT (hitter))) |
1328 | return 0; |
1332 | return 0; |
1329 | |
1333 | |
1330 | /* maxdam needs to be the amount of damage it took to kill |
1334 | /* maxdam needs to be the amount of damage it took to kill |
… | |
… | |
1332 | * adjusted the creatures HP total, so that is negative. |
1336 | * adjusted the creatures HP total, so that is negative. |
1333 | */ |
1337 | */ |
1334 | maxdam = dam + op->stats.hp + 1; |
1338 | maxdam = dam + op->stats.hp + 1; |
1335 | |
1339 | |
1336 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1340 | if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)) |
1337 | update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1341 | update_all_los(op->map,op->x, op->y); /* makes sure los will be recalculated */ |
1338 | |
1342 | |
1339 | if(op->type==DOOR) { |
1343 | if(op->type==DOOR) { |
1340 | op->speed = 0.1; |
1344 | op->speed = 0.1; |
1341 | update_ob_speed(op); |
1345 | update_ob_speed(op); |
1342 | op->speed_left= -0.05; |
1346 | op->speed_left= -0.05; |
1343 | return maxdam; |
1347 | return maxdam; |
1344 | } |
1348 | } |
1345 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1349 | if(QUERY_FLAG (op, FLAG_FRIENDLY) && op->type != PLAYER) { |
1346 | remove_friendly_object(op); |
1350 | remove_friendly_object(op); |
1347 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1351 | if (get_owner (op) != NULL && op->owner->type == PLAYER && |
1348 | op->owner->contr->ranges[range_golem] == op) { |
1352 | op->owner->contr->ranges[range_golem] == op) { |
1349 | op->owner->contr->ranges[range_golem]=NULL; |
1353 | op->owner->contr->ranges[range_golem]=NULL; |
1350 | op->owner->contr->golem_count=0; |
1354 | op->owner->contr->golem_count=0; |
1351 | } |
1355 | } |
1352 | |
1356 | |
1353 | remove_ob(op); |
1357 | remove_ob(op); |
1354 | free_object(op); |
1358 | free_object(op); |
1355 | return maxdam; |
1359 | return maxdam; |
1356 | } |
1360 | } |
1357 | |
1361 | |
1358 | /* Now lets start dealing with experience we get for killing something */ |
1362 | /* Now lets start dealing with experience we get for killing something */ |
1359 | |
1363 | |
1360 | owner=get_owner(hitter); |
1364 | owner=get_owner(hitter); |
1361 | if(owner==NULL) |
1365 | if(owner==NULL) |
1362 | owner=hitter; |
1366 | owner=hitter; |
1363 | |
1367 | |
1364 | /* is the victim (op) standing on battleground? */ |
1368 | /* is the victim (op) standing on battleground? */ |
1365 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1369 | if (op_on_battleground(op, NULL, NULL)) battleg=1; |
1366 | |
1370 | |
1367 | /* is this player killing?*/ |
1371 | /* is this player killing?*/ |
1368 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1372 | if (op->type == PLAYER && owner->type == PLAYER) pk=1; |
1369 | |
1373 | |
1370 | /* Player killed something */ |
1374 | /* Player killed something */ |
1371 | if(owner->type==PLAYER) { |
1375 | if(owner->type==PLAYER) { |
1372 | Log_Kill(owner->name, |
1376 | Log_Kill(owner->name, |
1373 | query_name(op),op->type, |
1377 | query_name(op),op->type, |
1374 | (owner!=hitter) ? query_name(hitter) : NULL, |
1378 | (owner!=hitter) ? query_name(hitter) : NULL, |
1375 | (owner!=hitter) ? hitter->type : 0); |
1379 | (owner!=hitter) ? hitter->type : 0); |
1376 | |
1380 | |
1377 | /* Log players killing other players - makes it easier to detect |
1381 | /* Log players killing other players - makes it easier to detect |
1378 | * and filter out malicious player killers - that is why the |
1382 | * and filter out malicious player killers - that is why the |
1379 | * ip address is included. |
1383 | * ip address is included. |
1380 | */ |
1384 | */ |
1381 | if (op->type == PLAYER && !battleg) { |
1385 | if (op->type == PLAYER && !battleg) { |
1382 | time_t t=time(NULL); |
1386 | time_t t=time(NULL); |
1383 | struct tm *tmv; |
1387 | struct tm *tmv; |
1384 | char buf[256]; |
1388 | char buf[256]; |
1385 | |
1389 | |
1386 | tmv = localtime(&t); |
1390 | tmv = localtime(&t); |
1387 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1391 | strftime(buf, 256,"%a %b %d %H:%M:%S %Y", tmv); |
1388 | |
1392 | |
1389 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1393 | LOG(llevInfo,"%s PLAYER_KILL_PLAYER: %s (%s) killed %s\n", |
1390 | buf, owner->name, owner->contr->socket.host, query_name(op)); |
1394 | buf, owner->name, owner->contr->socket.host, query_name(op)); |
1391 | } |
1395 | } |
1392 | |
1396 | |
1393 | /* try to filter some things out - basically, if you are |
1397 | /* try to filter some things out - basically, if you are |
1394 | * killing a level 1 creature and your level 20, you |
1398 | * killing a level 1 creature and your level 20, you |
1395 | * probably don't want to see that. |
1399 | * probably don't want to see that. |
1396 | */ |
1400 | */ |
1397 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1401 | if ( owner->level < op->level * 2|| op->stats.exp>1000) { |
1398 | if(owner!=hitter) { |
1402 | if(owner!=hitter) { |
1399 | new_draw_info_format(NDI_BLACK, 0, owner, |
1403 | new_draw_info_format(NDI_BLACK, 0, owner, |
1400 | "You killed %s with %s.",query_name(op), |
1404 | "You killed %s with %s.",query_name(op), |
1401 | query_name(hitter)); |
1405 | query_name(hitter)); |
1402 | } |
1406 | } |
1403 | else { |
1407 | else { |
1404 | new_draw_info_format(NDI_BLACK, 0, owner, |
1408 | new_draw_info_format(NDI_BLACK, 0, owner, |
1405 | "You killed %s.",query_name(op)); |
1409 | "You killed %s.",query_name(op)); |
1406 | } |
1410 | } |
1407 | /* Only play sounds for melee kills */ |
1411 | /* Only play sounds for melee kills */ |
1408 | if (hitter->type == PLAYER) |
1412 | if (hitter->type == PLAYER) |
1409 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1413 | play_sound_map(owner->map, owner->x, owner->y, SOUND_PLAYER_KILLS); |
1410 | } |
1414 | } |
1411 | |
1415 | |
1412 | /* If a player kills another player, not on |
1416 | /* If a player kills another player, not on |
1413 | * battleground, the "killer" looses 1 luck. Since this is |
1417 | * battleground, the "killer" looses 1 luck. Since this is |
1414 | * not reversible, it's actually quite a pain IMHO. -AV |
1418 | * not reversible, it's actually quite a pain IMHO. -AV |
1415 | * Fix bug in that we were changing the luck of the hitter, not |
1419 | * Fix bug in that we were changing the luck of the hitter, not |
1416 | * player that the object belonged to - so if you killed another player |
1420 | * player that the object belonged to - so if you killed another player |
1417 | * with spells, pets, whatever, there was no penalty. |
1421 | * with spells, pets, whatever, there was no penalty. |
1418 | * Changed to make luck penalty configurable in settings. |
1422 | * Changed to make luck penalty configurable in settings. |
1419 | */ |
1423 | */ |
1420 | if(op->type == PLAYER && owner != op && !battleg) |
1424 | if(op->type == PLAYER && owner != op && !battleg) |
1421 | change_luck(owner, -settings.pk_luck_penalty); |
1425 | change_luck(owner, -settings.pk_luck_penalty); |
1422 | |
1426 | |
1423 | /* This code below deals with finding the appropriate skill |
1427 | /* This code below deals with finding the appropriate skill |
1424 | * to credit exp to. This is a bit problematic - we should |
1428 | * to credit exp to. This is a bit problematic - we should |
1425 | * probably never really have to look at current_weapon->skill |
1429 | * probably never really have to look at current_weapon->skill |
1426 | */ |
1430 | */ |
1427 | skill = NULL; |
1431 | skill = NULL; |
1428 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
1432 | if (hitter->skill && hitter->type!=PLAYER) skill = hitter->skill; |
1429 | else if (owner->chosen_skill) { |
1433 | else if (owner->chosen_skill) { |
1430 | skill = owner->chosen_skill->skill; |
1434 | skill = owner->chosen_skill->skill; |
1431 | skop = owner->chosen_skill; |
1435 | skop = owner->chosen_skill; |
1432 | } |
1436 | } |
1433 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
1437 | else if (QUERY_FLAG(owner, FLAG_READY_WEAPON)) skill=owner->current_weapon->skill; |
1434 | else |
1438 | else |
1435 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
1439 | LOG(llevError,"kill_object - unable to find skill that killed monster\n"); |
1436 | |
1440 | |
1437 | /* We have the skill we want to credit to - now find the object this goes |
1441 | /* We have the skill we want to credit to - now find the object this goes |
1438 | * to. Make sure skop is an actual skill, and not a skill tool! |
1442 | * to. Make sure skop is an actual skill, and not a skill tool! |
1439 | */ |
1443 | */ |
1440 | if ((!skop || skop->type != SKILL) && skill) { |
1444 | if ((!skop || skop->type != SKILL) && skill) { |
1441 | int i; |
1445 | int i; |
1442 | |
1446 | |
1443 | for (i=0; i<NUM_SKILLS; i++) |
1447 | for (i=0; i<NUM_SKILLS; i++) |
1444 | if (owner->contr->last_skill_ob[i] && |
1448 | if (owner->contr->last_skill_ob[i] && |
1445 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
1449 | !strcmp(owner->contr->last_skill_ob[i]->skill, skill)) { |
1446 | skop = owner->contr->last_skill_ob[i]; |
1450 | skop = owner->contr->last_skill_ob[i]; |
1447 | break; |
1451 | break; |
1448 | } |
1452 | } |
1449 | } |
1453 | } |
1450 | } /* Was it a player that hit somethign */ |
1454 | } /* Was it a player that hit somethign */ |
1451 | else { |
1455 | else { |
1452 | skill = NULL; |
1456 | skill = NULL; |
1453 | } |
1457 | } |
1454 | |
1458 | |
1455 | /* Pet (or spell) killed something. */ |
1459 | /* Pet (or spell) killed something. */ |
1456 | if(owner != hitter ) { |
1460 | if(owner != hitter ) { |
1457 | (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
1461 | (void) sprintf(buf,"%s killed %s with %s%s%s.",owner->name, |
1458 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
1462 | query_name(op),query_name(hitter), battleg? " (duel)":"", pk? " (pk)":""); |
1459 | } |
1463 | } |
1460 | else { |
1464 | else { |
1461 | (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
1465 | (void) sprintf(buf,"%s killed %s%s%s%s.",hitter->name,op->name, |
1462 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1466 | (QUERY_FLAG(hitter, FLAG_MONSTER)) || hitter->type == PLAYER ? |
1463 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
1467 | " in hand to hand combat":"", battleg? " (duel)":"", pk? " (pk)":""); |
1464 | } |
1468 | } |
1465 | /* These may have been set in the player code section above */ |
1469 | /* These may have been set in the player code section above */ |
1466 | if (!skop) skop = hitter->chosen_skill; |
1470 | if (!skop) skop = hitter->chosen_skill; |
1467 | if (!skill && skop) skill=skop->skill; |
1471 | if (!skill && skop) skill=skop->skill; |
1468 | |
1472 | |
1469 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
1473 | new_draw_info(NDI_ALL, op->type==PLAYER?1:10, NULL, buf); |
1470 | |
1474 | |
1471 | |
1475 | |
1472 | /* If you didn't kill yourself, and your not the wizard */ |
1476 | /* If you didn't kill yourself, and your not the wizard */ |
1473 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
1477 | if(owner!=op && !QUERY_FLAG(op, FLAG_WAS_WIZ)) { |
1474 | int exp; |
1478 | int exp; |
1475 | |
1479 | |
1476 | /* Really don't give much experience for killing other players */ |
1480 | /* Really don't give much experience for killing other players */ |
1477 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1481 | // schmorp: temporary? reduce the amount of exp gained for pking enourmously |
1478 | if (op->type==PLAYER) { |
1482 | if (op->type==PLAYER) { |
1479 | if (battleg) { |
1483 | if (battleg) { |
1480 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
1484 | new_draw_info(NDI_UNIQUE, 0,owner, "Your foe has fallen!"); |
1481 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
1485 | new_draw_info(NDI_UNIQUE, 0,owner, "VICTORY!!!"); |
1482 | } |
1486 | } |
1483 | else |
1487 | else |
1484 | exp = op->stats.exp / 1000; |
1488 | exp = op->stats.exp / 1000; |
1485 | } |
1489 | } |
1486 | else |
1490 | else |
1487 | exp = calc_skill_exp(owner, op, skop); |
1491 | exp = calc_skill_exp(owner, op, skop); |
1488 | |
1492 | |
1489 | /* if op is standing on "battleground" (arena), no way to gain |
1493 | /* if op is standing on "battleground" (arena), no way to gain |
1490 | * exp by killing him |
1494 | * exp by killing him |
1491 | */ |
1495 | */ |
1492 | if (battleg) exp = 0; |
1496 | if (battleg) exp = 0; |
1493 | |
1497 | |
1494 | /* Don't know why this is set this way - doesn't make |
1498 | /* Don't know why this is set this way - doesn't make |
1495 | * sense to just divide everything by two for no reason. |
1499 | * sense to just divide everything by two for no reason. |
1496 | */ |
1500 | */ |
1497 | |
1501 | |
1498 | if (!settings.simple_exp) |
1502 | if (!settings.simple_exp) |
1499 | exp=exp/2; |
1503 | exp=exp/2; |
1500 | |
1504 | |
1501 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
1505 | if(owner->type!=PLAYER || owner->contr->party==NULL) { |
1502 | change_exp(owner,exp, skill, 0); |
1506 | change_exp(owner,exp, skill, 0); |
1503 | } |
1507 | } |
1504 | else { |
1508 | else { |
1505 | int shares=0,count=0; |
1509 | int shares=0,count=0; |
1506 | |
1510 | |
1507 | player *pl; |
1511 | player *pl; |
1508 | |
1512 | |
1509 | partylist *party=owner->contr->party; |
1513 | partylist *party=owner->contr->party; |
1510 | #ifdef PARTY_KILL_LOG |
1514 | #ifdef PARTY_KILL_LOG |
1511 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
1515 | add_kill_to_party(party, query_name(owner), query_name(op), exp); |
1512 | #endif |
1516 | #endif |
1513 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
1517 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
1514 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1515 | count++; |
|
|
1516 | shares+=(pl->ob->level+4); |
|
|
1517 | } |
|
|
1518 | } |
|
|
1519 | if(count==1 || shares>exp) |
|
|
1520 | change_exp(owner,exp, skill, SK_EXP_TOTAL); |
|
|
1521 | else { |
|
|
1522 | int share=exp/shares,given=0,nexp; |
|
|
1523 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1524 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1518 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
1525 | nexp=(pl->ob->level+4)*share; |
1519 | count++; |
|
|
1520 | shares+=(pl->ob->level+4); |
|
|
1521 | } |
|
|
1522 | } |
|
|
1523 | if(count==1 || shares>exp) |
|
|
1524 | change_exp(owner,exp, skill, SK_EXP_TOTAL); |
|
|
1525 | else { |
|
|
1526 | int share=exp/shares,given=0,nexp; |
|
|
1527 | for(pl=first_player;pl!=NULL;pl=pl->next) { |
|
|
1528 | if(party && pl->ob->contr->party==party && on_same_map(pl->ob, owner)) { |
|
|
1529 | nexp=(pl->ob->level+4)*share; |
1526 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
1530 | change_exp(pl->ob,nexp, skill, SK_EXP_TOTAL); |
1527 | given+=nexp; |
1531 | given+=nexp; |
1528 | } |
1532 | } |
1529 | } |
1533 | } |
1530 | exp-=given; |
1534 | exp-=given; |
1531 | /* give any remainder to the player */ |
1535 | /* give any remainder to the player */ |
1532 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
1536 | change_exp(owner,exp, skill, SK_EXP_ADD_SKILL); |
1533 | } |
1537 | } |
1534 | } /* else part of a party */ |
1538 | } /* else part of a party */ |
1535 | |
1539 | |
1536 | } /* end if person didn't kill himself */ |
1540 | } /* end if person didn't kill himself */ |
1537 | |
1541 | |
1538 | if(op->type!=PLAYER) { |
1542 | if(op->type!=PLAYER) { |
1539 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
1543 | if(QUERY_FLAG(op,FLAG_FRIENDLY)) { |
1540 | object *owner1 = get_owner(op); |
1544 | object *owner1 = get_owner(op); |
1541 | |
1545 | |
1542 | if(owner1!= NULL && owner1->type == PLAYER) { |
1546 | if(owner1!= NULL && owner1->type == PLAYER) { |
1543 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
1547 | play_sound_player_only(owner1->contr, SOUND_PET_IS_KILLED,0,0); |
1544 | /* Maybe we should include the owner that killed this, maybe not */ |
1548 | /* Maybe we should include the owner that killed this, maybe not */ |
1545 | new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
1549 | new_draw_info_format(NDI_UNIQUE, 0,owner1,"Your pet, the %s, is killed by %s.", |
1546 | op->name,hitter->name); |
1550 | op->name,hitter->name); |
1547 | } |
1551 | } |
1548 | remove_friendly_object(op); |
1552 | remove_friendly_object(op); |
1549 | } |
1553 | } |
1550 | remove_ob(op); |
1554 | remove_ob(op); |
1551 | free_object(op); |
1555 | free_object(op); |
1552 | } |
1556 | } |
1553 | /* Player has been killed! */ |
1557 | /* Player has been killed! */ |
1554 | else { |
1558 | else { |
1555 | if(owner->type==PLAYER) { |
1559 | if(owner->type==PLAYER) { |
1556 | snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
1560 | snprintf(op->contr->killer, BIG_NAME, "%s the %s",owner->name,owner->contr->title); |
1557 | } |
1561 | } |
1558 | else { |
1562 | else { |
1559 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
1563 | strncpy(op->contr->killer,hitter->name,BIG_NAME); |
1560 | op->contr->killer[BIG_NAME-1]='\0'; |
1564 | op->contr->killer[BIG_NAME-1]='\0'; |
1561 | } |
1565 | } |
1562 | } |
1566 | } |
1563 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1567 | /* This was return -1 - that doesn't seem correct - if we return -1, process |
1564 | * continues in the calling function. |
1568 | * continues in the calling function. |
1565 | */ |
1569 | */ |
1566 | return maxdam; |
1570 | return maxdam; |
… | |
… | |
1571 | */ |
1575 | */ |
1572 | |
1576 | |
1573 | int friendly_fire(object *op, object *hitter){ |
1577 | int friendly_fire(object *op, object *hitter){ |
1574 | object *owner; |
1578 | object *owner; |
1575 | int friendlyfire; |
1579 | int friendlyfire; |
1576 | |
1580 | |
1577 | if (hitter->head) hitter=hitter->head; |
1581 | if (hitter->head) hitter=hitter->head; |
1578 | |
1582 | |
1579 | friendlyfire = 0; |
1583 | friendlyfire = 0; |
1580 | |
1584 | |
1581 | if(op->type == PLAYER) { |
1585 | if(op->type == PLAYER) { |
1582 | if (op_on_battleground (hitter, 0, 0)) |
1586 | if (op_on_battleground (hitter, 0, 0)) |
1583 | return 0; |
1587 | return 0; |
1584 | |
1588 | |
1585 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1589 | if(hitter->type == PLAYER && hitter->contr->peaceful == 1) |
1586 | return 1; |
1590 | return 1; |
1587 | |
1591 | |
1588 | if((owner = get_owner(hitter))!=NULL) { |
1592 | if((owner = get_owner(hitter))!=NULL) { |
1589 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1593 | if(owner->type == PLAYER && owner->contr->peaceful == 1) |
1590 | friendlyfire = 2; |
1594 | friendlyfire = 2; |
1591 | } |
1595 | } |
1592 | |
1596 | |
1593 | if (hitter->type == SPELL || hitter->type == POISONING || |
1597 | if (hitter->type == SPELL || hitter->type == POISONING || |
1594 | hitter->type == DISEASE || hitter->type == RUNE) |
1598 | hitter->type == DISEASE || hitter->type == RUNE) |
1595 | friendlyfire = 0; |
1599 | friendlyfire = 0; |
1596 | } |
1600 | } |
1597 | return friendlyfire; |
1601 | return friendlyfire; |
1598 | } |
1602 | } |
1599 | |
1603 | |
1600 | |
1604 | |
… | |
… | |
1639 | |
1643 | |
1640 | op_tag = op->count; |
1644 | op_tag = op->count; |
1641 | hitter_tag = hitter->count; |
1645 | hitter_tag = hitter->count; |
1642 | |
1646 | |
1643 | if (body_attack) { |
1647 | if (body_attack) { |
1644 | /* slow and paralyze must hit the head. But we don't want to just |
1648 | /* slow and paralyze must hit the head. But we don't want to just |
1645 | * return - we still need to process other attacks the spell still |
1649 | * return - we still need to process other attacks the spell still |
1646 | * might have. So just remove the paralyze and slow attacktypes, |
1650 | * might have. So just remove the paralyze and slow attacktypes, |
1647 | * and keep on processing if we have other attacktypes. |
1651 | * and keep on processing if we have other attacktypes. |
1648 | * return if only magic or nothing is left - under normal code |
1652 | * return if only magic or nothing is left - under normal code |
1649 | * we don't attack with pure magic if there is another attacktype. |
1653 | * we don't attack with pure magic if there is another attacktype. |
1650 | * Only do processing if the initial attacktype includes one of those |
1654 | * Only do processing if the initial attacktype includes one of those |
1651 | * attack so we don't cancel out things like magic bullet. |
1655 | * attack so we don't cancel out things like magic bullet. |
1652 | */ |
1656 | */ |
1653 | if (type & (AT_PARALYZE | AT_SLOW)) { |
1657 | if (type & (AT_PARALYZE | AT_SLOW)) { |
1654 | type &= ~(AT_PARALYZE | AT_SLOW); |
1658 | type &= ~(AT_PARALYZE | AT_SLOW); |
1655 | if (!type || type==AT_MAGIC) return 0; |
1659 | if (!type || type==AT_MAGIC) return 0; |
1656 | } |
1660 | } |
1657 | } |
1661 | } |
1658 | |
1662 | |
1659 | if ( ! simple_attack && op->type == DOOR) { |
1663 | if ( ! simple_attack && op->type == DOOR) { |
1660 | object *tmp; |
1664 | object *tmp; |
1661 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1665 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
… | |
… | |
1673 | /* FIXME: If a player is killed by a rune in a door, the |
1677 | /* FIXME: If a player is killed by a rune in a door, the |
1674 | * was_destroyed() check above doesn't return, and might get here. |
1678 | * was_destroyed() check above doesn't return, and might get here. |
1675 | */ |
1679 | */ |
1676 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
1680 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " |
1677 | "hit_player()\n", op->arch->name, op->name); |
1681 | "hit_player()\n", op->arch->name, op->name); |
1678 | return 0; |
1682 | return 0; |
1679 | } |
1683 | } |
1680 | |
1684 | |
1681 | #ifdef ATTACK_DEBUG |
1685 | #ifdef ATTACK_DEBUG |
1682 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
1686 | LOG(llevDebug,"hit player: attacktype %d, dam %d\n", type, dam); |
1683 | #endif |
1687 | #endif |
… | |
… | |
1685 | if (magic) { |
1689 | if (magic) { |
1686 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1690 | /* basically: dam = dam*(100-op->resist[attacknum])/100; |
1687 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1691 | * in case 0>dam>1, we try to "simulate" a float value-effect */ |
1688 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1692 | dam = dam*(100-op->resist[ATNR_MAGIC]); |
1689 | if (dam >= 100) |
1693 | if (dam >= 100) |
1690 | dam /= 100; |
1694 | dam /= 100; |
1691 | else |
1695 | else |
1692 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1696 | dam = (dam > (rndm(0, 99))) ? 1 : 0; |
1693 | } |
1697 | } |
1694 | |
1698 | |
1695 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1699 | /* AT_CHAOS here is a weapon or monster. Spells are handled by hit_map |
1696 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1700 | * If the attacktype still has chaos, shuffle it, then clear the Chaos bit |
1697 | */ |
1701 | */ |
… | |
… | |
1705 | * holyword is part of an attacktype, then make sure the creature is |
1709 | * holyword is part of an attacktype, then make sure the creature is |
1706 | * a proper match, otherwise no damage. |
1710 | * a proper match, otherwise no damage. |
1707 | */ |
1711 | */ |
1708 | if (type & AT_HOLYWORD) { |
1712 | if (type & AT_HOLYWORD) { |
1709 | object *god; |
1713 | object *god; |
1710 | if ((!hitter->slaying || |
1714 | if ((!hitter->slaying || |
1711 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1715 | (!(op->race && strstr(hitter->slaying,op->race)) && |
1712 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1716 | !(op->name && strstr(hitter->slaying,op->name)))) && |
1713 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1717 | (!QUERY_FLAG(op,FLAG_UNDEAD) || |
1714 | (hitter->title != NULL |
1718 | (hitter->title != NULL |
1715 | && (god = find_god(determine_god(hitter))) != NULL |
1719 | && (god = find_god(determine_god(hitter))) != NULL |
1716 | && god->race != NULL |
1720 | && god->race != NULL |
1717 | && strstr(god->race,undead_name) != NULL))) |
1721 | && strstr(god->race,undead_name) != NULL))) |
1718 | return 0; |
1722 | return 0; |
1719 | } |
1723 | } |
1720 | |
1724 | |
1721 | maxattacktype = type; /* initialize this to something */ |
1725 | maxattacktype = type; /* initialize this to something */ |
1722 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1726 | for (attacknum=0; attacknum<NROFATTACKS; attacknum++, attacktype=1<<attacknum) { |
1723 | /* Magic isn't really a true attack type - it gets combined with other |
1727 | /* Magic isn't really a true attack type - it gets combined with other |
1724 | * attack types. As such, skip it over. However, if magic is |
1728 | * attack types. As such, skip it over. However, if magic is |
1725 | * the only attacktype in the group, then still attack with it |
1729 | * the only attacktype in the group, then still attack with it |
1726 | */ |
|
|
1727 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
|
|
1728 | |
|
|
1729 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1730 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1731 | * it. It will do the appropriate action for attacktypes with |
|
|
1732 | * effects (slow, paralization, etc. |
|
|
1733 | */ |
1730 | */ |
|
|
1731 | if ((attacktype==AT_MAGIC) && (type & ~AT_MAGIC)) continue; |
|
|
1732 | |
|
|
1733 | /* Go through and hit the player with each attacktype, one by one. |
|
|
1734 | * hit_player_attacktype only figures out the damage, doesn't inflict |
|
|
1735 | * it. It will do the appropriate action for attacktypes with |
|
|
1736 | * effects (slow, paralization, etc. |
|
|
1737 | */ |
1734 | if (type & attacktype) { |
1738 | if (type & attacktype) { |
1735 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1739 | ndam=hit_player_attacktype(op,hitter,dam,attacknum,magic); |
1736 | /* the >= causes us to prefer messages from special attacks, if |
1740 | /* the >= causes us to prefer messages from special attacks, if |
1737 | * the damage is equal. |
1741 | * the damage is equal. |
1738 | */ |
1742 | */ |
1739 | if (ndam >= maxdam) { |
1743 | if (ndam >= maxdam) { |
1740 | maxdam = ndam; |
1744 | maxdam = ndam; |
1741 | maxattacktype = 1<<attacknum; |
1745 | maxattacktype = 1<<attacknum; |
|
|
1746 | } |
|
|
1747 | } |
1742 | } |
1748 | } |
1743 | } |
1749 | |
1744 | } |
|
|
1745 | |
|
|
1746 | /* if this is friendly fire then do a set % of damage only |
1750 | /* if this is friendly fire then do a set % of damage only |
1747 | * Note - put a check in to make sure this attack is actually |
1751 | * Note - put a check in to make sure this attack is actually |
1748 | * doing damage - otherwise, the +1 in the code below will make |
1752 | * doing damage - otherwise, the +1 in the code below will make |
1749 | * an attack do damage before when it otherwise didn't |
1753 | * an attack do damage before when it otherwise didn't |
1750 | */ |
1754 | */ |
1751 | friendlyfire = friendly_fire(op, hitter); |
1755 | friendlyfire = friendly_fire(op, hitter); |
1752 | if (friendlyfire && maxdam){ |
1756 | if (friendlyfire && maxdam){ |
1753 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1757 | maxdam = ((dam * settings.set_friendly_fire) / 100); |
1754 | #ifndef COZY_SERVER |
1758 | #ifndef COZY_SERVER |
1755 | maxdam++; |
1759 | maxdam++; |
1756 | #endif |
1760 | #endif |
1757 | |
1761 | |
1758 | #ifdef ATTACK_DEBUG |
1762 | #ifdef ATTACK_DEBUG |
1759 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1763 | LOG(llevDebug,"Friendly fire (type:%d setting: %d%) did %d damage dropped to %d\n", |
1760 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1764 | friendlyfire, settings.set_friendly_fire, dam, maxdam); |
1761 | #endif |
1765 | #endif |
1762 | } |
1766 | } |
1763 | |
1767 | |
1764 | if (!full_hit) { |
1768 | if (!full_hit) { |
1765 | archetype *at; |
1769 | archetype *at; |
1766 | int area; |
1770 | int area; |
1767 | int remainder; |
1771 | int remainder; |
1768 | |
1772 | |
1769 | area = 0; |
1773 | area = 0; |
1770 | for(at = op->arch; at != NULL; at = at->more) |
1774 | for(at = op->arch; at != NULL; at = at->more) |
1771 | area++; |
1775 | area++; |
1772 | assert(area > 0); |
1776 | assert(area > 0); |
1773 | |
1777 | |
1774 | /* basically: maxdam /= area; we try to "simulate" a float |
1778 | /* basically: maxdam /= area; we try to "simulate" a float |
1775 | value-effect */ |
1779 | value-effect */ |
1776 | remainder = 100*(maxdam%area)/area; |
1780 | remainder = 100*(maxdam%area)/area; |
1777 | maxdam /= area; |
1781 | maxdam /= area; |
1778 | if (RANDOM()%100 < remainder) |
1782 | if (RANDOM()%100 < remainder) |
1779 | maxdam++; |
1783 | maxdam++; |
1780 | } |
1784 | } |
1781 | |
1785 | |
1782 | #ifdef ATTACK_DEBUG |
1786 | #ifdef ATTACK_DEBUG |
1783 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
1787 | LOG(llevDebug,"Attacktype %d did %d damage\n", type, maxdam); |
1784 | #endif |
1788 | #endif |
1785 | |
1789 | |
1786 | if(get_owner(hitter)) |
1790 | if(get_owner(hitter)) |
1787 | op->enemy=hitter->owner; |
1791 | op->enemy=hitter->owner; |
1788 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1792 | else if (QUERY_FLAG(hitter,FLAG_ALIVE)) |
1789 | op->enemy=hitter; |
1793 | op->enemy=hitter; |
1790 | |
1794 | |
1791 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1795 | if(QUERY_FLAG(op,FLAG_UNAGGRESSIVE) && op->type != PLAYER) { |
1792 | /* The unaggressives look after themselves 8) */ |
1796 | /* The unaggressives look after themselves 8) */ |
1793 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1797 | CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); |
1794 | npc_call_help(op); |
1798 | npc_call_help(op); |
1795 | } |
1799 | } |
1796 | |
1800 | |
1797 | if (magic && did_make_save(op, op->level, 0)) |
1801 | if (magic && did_make_save(op, op->level, 0)) |
1798 | maxdam=maxdam/2; |
1802 | maxdam=maxdam/2; |
1799 | |
1803 | |
1800 | attack_message(maxdam, maxattacktype, op, hitter); |
1804 | attack_message(maxdam, maxattacktype, op, hitter); |
1801 | |
1805 | |
1802 | op->stats.hp-=maxdam; |
1806 | op->stats.hp-=maxdam; |
1803 | |
1807 | |
1804 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1808 | /* Eneq(@csd.uu.se): Check to see if monster runs away. */ |
1805 | if ((op->stats.hp>=0) && |
1809 | if ((op->stats.hp>=0) && |
1806 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1810 | (QUERY_FLAG(op, FLAG_MONSTER) || op->type == PLAYER) && |
1807 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1811 | op->stats.hp<(signed short)(((float)op->run_away/(float)100)* |
1808 | (float)op->stats.maxhp)) { |
1812 | (float)op->stats.maxhp)) { |
1809 | |
1813 | |
1810 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
1814 | if (QUERY_FLAG(op, FLAG_MONSTER)) |
1811 | SET_FLAG(op, FLAG_RUN_AWAY); |
1815 | SET_FLAG(op, FLAG_RUN_AWAY); |
1812 | else |
1816 | else |
1813 | scare_creature(op, hitter); |
1817 | scare_creature(op, hitter); |
1814 | } |
1818 | } |
1815 | |
1819 | |
1816 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1820 | if(QUERY_FLAG(op,FLAG_TEAR_DOWN)) { |
1817 | if (maxdam) |
1821 | if (maxdam) |
1818 | tear_down_wall(op); |
1822 | tear_down_wall(op); |
1819 | return maxdam; /* nothing more to do for wall */ |
1823 | return maxdam; /* nothing more to do for wall */ |
1820 | } |
1824 | } |
1821 | |
1825 | |
1822 | /* See if the creature has been killed */ |
1826 | /* See if the creature has been killed */ |
1823 | rtn_kill = kill_object(op, maxdam, hitter, type); |
1827 | rtn_kill = kill_object(op, maxdam, hitter, type); |
1824 | if (rtn_kill != -1) |
1828 | if (rtn_kill != -1) |
1825 | return rtn_kill; |
1829 | return rtn_kill; |
1826 | |
1830 | |
1827 | |
1831 | |
1828 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1832 | /* Used to be ghosthit removal - we now use the ONE_HIT flag. Note |
1829 | * that before if the player was immune to ghosthit, the monster |
1833 | * that before if the player was immune to ghosthit, the monster |
1830 | * remained - that is no longer the case. |
1834 | * remained - that is no longer the case. |
1831 | */ |
1835 | */ |
1832 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1836 | if(QUERY_FLAG(hitter, FLAG_ONE_HIT)) { |
1833 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1837 | if(QUERY_FLAG(hitter,FLAG_FRIENDLY)) |
1834 | remove_friendly_object(hitter); |
1838 | remove_friendly_object(hitter); |
1835 | remove_ob(hitter); |
1839 | remove_ob(hitter); |
1836 | free_object(hitter); |
1840 | free_object(hitter); |
1837 | } |
1841 | } |
1838 | /* Lets handle creatures that are splitting now */ |
1842 | /* Lets handle creatures that are splitting now */ |
1839 | else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
1843 | else if(type&AT_PHYSICAL&&!QUERY_FLAG(op, FLAG_FREED)&&QUERY_FLAG(op,FLAG_SPLITTING)) { |
1840 | int i; |
1844 | int i; |
1841 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1845 | int friendly = QUERY_FLAG(op,FLAG_FRIENDLY); |
1842 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1846 | int unaggressive = QUERY_FLAG(op, FLAG_UNAGGRESSIVE); |
1843 | object *owner = get_owner(op); |
1847 | object *owner = get_owner(op); |
1844 | |
1848 | |
1845 | if(!op->other_arch) { |
1849 | if(!op->other_arch) { |
1846 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
1850 | LOG(llevError,"SPLITTING without other_arch error.\n"); |
1847 | return maxdam; |
1851 | return maxdam; |
1848 | } |
1852 | } |
1849 | remove_ob(op); |
1853 | remove_ob(op); |
1850 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1854 | for(i=0;i<NROFNEWOBJS(op);i++) { /* This doesn't handle op->more yet */ |
1851 | object *tmp=arch_to_object(op->other_arch); |
1855 | object *tmp=arch_to_object(op->other_arch); |
1852 | int j; |
1856 | int j; |
1853 | |
1857 | |
1854 | tmp->stats.hp=op->stats.hp; |
1858 | tmp->stats.hp=op->stats.hp; |
1855 | if (friendly) { |
1859 | if (friendly) { |
1856 | SET_FLAG(tmp, FLAG_FRIENDLY); |
1860 | SET_FLAG(tmp, FLAG_FRIENDLY); |
1857 | add_friendly_object(tmp); |
1861 | add_friendly_object(tmp); |
1858 | tmp->attack_movement = PETMOVE; |
1862 | tmp->attack_movement = PETMOVE; |
1859 | if (owner!=NULL) |
1863 | if (owner!=NULL) |
1860 | set_owner(tmp,owner); |
1864 | set_owner(tmp,owner); |
1861 | } |
1865 | } |
1862 | if (unaggressive) |
1866 | if (unaggressive) |
1863 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
1867 | SET_FLAG(tmp, FLAG_UNAGGRESSIVE); |
1864 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
1868 | j=find_first_free_spot(tmp,op->map,op->x,op->y); |
1865 | if (j==-1) /* No spot to put this monster */ |
1869 | if (j==-1) /* No spot to put this monster */ |
1866 | free_object(tmp); |
1870 | free_object(tmp); |
1867 | else { |
1871 | else { |
1868 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
1872 | tmp->x=op->x+freearr_x[j],tmp->y=op->y+freearr_y[j]; |
1869 | insert_ob_in_map(tmp,op->map,NULL,0); |
1873 | insert_ob_in_map(tmp,op->map,NULL,0); |
1870 | } |
1874 | } |
1871 | } |
1875 | } |
1872 | if(friendly) |
1876 | if(friendly) |
1873 | remove_friendly_object(op); |
1877 | remove_friendly_object(op); |
1874 | free_object(op); |
1878 | free_object(op); |
1875 | } |
1879 | } |
1876 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
1880 | else if(type & AT_DRAIN && hitter->type==GRIMREAPER&&hitter->value++>10) { |
1877 | remove_ob(hitter); |
1881 | remove_ob(hitter); |
1878 | free_object(hitter); |
1882 | free_object(hitter); |
1879 | } |
1883 | } |
1880 | return maxdam; |
1884 | return maxdam; |
1881 | } |
1885 | } |
1882 | |
1886 | |
1883 | |
1887 | |
… | |
… | |
1885 | { |
1889 | { |
1886 | archetype *at = find_archetype("poisoning"); |
1890 | archetype *at = find_archetype("poisoning"); |
1887 | object *tmp=present_arch_in_ob(at,op); |
1891 | object *tmp=present_arch_in_ob(at,op); |
1888 | |
1892 | |
1889 | if(tmp==NULL) { |
1893 | if(tmp==NULL) { |
1890 | if((tmp=arch_to_object(at))==NULL) |
1894 | if((tmp=arch_to_object(at))==NULL) |
1891 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
1895 | LOG(llevError,"Failed to clone arch poisoning.\n"); |
1892 | else { |
1896 | else { |
1893 | tmp = insert_ob_in_ob(tmp,op); |
1897 | tmp = insert_ob_in_ob(tmp,op); |
1894 | /* peterm: give poisoning some teeth. It should |
1898 | /* peterm: give poisoning some teeth. It should |
1895 | * be able to kill things better than it does: |
1899 | * be able to kill things better than it does: |
1896 | * damage should be dependent something--I choose to |
1900 | * damage should be dependent something--I choose to |
1897 | * do this: if it's a monster, the damage from the |
1901 | * do this: if it's a monster, the damage from the |
1898 | * poisoning goes as the level of the monster/2. |
1902 | * poisoning goes as the level of the monster/2. |
1899 | * If anything else, goes as damage. |
1903 | * If anything else, goes as damage. |
1900 | */ |
1904 | */ |
1901 | |
1905 | |
1902 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
1906 | if(QUERY_FLAG(hitter,FLAG_ALIVE)) |
1903 | tmp->stats.dam += hitter->level/2; |
1907 | tmp->stats.dam += hitter->level/2; |
1904 | else |
1908 | else |
1905 | tmp->stats.dam = dam; |
1909 | tmp->stats.dam = dam; |
1906 | |
1910 | |
1907 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
1911 | copy_owner(tmp,hitter); /* so we get credit for poisoning kills */ |
1908 | if(hitter->skill && hitter->skill != tmp->skill) { |
1912 | if(hitter->skill && hitter->skill != tmp->skill) { |
1909 | if (tmp->skill) free_string(tmp->skill); |
1913 | if (tmp->skill) free_string(tmp->skill); |
1910 | tmp->skill = add_refcount(hitter->skill); |
1914 | tmp->skill = add_refcount(hitter->skill); |
1911 | } |
1915 | } |
1912 | |
1916 | |
1913 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
1917 | tmp->stats.food+=dam; /* more damage, longer poisoning */ |
1914 | |
1918 | |
1915 | if(op->type==PLAYER) { |
1919 | if(op->type==PLAYER) { |
1916 | /* player looses stats, maximum is -10 of each */ |
1920 | /* player looses stats, maximum is -10 of each */ |
1917 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
1921 | tmp->stats.Con= MAX(-(dam/4+1), -10); |
1918 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
1922 | tmp->stats.Str= MAX(-(dam/3+2), -10); |
1919 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
1923 | tmp->stats.Dex= MAX(-(dam/6+1), -10); |
1920 | tmp->stats.Int= MAX(-dam/7, -10); |
1924 | tmp->stats.Int= MAX(-dam/7, -10); |
1921 | SET_FLAG(tmp,FLAG_APPLIED); |
1925 | SET_FLAG(tmp,FLAG_APPLIED); |
1922 | fix_player(op); |
1926 | fix_player(op); |
1923 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
1927 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very ill."); |
1924 | } |
1928 | } |
1925 | if (hitter->type == PLAYER) |
1929 | if (hitter->type == PLAYER) |
1926 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
1930 | new_draw_info_format(NDI_UNIQUE, 0, hitter, "You poison %s.", |
1927 | op->name); |
1931 | op->name); |
1928 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
1932 | else if (get_owner(hitter) != NULL && hitter->owner->type == PLAYER) |
1929 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
1933 | new_draw_info_format(NDI_UNIQUE, 0, hitter->owner, |
1930 | "Your %s poisons %s.", hitter->name, op->name); |
1934 | "Your %s poisons %s.", hitter->name, op->name); |
1931 | } |
1935 | } |
1932 | tmp->speed_left=0; |
1936 | tmp->speed_left=0; |
1933 | } |
1937 | } |
1934 | else |
1938 | else |
1935 | tmp->stats.food++; |
1939 | tmp->stats.food++; |
1936 | } |
1940 | } |
1937 | |
1941 | |
1938 | void slow_player(object *op,object *hitter,int dam) |
1942 | void slow_player(object *op,object *hitter,int dam) |
1939 | { archetype *at = find_archetype("slowness"); |
1943 | { archetype *at = find_archetype("slowness"); |
1940 | object *tmp; |
1944 | object *tmp; |
… | |
… | |
1957 | object *tmp; |
1961 | object *tmp; |
1958 | int maxduration; |
1962 | int maxduration; |
1959 | |
1963 | |
1960 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
1964 | tmp = present_in_ob_by_name(FORCE,"confusion", op); |
1961 | if(!tmp) { |
1965 | if(!tmp) { |
1962 | tmp = get_archetype(FORCE_NAME); |
1966 | tmp = get_archetype(FORCE_NAME); |
1963 | tmp = insert_ob_in_ob(tmp,op); |
1967 | tmp = insert_ob_in_ob(tmp,op); |
1964 | } |
1968 | } |
1965 | |
1969 | |
1966 | /* Duration added per hit and max. duration of confusion both depend |
1970 | /* Duration added per hit and max. duration of confusion both depend |
1967 | * on the player's resistance |
1971 | * on the player's resistance |
1968 | */ |
1972 | */ |
… | |
… | |
1971 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
1975 | tmp->duration = 8 + MAX(1, 5*(100-op->resist[ATNR_CONFUSION])/100); |
1972 | if (tmp->name) free_string(tmp->name); |
1976 | if (tmp->name) free_string(tmp->name); |
1973 | tmp->name = add_string("confusion"); |
1977 | tmp->name = add_string("confusion"); |
1974 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
1978 | maxduration = MAX(2, 30*(100-op->resist[ATNR_CONFUSION])/100); |
1975 | if( tmp->duration > maxduration) |
1979 | if( tmp->duration > maxduration) |
1976 | tmp->duration = maxduration; |
1980 | tmp->duration = maxduration; |
1977 | |
1981 | |
1978 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
1982 | if(op->type == PLAYER && !QUERY_FLAG(op,FLAG_CONFUSED)) |
1979 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
1983 | new_draw_info(NDI_UNIQUE, 0,op,"You suddenly feel very confused!"); |
1980 | SET_FLAG(op, FLAG_CONFUSED); |
1984 | SET_FLAG(op, FLAG_CONFUSED); |
1981 | } |
1985 | } |
1982 | |
1986 | |
1983 | void blind_player(object *op, object *hitter, int dam) |
1987 | void blind_player(object *op, object *hitter, int dam) |
1984 | { |
1988 | { |
… | |
… | |
2003 | |
2007 | |
2004 | if(hitter->owner) owner = get_owner(hitter); |
2008 | if(hitter->owner) owner = get_owner(hitter); |
2005 | else owner = hitter; |
2009 | else owner = hitter; |
2006 | |
2010 | |
2007 | new_draw_info_format(NDI_UNIQUE,0,owner, |
2011 | new_draw_info_format(NDI_UNIQUE,0,owner, |
2008 | "Your attack blinds %s!",query_name(op)); |
2012 | "Your attack blinds %s!",query_name(op)); |
2009 | } |
2013 | } |
2010 | tmp->stats.food += dam; |
2014 | tmp->stats.food += dam; |
2011 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
2015 | if(tmp->stats.food > 10) tmp->stats.food = 10; |
2012 | } |
2016 | } |
2013 | |
2017 | |
… | |
… | |
2020 | * written? Well, i think this can and should be removed |
2024 | * written? Well, i think this can and should be removed |
2021 | */ |
2025 | */ |
2022 | |
2026 | |
2023 | /* |
2027 | /* |
2024 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2028 | if((tmp=present(PARAIMAGE,op->map,op->x,op->y))==NULL) { |
2025 | tmp=clone_arch(PARAIMAGE); |
2029 | tmp=clone_arch(PARAIMAGE); |
2026 | tmp->x=op->x,tmp->y=op->y; |
2030 | tmp->x=op->x,tmp->y=op->y; |
2027 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2031 | insert_ob_in_map(tmp,op->map,tmp,INS_NO_MERGE | INS_NO_WALK_ON); |
2028 | } |
2032 | } |
2029 | */ |
2033 | */ |
2030 | |
2034 | |
2031 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2035 | /* Do this as a float - otherwise, rounding might very well reduce this to 0 */ |
2032 | effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
2036 | effect = (float)dam * 3.0 * (100.0 - op->resist[ATNR_PARALYZE]) / 100; |
… | |
… | |
2059 | ** field of the deathstriking object */ |
2063 | ** field of the deathstriking object */ |
2060 | |
2064 | |
2061 | int atk_lev, def_lev, kill_lev; |
2065 | int atk_lev, def_lev, kill_lev; |
2062 | |
2066 | |
2063 | if(hitter->slaying) |
2067 | if(hitter->slaying) |
2064 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2068 | if(!( (QUERY_FLAG(op,FLAG_UNDEAD)&&strstr(hitter->slaying,undead_name)) || |
2065 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
2069 | (op->race&&strstr(hitter->slaying,op->race)))) return; |
2066 | |
2070 | |
2067 | def_lev = op->level; |
2071 | def_lev = op->level; |
2068 | if (def_lev < 1) { |
2072 | if (def_lev < 1) { |
2069 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2073 | LOG (llevError, "BUG: arch %s, name %s with level < 1\n", |
2070 | op->arch->name, op->name); |
2074 | op->arch->name, op->name); |
… | |
… | |
2073 | atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
2077 | atk_lev = (hitter->chosen_skill?hitter->chosen_skill->level:hitter->level) / 2; |
2074 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2078 | /* LOG(llevDebug,"Deathstrike - attack level %d, defender level %d\n", |
2075 | atk_lev, def_lev); */ |
2079 | atk_lev, def_lev); */ |
2076 | |
2080 | |
2077 | if(atk_lev >= def_lev ){ |
2081 | if(atk_lev >= def_lev ){ |
2078 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2082 | kill_lev = random_roll(0, atk_lev-1, hitter, PREFER_HIGH); |
2079 | |
2083 | |
2080 | /* Note that the below effectively means the ratio of the atk vs |
2084 | /* Note that the below effectively means the ratio of the atk vs |
2081 | * defener level is important - if level 52 character has very little |
2085 | * defener level is important - if level 52 character has very little |
2082 | * chance of killing a level 50 monster. This should probably be |
2086 | * chance of killing a level 50 monster. This should probably be |
2083 | * redone. |
2087 | * redone. |
2084 | */ |
2088 | */ |
2085 | if(kill_lev >= def_lev) { |
2089 | if(kill_lev >= def_lev) { |
2086 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2090 | *dam = op->stats.hp+10; /* take all hp. they can still save for 1/2 */ |
2087 | /* I think this doesn't really do much. Because of |
2091 | /* I think this doesn't really do much. Because of |
2088 | * integer rounding, this only makes any difference if the |
2092 | * integer rounding, this only makes any difference if the |
2089 | * attack level is double the defender level. |
2093 | * attack level is double the defender level. |
2090 | */ |
2094 | */ |
2091 | *dam *= kill_lev / def_lev; |
2095 | *dam *= kill_lev / def_lev; |
2092 | } |
2096 | } |
2093 | } else { |
2097 | } else { |
2094 | *dam = 0; /* no harm done */ |
2098 | *dam = 0; /* no harm done */ |
2095 | } |
2099 | } |
2096 | } |
2100 | } |
2097 | |
2101 | |
… | |
… | |
2100 | * monster). |
2104 | * monster). |
2101 | */ |
2105 | */ |
2102 | static void thrown_item_effect (object *hitter, object *victim) |
2106 | static void thrown_item_effect (object *hitter, object *victim) |
2103 | { |
2107 | { |
2104 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2108 | if(!QUERY_FLAG(hitter,FLAG_ALIVE)) { |
2105 | /* May not need a switch for just 2 types, but this makes it |
2109 | /* May not need a switch for just 2 types, but this makes it |
2106 | * easier for expansion. |
2110 | * easier for expansion. |
2107 | */ |
2111 | */ |
2108 | switch (hitter->type) { |
2112 | switch (hitter->type) { |
2109 | case POTION: |
2113 | case POTION: |
2110 | /* should player get a save throw instead of checking magic protection? */ |
2114 | /* should player get a save throw instead of checking magic protection? */ |
2111 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2115 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2112 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2116 | &&(victim->resist[ATNR_MAGIC]<60)) (void) apply_potion(victim,hitter); |
2113 | break; |
2117 | break; |
2114 | |
2118 | |
2115 | case POISON: /* poison drinks */ |
2119 | case POISON: /* poison drinks */ |
2116 | /* As with potions, should monster get a save? */ |
2120 | /* As with potions, should monster get a save? */ |
2117 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2121 | if(QUERY_FLAG(victim,FLAG_ALIVE)&&!QUERY_FLAG(victim,FLAG_UNDEAD) |
2118 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2122 | &&(victim->resist[ATNR_POISON]<60)) apply_poison(victim,hitter); |
2119 | break; |
2123 | break; |
2120 | |
2124 | |
2121 | /* Removed case statements that did nothing. |
2125 | /* Removed case statements that did nothing. |
2122 | * food may be poisonous, but monster must be willing to eat it, |
2126 | * food may be poisonous, but monster must be willing to eat it, |
2123 | * so we don't handle it here. |
2127 | * so we don't handle it here. |
2124 | * Containers should perhaps break open, but that code was disabled. |
2128 | * Containers should perhaps break open, but that code was disabled. |
2125 | */ |
2129 | */ |
2126 | } |
2130 | } |
2127 | } |
2131 | } |
2128 | } |
2132 | } |
2129 | |
2133 | |
2130 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2134 | /* adj_attackroll() - adjustments to attacks by various conditions */ |
2131 | |
2135 | |
… | |
… | |
2203 | |
2207 | |
2204 | /* I broke what used to be one big if into a few nested |
2208 | /* I broke what used to be one big if into a few nested |
2205 | * ones so that figuring out the logic is at least possible. |
2209 | * ones so that figuring out the logic is at least possible. |
2206 | */ |
2210 | */ |
2207 | if (op && (op->move_type & MOVE_FLYING)) { |
2211 | if (op && (op->move_type & MOVE_FLYING)) { |
2208 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2212 | if (op->type==ARROW || op->type==THROWN_OBJ) |
2209 | return 1; |
2213 | return 1; |
2210 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2214 | else if (op->type==SPELL_EFFECT && (op->subtype == SP_BULLET || |
2211 | op->subtype == SP_EXPLOSION)) |
2215 | op->subtype == SP_EXPLOSION)) |
2212 | return 1; |
2216 | return 1; |
2213 | } |
2217 | } |
2214 | return 0; |
2218 | return 0; |
2215 | } |
2219 | } |
2216 | |
2220 | |